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Finishing Off the Mimics

Greater Mimic Working Draft

Mimic, Greater
Huge Aberration (Shapechanger)
Hit Dice: 15d8+90 (157 hp)
Initiative: +4
Speed: 5 ft. (1 square, cannot run)
Armor Class: 20 (–2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +11/+29
Attack: Slam +20 melee (2d6+10)
Full Attack: 2 slams +20 melee (2d6+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Adhesive, crush, engulf, illusions
Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape, spell resistance 13
Saves: Fort +11, Ref +7, Will +11
Abilities: Str 31, Dex 10, Con 23, Int 13, Wis 14, Cha 14
Skills: Climb +18, Disguise +28, Listen +20, Spot +20
Feats:
Combat Expertise, Improved Initiative, Lightning Reflexes, Power Attack, Stand Still, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 1
6-22 HD (Huge); 23–44 HD (Gargantuan); 45-60 HD (Colossal)
Level Adjustment:

Greater mimics are a larger, more intelligent version of the common mimic with limited magical powers. Most sages agree that they are not a separate species, but are ordinary mimic of exceptional size and cunning that have been mutated by subterranean magical forces.

A greater mimic has the same personality as its smaller kin, being interested solely in its own security, food, and wealth - in that order. They may form alliances with other creatures, but will dispassionately devour their allies the instant the relationship ceases being useful.

Greater mimics speak Common and Undercommon. They usually "speak" by creating an illusion of a humanoid, but can talk with their actual mouths.

Combat
A greater mimic imitates a room or small cavern and tries to lure prey into stepping inside this chamber, often using illusions or treasure as bait. Once some victims enter this chamber, the mimic snaps the entrance close and fastens onto its prey with adhesive, then collapses its body and attempts to crush its victims to death. Should opponents refuse to enter its chamber, a greater mimic can exude adhesive-coated pseudopods and try to drag them into its crushing interior.

A greater mimic will fight to the death if it has no alternative, but prefers to negotiate surrender or withdrawal when a foe threatens its life. They may offer treasure (or demand tribute!) as additional inducement.

Adhesive (Ex): A greater 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 or engulf 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 23 Reflex save. A successful DC 23 Strength check is needed to pry it off. The save 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
greater mimic can deal 2d6+10 points of damage with a successful grapple check. It can deal 4d6+20 points of damage without needing a grapple check against opponents it has engulfed (see below).

Engulf (Ex): A greater mimic can use its mimic shape power to form a cavity within its body that imitates a room, natural cavern or other chamber. A Huge greater mimic can form a chamber up to a 10-foot cube in size, a Gargantuan greater mimic can form up to a 20-foot cube chamber and a Colossal greater mimic can form a 30-foot cube chamber. Greater mimics can open multiple chambers within their body, but usually choose to form themselves into a single room or cave.

A greater mimic can snap open and close the entrances to its chamber(s) as a free action, trapping any creatures within. It can also trap creatures by simply moving over them, affecting as many as it can cover. Opponents can escape this engulf attack if they succeed at a DC 27 Reflex save, thereby leaping out of the "door" before it seals or avoiding the mimic's advance. They can also make opportunity attacks against the greater mimic, but if they do so they are not entitled to a saving throw against the engulf. An opponent who fails this reflex save will become stuck inside the mimic by its adhesive (see above).


In addition, a greater mimic can use its pseudopods to pull a grappled opponent into its chamber with a successful grapple check. The opponent is not entitled to a Reflex save or an attack of opportunity in this circumstance, but any creatures within the chamber who are not adhered to the mimic may attempt a DC 27 Reflex save to escape.


A greater mimic can use its crush attack against all opponents it has engulfed without needing to succeed at a grapple check, simply by slamming its walls, floor and ceiling together. This does twice the damage of its normal crush attack (4d6+20 for a typical greater mimic).


A Huge greater mimic can engulf 2 Large creatures, 8 Medium creatures, 32 Small creatures, 128 Tiny creatures and 512 Fine or smaller creatures.


The save DCs are Strength-based.

Illusions (Sp):
A greater mimic can create illusions with visual, auditory, olfactory and thermal components equivalent to a major image spell (caster level 15th), except it can only create illusions within 10 ft. of its body or inside a chamber formed with its body.

Mimic Shape (Ex): A greater mimic can assume the shape of any solid object that fills roughly 1000 cubic feet (10 feet by 10 feet by 10 feet), such as a massive statue, a buttress, or a small gatehouse. The creature can double its volume by opening chambers within its body, which it uses to trap prey (see Engulf, above). A greater mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the greater 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 greater mimic has a +8 racial bonus on Disguise checks.
 
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That's a pretty good start! One immediate thought is to make the adhesive something it can generate at will as a move(?) action.

I also agree with giving all of them major image.
 


That's a pretty good start! One immediate thought is to make the adhesive something it can generate at will as a move(?) action.

I'll upgrade the blue text to white then.

The original mimic could automatically add it to its slam attacks. I was just going to add its other natural weapons to the list, eg:

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 or engulf 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.

I also agree with giving all of them major image.

How about this:

Illusions (Sp):
A greater mimic can create illusions with visual, auditory, olfactory and thermal components equivalent to a major image spell (caster level 15th), except it can only create illusions within 10 ft. of its body or inside a chamber formed with its body.

EDIT: Working draft Updated with the above
 
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How's this for a start on Engulf, with a corresponding modification to Mimic Shape:

Engulf (Ex): A greater mimic can use its mimic shape power to form a cavity within its body that imitates a room, natural cavern or other chamber. A Huge greater mimic can form a chamber up to a 10-foot cube in size, a Gargantuan greater mimic can form up to a 20-foot cube chamber and a Colossal greater mimic can form a 30-foot cube chamber. Greater mimics can open multiple chambers within their body, but usually choose to form themselves into a single room or cave.

A greater mimic can snap open and close the entrances to its chamber(s) as a free action, trapping any creatures within. It can also trap creatures by simply moving over them, affecting as many as it can cover. Opponents can escape this engulf attack if they succeed at a DC X Reflex save, thereby leaping out of the "door" before it seals or avoiding the mimic's advance. They can also make opportunity attacks against the greater mimic, but if they do so they are not entitled to a saving throw against the engulf. An opponent who fails this reflex save will become stuck inside the mimic by its adhesive (see above).

In addition, a greater mimic can use its pseudopods to pull a grappled opponent into its chamber with a successful grapple check. The opponent is not entitled to a Reflex save or an attack of opportunity in this circumstance, but any creatures within the chamber who are not adhered to the mimic may attempt a DC X Reflex save to escape.

A greater mimic can use its crush attack against all opponents it has engulfed without needing to succeed at a grapple check, simply by slamming its walls, floor and ceiling together. This does twice the damage of its normal crush attack (4d6+20 for a typical greater mimic).

A standard greater mimic can engulf 2 Large creatures, 8 Medium creatures, 32 Small creatures, 128 Tiny creatures and 512 Fine or smaller creatures.

Mimic Shape (Ex): A greater mimic can assume the shape of any solid object that fills roughly 1000 cubic feet (10 feet by 10 feet by 10 feet), such as a massive statue, a buttress, or a small gatehouse. The creature can double its volume by opening chambers within its body, which it uses to trap prey (see Engulf, above). A greater mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the greater 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.
 






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