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Finishing Off the Mimics

As you like.

I had to type out the whole thing, which was a bit of a pain.

By the way, according to the MC7 illustration space mimics space mimics can exude arms like the Mimic illustration in the 3E Monster Manual. Makes me wonder why their description keeps mentioning "pseudopods"?

EDIT: Oh, and another thing I found odd was that these creatures are illusionist specialist wizards yet there's no mention of spells in their Special Attacks/Special Defenses lines.

You'd think they'd mention it!
 
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Space Mimic (2nd edition AD&D, MC7)

Mimic, Space
Climate/Terrain: Wildspace
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (13-14)
Treasure: V (U)
Alignment: Neutral
No. Appearing: 1
Armor Class: 7
Movement: 3, Fl 18 (B)
Hit Dice: 12
THAC0: 9
No. of Attacks: 1
Damage/Attack: 3-12 (smash)
Special Attacks: Glue
Special Defenses: Camouflage
Magic Resistance: Nil
Size: L (varies)
Morale: Champion (15)
XP Value: 5,000

Mimics are the result of a magical experiment. Despite their very thick, resilient hide, these creatures have the ability to change their shapes and colors at will in order to fool nearby victims, which they then feed on. Space mimics sometimes pass as ship debris floating in wildspace, as an ornate chest, or as an elaborate wizard’s desk with books and scrolls in an abandoned ship.
Space mimics have two eyes, which normally remain hidden under thick eyelids. In addition, space mimics can sense head and light within 90 feet.
Space mimics are about the same size as their planetside counterparts, about 150 cubic feet (a 3’ × 6’ × 8’ chest for example or a small lifeboat). The natural skin of the space mimic is pitch black, with small specks of twinkling light, imitating a space background. The space mimic can change its shape and color in one round to resemble a piece of furniture made of any variety of wood, stone, or metal (either plain or carved). Like the common mimic, the space mimic must retain its normal size, but can otherwise radically alter its shape.
The space mimic speaks its own tongue and often another three or four. The languages it is most likely to understand are neogi (01-20), the arcane tongue (21-40), human common (41-70), beholder (71-75), elven (76-90), or illithid (91-95). On a roll of 96+, the space mimic is eager to learn a new language.

Combat: Mimics use their shapeshifting abilities to surprise their victims (-4 penalty to the victim’s surprise roll). If attacked, a space mimic lashes out with a pseudopod that inflicts 3d4 points of damage. The mimic is also covered with a strong glue that can hold anyone or anything coming in contact. A victim can be pulled free in three rounds only if the glue is weakened with a flask of alcohol. The space mimic can dissolve its glue anytime it so desires, and can control which areas of its hide are covered with the glue. Mimics are immune to acid, molds, green slime, and various puddings.
Space mimics have the ability to cast the spells available to a 4th-level illusionist. This is an innate ability, and thus the spells do not require components. Space mimics do need to locate spell books or scrolls in order to acquire the spells initially. Once they have acquired a spell, they may use it as a 4th-level illusionist. Space mimics also need rest to recover spells previously cast. A common spell mix for space mimics might include the following: audible glamer, cantrip, spook, Nystul’s magic aura, hypnotic pattern, improved phantasmal force, and invisibility.
Space mimics are as much interested in food as they are in magic. When visitors approach, the space mimic stays invisible to study the party. If it finds out there is a wizard, the space mimic tries to lure the spellcaster somewhere alone, and then hypnotizes him while it steals books, scrolls, or magical items. After eating a victim, the mimic goes into hiding. If the party remains, the undiscovered mimic may attempt to lure yet another member when it hungers again.

Habitat/Society: Space mimics live in wildspace. They are solitary creatures that enjoy spending time reading space lore, tomes on magic, and other arcane volumes. Unlike their common cousins, space mimics have various cultures, usually based on their readings. These mimics are intelligent: they exchange books they already read for food or other books. Space mimics have neither religious beliefs nor any morals.
When food is scarce, the mimics turn invisible and goes dormant for up to two or three years, after which time it will die unless it feeds. A good meal (one or two humans) sustains a space mimic for 1d4+4 months. Space mimics can levitate at will, which enables them to slowly travel across wildspace.

Ecology: Mimics were created by wizards to protect their treasures. This strain was created for long voyages, but they soon proved unreliable servants. After being discarded, mimics survived, reproducing by fission. Along with their glue, space mimics exude an odor that attracts rodents, space vermin, and occasional monsters as well.
Body parts of the space mimic are as useful as that of its common cousin. In addition, the space mimic often keeps some treasure (usually books or scrolls) in a pocket under its belly.

Originally appeared in MC7 - Monstrous Compendium Spelljammer Appendix (1990).
 

These sound basically like regular mimics with slightly different flavor and a little extra.

I'd make them sorcerer casters with spells known typically from the illusion school. At 12HD, I wouldn't mind boosting the CL a little either.

They should have a fly speed.

And maybe we want something about that attractive smell. What do you think?
 

These sound basically like regular mimics with slightly different flavor and a little extra.

I'd make them sorcerer casters with spells known typically from the illusion school. At 12HD, I wouldn't mind boosting the CL a little either.

I fancy making them spellcast as wizards with specialism in illusion and Eschew Materials as a bonus feat. It's a good fit with the original version, and it gives them something distinct. It also ties in with their love of reading books & scrolls.

Increasing their caster level is tempting, but I think I'll leave the default at 4th level. They can always increase their CL through Advancement.

They should have a fly speed.

I was thinking fly 50 ft. (good) plus a modified version of the beholder's Flight ability, something like:

Flight (Su): An space mimic can turn its body buoyant at will. This allows it to fly as the spell, as a free action, at a speed of 50 feet. This bouyancy also grants it permanent feather fall and levitate effects with personal range.

And maybe we want something about that attractive smell. What do you think?

The attractive smell is a standard feature of regular AD&D Mimics (at least since The Ecology of the Mimic article in Dragon #75 introduced it). e.g. the 2nd edition Monstrous Manual Mimic has "Along with glue, they can excrete a liquid that smells like rotting meat; this attracts smaller, more common prey (usually rats)." in their Ecology entry.

Since the standard 3E Mimic doesn't have it, I wouldn't bother giving it to the Space Mimic.

Anyhow, I'll start a working draft for the Space Mimic conversion, using the SRD Mimic for the template.
 
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Space Mimic Working Draft

Mimic, Space
Large Aberration (Shapechanger)
Hit Dice: 12d8+36 (90 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +8/+16
Attack: Slam +12 melee (1d8+4)
Full Attack: 2 slams +12 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush, spells
Special Qualities: Darkvision 60 ft., flight, hide in space, immunity to acid, mimic shape, spells
Saves: Fort +7, Ref +7, Will +9
Abilities: Str 19, Dex 12, Con 17, Int 14, Wis 13, Cha 10
Skills: Climb
+4, Concentration +13, Decipher Script +7, Disguise +18, Hide -3* (+9 in space), Knowledge (arcane) +7, Listen +11, Spellcraft +14, Spot +11
Feats: Alertness, Combat Casting, Eschew Materials (B), Lightning Reflexes,
Spell Focus (Illusion), Weapon Focus (slam)
Environment: Wildspace
Organization: Solitary
Challenge Rating: 7
Treasure: No coins, double goods (gems and jewelery), double items
Alignment: Usually neutral
Advancement: 13–15 HD (Large); 16–24 HD (Huge) or by character class (wizard)
Level Adjustment:

Space mimics are a highly intelligent spellcasting relative of the common mimic, usually encountered floating the depth of wildspace or hiding aboard spelljamming vessels. Unlike common mimics, space mimics have a culture of sorts based on the study of arcane lore. They are keen readers, preferring tomes on magic and astronomy. On the rare occasions a space mimic meets another of its kind they will debate arcane lore and exchange books or scrolls they've already read for new ones. Space mimics need spell books to cast their spells just like a wizard.

These monsters are just as amoral as common mimics, seeing most creatures as potential meals and sources of treasure. They will negotiate with powerful creatures, exchanging their services for food or arcane volumes, but weaker beings are there to be eaten.

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

Space mimics can speak and read common and at least two other languages, usually Draconic and Elven.

Combat
A space mimic disguises itself, often as a large chest or massive desk, and waits for victims to arrive. It then observes its potential prey and tries to lure a single victim away with an enchantment or illusion spell such as charm person or ghost sound, hoping to devour them without anyone noticing.

Space Mimics fight with spells as well as adhesive pseudopods as powerful as a common mimic's. They are crafty creatures who know how to use their spells to their best advantage - charming opponents and turning them on their companions, casting web to stymie their enemies' movements and so forth. If a battle turns against them a space mimic seeks to negotiate or fly away, but they fight to the death if cornered.

Adhesive (Ex): A
space 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 19 Reflex save. A successful DC
19 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
space mimic deals 1d8+4 points of damage with a successful grapple check.

Flight (Su): A space mimic can turn its body buoyant at will. This allows it to fly as the spell, as a free action, at a speed of 50 feet. This buoyancy also grants it permanent feather fall and levitate effects with personal range.

Hide in Space (Ex): A space mimic's skin is naturally pitch black with motes of twinkling light. This allows a space mimic to make Hide checks when it is flying in wildspace without needing any cover or concealment - it can also Hide against similar starry backgrounds, such as a a clear night sky. Space mimics have a +12 racial bonus on Hide checks when in space or a clear night sky.

Mimic Shape (Ex): A
space 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.

Spells (Sp): A space mimic can cast spells as a 4th level wizard with specialization in the Illusion school and Abjuration and Evocation
as its prohibited schools. The save DCs are Intelligence-based.

Typical spells prepared (4/4+1/3+1).
0-- dancing lights, ghost sound* (DC 14), prestidigitation, resistance
1st-- charm person (DC 13), cause fear (DC 13), color spray* (DC 15), magic aura** (DC 15), unseen servant
2nd-- hypnotic pattern** (DC 16), invisibility*, minor image* (DC 16), web (DC 14)
*Illusion spell, **bonus spell

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

*A space mimic has a +12 racial bonus to Hide checks when in space or a clear night sky and can make Hide checks in space or a night sky without needing cover or concealment.
 
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Your thoughts on flight are good.

How about just bumping casting to 6th level = HD/2?

Still not sure. They mainly use their spells to set up a physical attack, not to attack itself.

Still, 6th level would allow them to use major image and suggestion, both of which fit their modus operandi, and displacement would be very handy.

What about the Specialist Wizard / Sorcerer question? The more I think about it the more I like Specialist Wizard (Illusionist). It'll give them a far wider repertoire of spells.
 


But fewer spells per day. Well, we don't do innate wizard casting often, so why not? ;)

EDIT:
Shall we make it a 4th level Wizard then?

I'd be willing to compromise with a 6th level Wizard, but I'd prefer to stick to the original caster level.
:ENDEDIT

Since that'll be the most complicated bit, I think we'd better settle the basic stats first.

Intelligence 14, but the other stats as an SRD Mimic, or do we want to increase the Charisma as well?

I'll put in the Flight and increase the Hit Dice to 12, with the associated changes.

They've got 5 feats and 60 skill points.

I'd think they'd retain the standard Mimic's Skills and Feats and spend most of the extra 2 feats and 40 SPs on wizardly stuff. Maybe put 10 or so of those SPs in Disguise and Spot, most of the remainder in Spellcraft & Concentration and a few points in Knowledges & Decipher Script?
 
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Could bump Wis and Cha 1 point each, but I don't think it's necessary.

I'll agree with the skills and feats being standard mimic + wizard stuff, and what you have is pretty good for the skills.

Do we need to put in the spell book or just the spells prepared?
 

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