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Finishing Off the Mimics

Cleon

Legend
Shade suggested we make a start on the "missing mimics".

Here's the post were I suggested these conversions:

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)

I've already proposed some stats for a Killer Mimic which looks OK to me. I'll repeat the stats below so we have everything in the same thread. It's a pretty straightforward conversion, so I'll leave it as is for the time being and start on another mimic, although you're welcome to propose any changes you think the Killer might need.

I'll do the Metal Mimic next, with the AD&D stats followed by a "draft 3E version" which will start out using the standard Mimic as a model.

Oh, that reminds me. I've also done stats form a "Common Mimic" that is just an SRD mimic with a slightly different size and descriptive text. I basically did this because the regular SRD mimic is the size of a skip, not a treasure chest, and I wanted something a bit smaller and closer to the 1st edition flavour. I might as well post that as well.

EDIT: Oh, it occurs to me it might be useful to include the AD&D stats, I'll add the Monstrous Manual version of the Mimic (Common and Killer) after the SRD version.
 
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Mimic (Original 3.5 D&D and 2E AD&D versions)

Mimic (3.5 SRD)
Large Aberration (Shapechanger)
Hit Dice: 7d8+21 (52 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: +5/+13
Attack: Slam +9 melee (1d8+4)
Full Attack: 2 slams +9 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Skills: Climb +9, Disguise +13, Listen +8, Spot +8
Feats: Alertness, Lightning Reflexes, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:

A mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.

Mimics speak Common.

Combat
A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.

Adhesive (Ex): A 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 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.

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 mimic deals 1d8+4 points of damage with a successful grapple check.

Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 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.

[FONT=&quot]Mimic ([FONT=&quot]Monstrous Manual 2nd Edition AD&D version[/FONT][/FONT][FONT=&quot])

[FONT=&quot]Common Mimic[/FONT][FONT=&quot]
[/FONT][/FONT] [FONT=&quot]Climate/Terrain:[FONT=&quot] Subterranean[/FONT][FONT=&quot]
[/FONT][FONT=&quot]Frequency:[/FONT][FONT=&quot] Rare [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Organization:[/FONT][FONT=&quot] Solitary [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Activity Cycle:[/FONT][FONT=&quot] Any [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Diet:[/FONT][FONT=&quot] Carnivore [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Intelligence:[/FONT][FONT=&quot] Average (8-10) [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Treasure:[/FONT][FONT=&quot] Incidental [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Alignment:[/FONT][FONT=&quot] Neutral [/FONT][FONT=&quot]
[/FONT][FONT=&quot]No. Appearing:[/FONT][FONT=&quot] 1 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Armor Class:[/FONT][FONT=&quot] 7 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Movement:[/FONT][FONT=&quot] 3 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Hit Dice:[/FONT][FONT=&quot] 7-8 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]THAC0:[/FONT][FONT=&quot] 13 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]No. of Attacks:[/FONT][FONT=&quot] 1 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Damage/Attack:[/FONT][FONT=&quot] 3-12 (smash) [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Special Attacks:[/FONT][FONT=&quot] Glue [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Special Defenses:[/FONT][FONT=&quot] Camouflage [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Magic Resistance:[/FONT][FONT=&quot] Nil [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Size:[/FONT][FONT=&quot] L [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Morale:[/FONT][FONT=&quot] Champion (15) [/FONT][FONT=&quot]
[/FONT][FONT=&quot]XP Value:[/FONT][FONT=&quot] 7 HD: 975; 8 HD: 1,400[/FONT][FONT=&quot]
[/FONT][FONT=&quot]
[/FONT][/FONT][FONT=&quot]Killer Mimic[/FONT][FONT=&quot]
[/FONT] [FONT=&quot]Climate/Terrain:[FONT=&quot] Subterranean[/FONT][FONT=&quot]
[/FONT][FONT=&quot]Frequency:[/FONT][FONT=&quot] Rare [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Organization:[/FONT][FONT=&quot] Solitary [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Activity Cycle:[/FONT][FONT=&quot] Any [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Diet:[/FONT][FONT=&quot] Carnivore [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Intelligence:[/FONT][FONT=&quot] Semi- (2-4) [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Treasure:[/FONT][FONT=&quot] Incidental [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Alignment:[/FONT][FONT=&quot] Neutral (evil) [/FONT][FONT=&quot]
[/FONT][FONT=&quot]No. Appearing:[/FONT][FONT=&quot] 1 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Armor Class:[/FONT][FONT=&quot] 7 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Movement:[/FONT][FONT=&quot] 3 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Hit Dice:[/FONT][FONT=&quot] 9-10 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]THAC0:[/FONT][FONT=&quot] 11 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]No. of Attacks:[/FONT][FONT=&quot] 1 [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Damage/Attack:[/FONT][FONT=&quot] 3-12 (smash) [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Special Attacks:[/FONT][FONT=&quot] Glue [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Special Defenses:[/FONT][FONT=&quot] Camouflage [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Magic Resistance:[/FONT][FONT=&quot] Nil [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Size:[/FONT][FONT=&quot] L [/FONT][FONT=&quot]
[/FONT][FONT=&quot]Morale:[/FONT][FONT=&quot] Elite (13) [/FONT][FONT=&quot]
[/FONT][FONT=&quot]XP Value:[/FONT][FONT=&quot] 9 HD: 2,000; 10 HD: 3,000 [/FONT][FONT=&quot]

[/FONT][/FONT] [FONT=&quot]Mimics are magically-created creatures with a hard rock-like outer shell that protects their soft inner organs. Mimics can alter their form and their pigmentation; they use this talent to lure victims into close range, where they attempt to feed on them. They usually appear in the form of treasure chests. There are two varieties, the smaller, more intelligent common mimic, and the larger, less intelligent killer mimic.

Mimics are large. Common mimics occupy about 150 cubic feet (a 3' x 6' x 8' chest, or a large door frame). Killer mimics occupy about 200 cubic feet. Mimics' natural color is a speckled grey that resembles granite. Mimics can alter their pigmentation to resemble varieties of stone (such as marble), wood grain, and various metals (gold, silver, copper); it takes one round to make the desired alteration. They cannot lose mass in this transformation (they must remain the same size, though they may radically alter their dimensions).

Common mimics have their own tongue (corruptions of the original language spoken by their wizard creators) and can also be taught to speak in common and other languages. Killer mimics are incapable of speech.

Combat: A mimic can surprise its victims easily (-4 penalty to victims' surprise rolls). When a creature touches a mimic, it lashes out with a pseudopod that inflicts 3d4 points of damage. Furthermore, the mimic covers itself with a glue-like substance. Any creature or item that touches a mimic is held fast. Alcohol will weaken the glue in three rounds, enabling the character to break free, or the character may attempt to make an open doors roll to break free. Only one attempt may be made per character, and no other action, offensive or defensive, may be performed during the round that the attempt is being made. A mimic may neutralize its glue at any time that it desires; the glue dissolves five rounds after the mimic dies. The mimic is immune to acid attacks and is unaffected by molds, green slime, and various puddings.

Habitat/Society: Mimics live underground, where they can avoid sunlight. They are solitary creatures; this is to ensure that each mimic has a large grazing area. They have no culture; their primary concerns are survival and food. Common mimics are quite intelligent and will gladly offer information in exchange for food. Killer mimics attack regardless of attempts at communication. Mimics have no moral code and no interest in culture or religion. Wizards who use them as guardians have sometimes found them to be less than enthusiastic about obeying their commands.

Ecology: Mimics were originally created by wizards to protect themselves from treasure hunters. A good meal (one or two humans) can sustain them for weeks. They reproduce by fission and grow to full size in several years. Mimics pose as stonework, doors, statues, stairs, chests, or other common items made from stone, wood, and metal. Their skin is covered with optical sensors that are sensitive to heat and light in a 90-foot radius, even in pitch darkness. Any powerful light source can easily blind them, including direct sunlight. Along with glue, they can excrete a liquid that smells like rotting meat; this attracts smaller, more common prey (usually rats). Mimic ichor is useful in the creation of polymorph self potions, and their glue and solvent sacs can be sold to alchemists. Other internal organs are useful in the manufacture of perfumes. The mimic's internal organs are considered tasty delicacies in some cultures.
[/FONT]
 
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Common Mimic (aka Building a Better Mimic)

Mimic, Common
Large Aberration (Shapechanger)
Hit Dice: 7d8+21 (52 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: +5/+13
Attack: Slam +9 melee (1d8+4)
Full Attack: 2 slams +9 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Skills: Climb +9, Disguise +13, Listen +8, Spot +8
Feats: Alertness, Lightning Reflexes, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:

Mimics are intelligent subterranean predators with the ability to imitate large inanimate objects. They typically take on the appearance of an item that is likely to attract the attention of passing humanoids, such as a door, treasure chest or idol, or an innocuous seeming local feature, such as a fallen boulder. Mimics can go for long periods without food. While they have ravenous appetites, a common mimic is intelligent enough to only feed occasionally in inhabited areas to reduce its chances of discovery.

Common mimics were created by ancient wizards to serve as guardians, a role they are still willing to perform in return for food and treasure.

A common mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical common mimic has a volume of 45 cubic feet (3 feet by 3 feet by 5 feet) and weighs about 2,000 pounds.

Common mimics speak Common.

Combat
A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.

Adhesive (Ex): A 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 16 Reflex save. A successful DC 16 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 common mimic deals 1d8+4 points of damage with a successful grapple check.

Mimic Shape (Ex): A common mimic can assume the general shape of any object that fills roughly 45 cubic feet (3 feet by 3 feet by 5 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.

Common Mimic (Large Aberration (Shapechanger); Hit Dice: 7d8+21 (52 hp); Init: +1; Speed: 10 ft. (2 squares); AC: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15; Base Attack/Grapple: +5/+13; Attack: Slam +9 melee (1d8+4); Full Attack: 2 slams +9 melee (1d8+4); Space/Reach: 10 ft./10 ft.; Special Attacks: Adhesive, crush; Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape; Saves: Fort +5, Ref +5, Will +6; Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10; Skills: Climb +9, Disguise +13, Listen +8, Spot +8; Feats: Alertness, Lightning Reflexes, Weapon Focus (slam); CR: 4)

Huge Common Mimic (Huge Aberration (Shapechanger); Hit Dice: 11d8+55 (104 hp); Init: +4; Speed: 10 ft. (2 squares); AC: 16 (–2 size, +8 natural), touch 8, flat-footed 16; Base Attack/Grapple: +8/+24; Attack: Slam +15 melee (2d6+8); Full Attack: 2 slams +15 melee (2d6+8); Space/Reach: 15 ft./15 ft.; Special Attacks: Adhesive, crush; Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape; Saves: Fort +8, Ref +5, Will +8; Abilities: Str 27, Dex 10, Con 21, Int 10, Wis 13, Cha 10; Skills: Climb +13, Disguise +16, Listen +11, Spot +10; Feats: Alertness, Improved Initiative, Lightning Reflexes, Weapon Focus (slam); CR: 6)

Notes
As the SRD Mimic except its weight and volume are reduces to a more reasonable figure and it has a few bits of the Mimic's AD&D background in the description.
 

Killer Mimic

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
Advancement: 10 HD (Large); 11–20 HD (Huge); 21-30 (Gargantuan)
Level Adjustment:

Killer mimics are a larger, more savage variety of the common mimic (see above).

A killer mimic can have almost any dimensions, but usually is not more than 12 feet long. A typical killer mimic has a volume of 100 cubic feet (about 4 feet by 4 feet by 6 feet) and weighs about 4,500 pounds.

Killer mimics can not 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 100 cubic feet (about 4 feet by 4 feet by 6 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.

Killer Mimic (Large Aberration (Shapechanger); Hit Dice: 9d8+36 (76 hp); Init: +1; Speed: 10 ft. (2 squares); AC: 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 3, Wis 13, Cha 10; Skills: Climb +9, Disguise +12, Listen +7, Spot +7; Feats: Alertness, Lightning Reflexes, Skill Focus (Disguise), Weapon Focus (slam); CR: 5)

Huge Killer Mimic (Huge Aberration (Shapechanger); Hit Dice: 11d8+66 (115 hp); Init: +0; Speed: 10 ft. (2 squares); AC: 16 (–2 size, +8 natural), touch 8, flat-footed 16; Base Attack/Grapple: +8/+26; Attack: Slam +17 melee (2d6+10); Full Attack: 2 slams +17 melee (2d6+10); Space/Reach: 15 ft./15 ft.; Special Attacks: Adhesive, crush; Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape; Saves: Fort +9, Ref +5, Will +8; Abilities: Str 31, Dex 10, Con 23, Int 3, Wis 13, Cha 10; Skills: Climb +13, Disguise +13, Listen +8, Spot +7; Feats: Alertness, Lightning Reflexes, Skill Focus (Disguise), Weapon Focus (slam); CR: 6)

Gargantuan Killer Mimic (Gargantuan Aberration (Shapechanger); Hit Dice: 21d8+168 (262 hp); Init: +4; Speed: 10 ft. (2 squares); AC: 18 (–4 size, +12 natural), touch 6, flat-footed 18; Base Attack/Grapple: +15/+41; Attack: Slam +12 melee (4d6+14); Full Attack: 2 slams +12 melee (4d6+14); Space/Reach: 20 ft./20 ft.; Special Attacks: Adhesive, crush; Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape; Saves: Fort +15, Ref +13, Will +15; Abilities: Str 39, Dex 10, Con 27, Int 3, Wis 13, Cha 10; Skills: Climb +17, Disguise +17, Listen +11, Spot +10; Feats: Alertness, Improved Initiative, Improved Natural Attack (slam), Iron Will, Lightning Reflexes, Skill Focus (Disguise), Weapon Focus (slam); Epic Feat: Epic Reflexes, CR: 10)

Notes
Based on the SRD Mimic with a reduced Intelligence and increased size. Its weight and volume are somewhat reduced.
 

That's it for the conversions I've got, now we can start on a new one!

Here's the Metal Mimic's AD&D stats, the draft copy of our 3E conversion will be my next post:

Metal Mimic
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 3"
HIT DICE: 8-11
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 1 punch
DAMAGE/ATTACK: 4-16
SPECIAL ATTACKS: Glue, spell use
SPECIAL DEFENSES: Camouflage
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- to average
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VI to VIII/900 + 10hp to 3400 + 16/hp

The metal mimic is a more powerful relative of the "ordinary" mimic, having all of the basic abilities and characteristics of its weaker counterpart. In addition to being able to imitate objects of wood or stone, the metal mimic can take on the shape and appearance of items of raw or finished metal. It can take on the color, luster, and texture of any pure metal (iron, gold, silver, platinum, etc.) except for adamantite, but cannot form into an alloy. Standard tactics of the creature include forming itself into a metal coffer to attract treasure-seeking prey or taking on the shape of an iron column in a passageway through which prey is expected to pass.

The metal mimic can duplicate the effect of a light spell up to four times per day, causing the illumination to come from itself or from any other object within 20' of its location. This magical light persists for 6 turns or until dispelled by some outside force. The mimic can cancel the light only if it was cast upon the mimic's body.

The metal mimic can exude a pseudopod, connected to the main body by a slender tendril, and shape that extremity into the form of a sword or dagger. With magical light placed on it, this extremity will appear to be an enchanted blade. If the creature wants to imitate a non-glowing magical weapon such as a mace, or possibly a magic shield, it can project a form of Nystul's magic aura once per day (duration 2 turns, or until dispelled by the mimic), causing the imitated object to register positively if detect magic is cast upon it.

The metal mimic has no use for treasure as such, but will often use the coins and weapons of previous victims to lure other prey, leaving such items where they have fallen and forming itself into a stone or iron column next to the pile.

The metal mimic attacks in the same fashion as the weaker mimic, sending out a pseudopod which hits as a weapon and also secretes a powerful glue. Each hit does 4-16 hp damage, and a victim held fast by the mimic's glue will incur subsequent attacks from more pseudopods as if the target were AC 10 (bonuses for dexterity and magical armor apply). The hold of a pseudopod's glue is broken by any single hit upon the mimic which causes at least 6 hp damage.

Metal mimics are of two basic types: the larger (10-11 HD), relatively intelligent sort, and the smaller "killer mimic" which is semi-intelligent and instinctively aggressive. The larger, non-belligerent types may learn local languages and be willing to negotiate for food instead of making an outright attack.

The metal mimic was created by Gregory Detwiler, it originally appeared in Dragon Magazine issue 101 (September 1985) as part of the Creature Catalog III"special attraction" feature.
 
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Metal Mimic Working Draft

Mimic, Metal
Large Aberration (Shapechanger)
Hit Dice: 10d8+30 (75 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: +7/+17
Attack: Slam +13 melee (2d6+6)
Full Attack: 2 slams
+13 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 +6, Ref +6, Will +8
Abilities: Str 23, Dex 12, Con 17, Int 10, Wis 13, Cha 12

Skills: Climb +11, Disguise +15, Listen +10, Spot +10
Feats: Alertness, Combat Reflexes (B), Hold the Line, Lightning Reflexes, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 6
Treasure: Half standard
Alignment: Usually neutral
Advancement: 11-15 HD (Large); 16-23 HD (Huge); 24-35 HD (Gargantuan)
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.

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

Metal mimics speak Common.

Combat
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. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.


Adhesive (Ex):
A
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 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.

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.

Crush (Ex): A
metal mimic deals 2d6+6 points of damage with a successful grapple check.

False Magic Aura (Su): Once per day, a metal mimic can give itself or a part of itself a false magical aura, as per the magic aura spell (Will save DC 16). 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 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 mimic has a +8 racial bonus on Disguise checks.
 
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I'd say the killer mimic looks fine, though we may end up wanting to enlarge it a little to make it consistent with the SRD version. ;)

As for the metal mimic, that's a lot of red text! Since the original was slightly less intelligent than the standard mimic, let's drop Int to 8. I'm a bit more interested in doing the slightly larger ones, so boost HD to 10 and maybe go +2 on Str. Then add the SLAs?

You know, shouldn't the adhesive say that the DCs are Con-based?
 

I'd say the killer mimic looks fine, though we may end up wanting to enlarge it a little to make it consistent with the SRD version. ;)

I prepped the alternative size text for that months ago. :p

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

As for the metal mimic, that's a lot of red text! Since the original was slightly less intelligent than the standard mimic, let's drop Int to 8.

It sure is! The red is just the SRD Mimic text that hasn't been changed yet. I'll turn white as we fill in the changes.

The Metal Mimic has exactly the same intelligence as the regular AD&D Mimic - average for the smart version, Semi-intelligent for the dumb one.

I'm a bit more interested in doing the slightly larger ones, so boost HD to 10 and maybe go +2 on Str. Then add the SLAs?

I'd like to do the smaller dumber alternative version too, but I was going to suggest making the intelligent metal mimic the default.

The Metal Mimic does significantly more damage than a regular mimic - 4d4 versus 3d4 - so how about increasing its slam damage dice to somewhere around 2d4 to 2d6?) and its strength? Alternatively, we could give it the same physical abilities scores as the Killer Mimic.

Hmm, I think I fancy a hybrid of the two - maybe 1d10 slam and 2 or 4 points more strength?

You know, shouldn't the adhesive say that the DCs are Con-based?

It should, but the Mimic SRD text omits the controlling stat (at least the version on d20srd.org does). I'm going to copy in the Adhesive description from the killer mimic, which includes "These DCs are Constitution-based.", but I'd like to agree on the ability scores first.

So far for abilities we've got:

#1 (uses SRD +2 Str): Str 21, Dex 12, Con 17, Int 10, Wis 13, Cha 10
#2 (uses 'Killer Mimic'): Str 23, Dex 12, Con 19, Int 10, Wis 13, Cha 10

I think I like the higher strength of the killer mimic, as metal mimics are "powerful", but I wouldn't mind keeping its Con the same as a regular mimic as freyar suggests.

Also, since it has SLAs we could consider kicking its Charisma up a notch. A magic aura is only a 1st level spell, so Cha 12 would be plenty.

Metal Mimic: Str 23, Dex 12, Con 17, Int 10, Wis 13, Cha 12
 


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