Killer Metal Mimic Working Draft
Mimic, Metal, Killer
Large Aberration (Shapechanger)
Hit Dice: 8d8+24 (60 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 (2d6+6)
Full Attack: 2 slams +12 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Create light, darkvision 60 ft., false magic aura, immunity to acid, mimic shape
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 23, Dex 12, Con 17, Int 4, Wis 13, Cha 12
Skills: Climb +11, Disguise +12, Listen +8, Spot +8
Feats: Alertness, Combat Reflexes (B), Hold the Line, Lightning Reflexes, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —
These powerful cousins of the common mimic are called metal mimics due to their fondness for mimicking objects made out of metal, such as iron doors or steel treasure-chests. As well as being stronger than a regular mimic they have minor magical abilities that help them lure prey within reach. Killer metal mimics are a smaller and less intelligent version of the standard metal mimic.
A killer metal mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical killer metal mimic has a volume of 150 cubic feet (about 5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.
Killer metal mimics can not speak.
Combat
Killer metal mimics often create a magical light to lure adventurers or monsters to approach them. This light usually appears to be the glow of a magical item, but the mimic will imitate other light-sources such as torches, lanterns or campfires if it thinks these are more likely to interest a victim. A favorite ploy is to shape part of its body into a glowing sword or shield and place a false magic aura upon it, since avaricious creatures find such a treasure hard to resist.
A metal mimic often surprises an unsuspecting opponent, lashing out with a heavy pseudopod. Killer metal mimics are instinctively aggressive and usually fight to the death. They may occasionally flee a fight, but never negotiate like their intelligent cousins.
Adhesive (Ex): A killer metal 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 17 Reflex save. A successful DC 17 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.
Create Light (Sp): Four times per day, a killer 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.
Crush (Ex): A killer metal mimic deals 2d6+6 points of damage with a successful grapple check.
False Magic Aura (Su): Once per day, a killer metal mimic can give itself or a part of itself a false magical aura, as per the magic aura spell (Will save DC 15). The aura lasts for 24 hours, or the metal mimic can cancel its magic aura as a free action. The save DC is Charisma-based.
Mimic Shape (Ex): A killer metal mimic can assume the general shape of any object that fills roughly 200 cubic feet (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 killer metal mimic has a +8 racial bonus on Disguise checks and a +4 racial bonus on Listen and Spot checks.