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Miscellaneous Mimics (or Juggernaut, the Aberration)

Cleon

Legend
I was browsing an old rpg.net thread entitled "Weird Dumb D&D Monsters" yesterday and came across a post about a Juggernaut-Mimic "crossbreed" which I'd completely forgotten about, it took me a bit of digging to recall it's based on a subentry of the Monstrous Compendium's Juggernaut.

That got me thinking, are there any Mimic variants we haven't done 3.5E conversions of yet?

The Creature Catalog already has a 3.0 conversion of the Juggernaut which mentions the Mimic variant but it isn't statted out and is missing some significant details - for a start, the "Juggermimic" has Intelligence 10, so it will gain feats.

The only other mimic variant I could find is the House Hunter, so what about the following:

Space Mimic (Spelljammer Monstrous Compendium) - there's a 3.0 conversion of this on the Shattered Fractine spelljammer site, but is it worth doing our own take on it?

Greater Mimic (Monstrous Compendium Annual Volume Two) - Urklore asked for this to be converted back in July 2005, but I can't find a conversion of it anywhere and it's still on Echohawks Unconverted Aberrations list three years later.

Metal Mimic (Dragon 101) - Also on the Unconverted Aberrations list.

Killer Mimic (1st edition Monster Manual, 2nd edition Monstrous Manual)
 

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Might as well get started.

I've only got the original stats for the Metal Mimic and the Killer Mimic, so someone else will have to post the AD&D stats for the Juggernaut "Mimic", Space Mimic and Greater Mimic if we're going to do them (assuming they haven't already been converted and I just couldn't find them).

The Killer Mimic is such a straightforward creature that there isn't really anything to debate - it's just a Semi-intelligence (Int 2-4) version of the standard or "Common" Mimic with a couple of extra Hit Dice (9-10 HD instead of the AD&D Common Mimic's 7-8 HD) and a tendency toward malevolence (they're Neutral Evil in the Monstrous Manual, but IIRC they're Neutral in 1st edition).

That just requires a bit of tweaking of the SRD Mimic to something like the following, I boosted the physical stats a bit since it's a larger, more ferocious creature:

Mimic, Killer
Large Aberration (Shapechanger)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Slam +12 melee (1d8+6)
Full Attack: 2 slams +12 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 23, Dex 12, Con 19, Int 4, Wis 13, Cha 10
Skills: Climb +9, Disguise +12, Listen +7, Spot +7
Feats: Alertness, Lightning Reflexes, Skill Focus (Disguise), Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral, often evil
Advancement: 10 HD (Large); 11–20 HD (Huge); 21-30 (Gargantuan)
Level Adjustment:

Killer mimics are a larger, less intelligent variety of the common mimic.

A killer mimic can have almost any dimensions, but
is usually not more than 12 feet long. A typical killer mimic has a volume of 200 cubic feet (5 feet by 5 feet by 8 feet) and weighs about 7,000 pounds.

Killer mimics cannot speak.

Combat
A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod.

Killer mimics are almost as adept at mimicry as their intelligent cousins. They are little more than savage beasts, incapable of negotiating or surrender, and mostly fight to the death.


Adhesive (Ex): A killer mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 18 Strength check is needed to pry it off.
These DCs are Constitution-based.

Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A killer mimic deals 1d8+6 points of damage with a successful grapple check.

Mimic Shape (Ex): A killer mimic can assume the general shape of any object that fills roughly 200 cubic feet (about 5 feet by 5 feet by 8 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Skills
A mimic has a +8 racial bonus on Disguise checks.
 

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