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Finishing Off the Mimics

Give 'em Decipher Script, Knowledge (nobility and royalty), and Control Shape?

:confused:

Just kidding. Those skills are fine.
 

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Give 'em Decipher Script, Knowledge (nobility and royalty), and Control Shape?

:confused:

Just kidding. Those skills are fine.

Now now, we're saving Control Shape for the mimicwere.:p

I'll plug the three skills into the rough draft...

Updated

I cut out its Alertness feat since it didn't really need the extra +2 on Listen and Spot. Gives us another feat to play with.

Speaking of which, what do you fancy for its feats?

Might as well keep Lightning Reflexes and Weapon Focus (slam), since they're still useful.

It doesn't really need Ability Focus (engulf) since its engulf DC is very impressive already.

It doesn't have the Dexterity for Combat Reflexes but we could give it Stand Still instead?

Power Attack to boost the damage?

Improved Initiative to help it get its prey before they flee?

Combat Expertise to ward off blows while it crushes its victims?

That makes:

Feats: Combat Expertise, Improved Initiative, Lightning Reflexes, Power Attack, Stand Still, Weapon Focus (slam)
 




Sure, why not?

Okay then, I'll Update it with those feats.

So, as far as the stats goes that leaves Challenge Rating, Advancement and Spell Resistance.

Challenge Rating
I'd eyeball it around CR 9. A common mimic advanced to 16 HD is CR 8, but it isn't as strong and doesn't get the Engulf, Crush or SR.

Advancement
A standard advancement would go like this (using the +50% for the first size stage, like the SRD Mimic).

Advancement #1 [Standard]: 16-22 HD (Huge); 23–44 HD (Gargantuan); 45-60 HD (Colossal)

I'm thinking they might progress more slowly then the usual "double per extra size" rule, since most of their increased volume is empty space - the greater mimic is not the chamber, but the walls, floor & ceiling. Maybe +66% instead of +100 per size...

Advancement #2 (2/3rd): 16–24 HD (Huge); 25–31 HD (Gargantuan); 32-45 HD (Colossal)

Hmm, I am leaning toward option #2, but I'm not 100% decided.

Spell Resistance
The monster conversion notes suggest CR+3 for 10% Magic Resistance, which converts to SR12. That seems disappointing, a 10% failure for an 11th level caster would require an SR14.

I'm tempted to either use the "direct conversion" SR 14, average the two to SR13, or give it SR15 (I'll say it's to allow for Spell Penetration, as if I need an excuse).
 

Well, I think the conversion notes are designed so that a level=CR caster has a 10% chance of beating the SR. But I'm not too bothered however you go.
 

Well, I think the conversion notes are designed so that a level=CR caster has a 10% chance of beating the SR. But I'm not too bothered however you go.

Ditto here. The CR+x method seems to work better for mid- to high- CR monsters, whereas the Conversion Guide version works best for low-CR (or really, really poor MR) creatures.
 

Well, I think the conversion notes are designed so that a level=CR caster has a 10% chance of beating the SR. But I'm not too bothered however you go.

Well I prefer something a bit more effective.

I don't much mind were it is in the SR 12-15 band. I'm leaning towards "unlucky 13", but if you fancy rolling a d4+11...
 

Into the Woods

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