Cleon
Legend
That final ability list looks fine to me. And so's the 1d10 slam.
okay, I'll put everything we've got so far into the rough draft.
I'll also include the size of the "SRD scale" killer mimic.
That final ability list looks fine to me. And so's the 1d10 slam.
For the SLAs, since they stray so far from the usual SLA format, I'd rather just write 'em up as unique abilities. Like so:
Create Light (Sp): Four times per day, a metal mimic can create light. This functions as the light spell (caster level 5th), except the mimic can place the source of this light anywhere upon its body or upon any object it can touch.
False Magic Aura (Sp): Once per day, a metal mimic can give itself a false magical aura, as per the magic aura spell (Will save DC 12). A metal mimic can cancel its magic aura as a free action. Caster level 5th. The save DC is Charisma-based.
Agreed with the skill distribution, and I like Stand Still for 'em.
Combat Reflexes works. I'd be fine with making it a bonus feat so it could get Hold the Line as well, though. Either way works for me.
Let's tweak the slam damage so we're at a comfortable CR 6.
I don't feel strongly one way or the other regarding Gargantuan potential.