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Finishing Off the Mimics
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<blockquote data-quote="Cleon" data-source="post: 5315873" data-attributes="member: 57383"><p>Well I was thinking more it just carries around six regular Ballistae (with bolts) that it shoots with its pseudopods.</p><p></p><p>If it mimics the ballista I guess it could just grow its own bolts - with fast healing it presumable can replace missing flesh pretty quickly.</p><p></p><p></p><p></p><p>Well that we can agree on.</p><p></p><p>How about this:</p><p></p><p><strong>Adhesive (Ex):</strong> A juggernaut 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.</p><p></p><p>A juggernaut mimic can attempt to transfer a grappled opponent from its slam attack to its trample attack. The opponent must succeed at a DC 29 Fortitude check or become stuck to the juggernaut mimic's rollers instead of a pseudopod. See the juggernaut mimic's trample attack for more details.</p><p></p><p>A weapon that strikes an adhesive-coated juggernaut mimic is stuck fast unless the wielder succeeds on a DC 25 Reflex save. A successful DC 25 Strength check is needed to pry it off. These DCs are Constitution-based.</p><p></p><p>Strong alcohol dissolves the adhesive, but the juggernaut mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.</p><p></p><p><strong>Crush (Ex):</strong> A juggernaut mimic can deal 2d6+10 points of damage with a successful grapple check against any opponent it is grappling with a slam attack.</p><p></p><p><strong>Trample (Ex):</strong> A juggernaut mimic can trample creatures of up to Large size for 10d10+20 damage. Opponents may make an attack of opportunity or attempt to leap out of the way (DC 29 Reflex save for half damage). If they do not successfully leap out of the way, they must also succeed at a DC 29 Fortitude save or become stuck to the juggernaut's rollers by its adhesive special attack (see above).</p><p></p><p>Opponents that are stuck to a juggernaut mimic's rollers automatically take trampling damage on any round the juggernaut takes a move action. The juggernaut does not need to make a full-round trample attack to trample opponents stuck to its rollers.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5315873, member: 57383"] Well I was thinking more it just carries around six regular Ballistae (with bolts) that it shoots with its pseudopods. If it mimics the ballista I guess it could just grow its own bolts - with fast healing it presumable can replace missing flesh pretty quickly. Well that we can agree on. How about this: [B]Adhesive (Ex):[/B] A juggernaut 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 juggernaut mimic can attempt to transfer a grappled opponent from its slam attack to its trample attack. The opponent must succeed at a DC 29 Fortitude check or become stuck to the juggernaut mimic's rollers instead of a pseudopod. See the juggernaut mimic's trample attack for more details. A weapon that strikes an adhesive-coated juggernaut mimic is stuck fast unless the wielder succeeds on a DC 25 Reflex save. A successful DC 25 Strength check is needed to pry it off. These DCs are Constitution-based. Strong alcohol dissolves the adhesive, but the juggernaut mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. [B]Crush (Ex):[/B] A juggernaut mimic can deal 2d6+10 points of damage with a successful grapple check against any opponent it is grappling with a slam attack. [B]Trample (Ex):[/B] A juggernaut mimic can trample creatures of up to Large size for 10d10+20 damage. Opponents may make an attack of opportunity or attempt to leap out of the way (DC 29 Reflex save for half damage). If they do not successfully leap out of the way, they must also succeed at a DC 29 Fortitude save or become stuck to the juggernaut's rollers by its adhesive special attack (see above). Opponents that are stuck to a juggernaut mimic's rollers automatically take trampling damage on any round the juggernaut takes a move action. The juggernaut does not need to make a full-round trample attack to trample opponents stuck to its rollers. [/QUOTE]
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