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D&D 3E/3.5 Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)


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Dog Moon

Adventurer
Okay, here's a more haunted version of the Mimic "Haunted House." Note: I gave the creature a slightly higher Wis to get more spells from the Spellstitched, and it technically shouldn't get Ghost Sound at will, but I thought it sounded fitting for a Haunted House [Creating moaning, groaning, chains, screams, whatever it so desires]. Oh, I didn't put any ghost creatures or anything inside. Maybe I'll do that later, or maybe someone else can if they want.

Mimic
Huge Undead (Shapechanger)
Hit Dice:
12d12 (111 hp)
Initiative: -2
Speed: 10 ft. (2 squares)
AC: 34 (-2 size, -2 Dex, +27 natural), touch -6, flat-footed 34
Base Attack/Grapple: +9/+30
Attack: Slam +21 melee (4d6+13/19-20 plus Disruptive Attack)
Full Attack: 2 Slams +21/+21 melee (4d6+13/19-20 plus Disruptive Attack)
Space/Reach: 15 ft. / 10 ft.
Special Attacks: Adhesive, Crush, Spell-like Abilities
Special Qualities: Damage Reduction 5/slashing and 10/magic and 5/silver, Darkvision 60 ft, Fast Healing 6 Immunity to Acid, Mimic Shape, Plant Traits, Profane Bonus to Saves (+2, calculated int), SR 9, Turn Resistance +2, Vulnerability to Fire
Saves: Fort +6, Ref +4, Will +11
Abilities: Str 36 (+13), Dex 6 (-2), Con -, Int 10 (+0), Wis 13 (+1), Cha 8 (-1)
Skills: Climb +18, Disguise +20, Listen +8, Spot +8
Feats: Improved Critical, Improved Natural Attack (Slam), Power Attack, Skill Focus (Disguise), Weapon Focus (Slam)
Environment: Foresty Setting
Organization: Solitary
Challenge Rating: 12
Treasure: 1/10th Coins; 50% goods; 50% items
Alignment: Neutral Evil (Usually neutral, always evil)
Advancement: 13–21 HD (Huge)
Level Adjustment:

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 4d6+13/19-20 points of damage plus Disruptive Attack 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.

SLA: Entangle 1/day, Summon nature's ally II 1/day, Speak with plants 3/day, Summon nature's ally IV 1/day, Command plants 1/day. Caster level 12th, save DC 9 + spell level.

SLA: Caster level 12th. Save DC 12 + spell level.
0th-Ghost Sound [At will]
1st-Cause Fear [2/day], Doom [2/day]
2nd-Darkness [2/day], Descrate [1/day], Scare [1/day]
3rd-Bestow Curse [2/day]

Disruptive Attack(Su): The corrupt creature deals addition vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is 6 (1/2 HD).

Creature: Mimic (Advanced to 12 HD)
Templates: Wooded from MMIII and Corrupted from BoVD, Corpse Creature from BoVD, and Spellstitched from Complete Arcane


Adventure Hooks:
1) The group is traveling through the woods and encounters a small house [probably more like a hut]. The inside is hollowed out and has the appearance of a small living area, though there is no spot for a cooking pot or place to start a fire. The mimic has disguised itself to appear as a rundown, but still usable place to sleep. Non of the malevolence is apparent, though if it fails its Diguise check against a Spot check, the group will notice that the wood it is made of is blackened, almost charred, the door is partially rotted, etc. If the group fails the Spot check and decides to rest here, then in the middle of the night, when they are sleeping, the mimic attempts to kill them all. If they start a fire, however, it will reveal itself and attack outright.

2) Two children are missing. All that is known is that they went into the forest. Their parents are worried that they may have gone near the supposed haunted house, though few actually believe it is haunted. The two children have spoken of checking it out before, but they haven't actually gone there because of the warnings, until now... [Note: I'm not the best at creating Knowledge stuff, but here's a generic idea]
Knowledge
DC Check
10 There is a house in the woods no one approaches. It is that at one time, there was no house, but one day, it simply appeared. No one ever remembers it being in good condition.
15 There are people who have attempted to discover the secrets of the house, but most have never returned. The couple that did return were different afterwards. They were completely unwilling to speak of the house or of what they encountered.
20 It is said that a malevolent spirit lives in the house and it destroys all who near it. No one is sure what this spirit is.
30 The malevolent spirit does not live inside the house, but IS the house. It is angry at its existence, but it is unwilling to let itself die easily. It does everything in its power to stay alive, as if testing those who wish to destroy it. Only the strongest will be able to put it out of its misery.

3) The adventurers have heard about two people who enjoy burning wildlife. The local Druid has asked them to put a stop to these two pyros. He tells them about the darkness in the forest which he believed the two pyros caused [The mimic]. He asks that the adventurers stop the pyros first and find the darkness and put a stop to it second. If the group tells the Mimic the two pyros have been punished, it can finally rest easily. It then asks them to kill it, though it tells them it still has some pride and wishes to die in a great battle [or something similar]. It will then fight them, but it suffers a -4 morale penalty to all attacks, saves, damage, AC, and skills because it's heart isn't truly in it since it can rest in peace. If the group doesn't tell the mimic anything but instead simply tries to kill it, it fights with all its got.

Background
This was once a peaceful mimic [or at least as peaceful as mimics can be]. It lived in the forest because it liked that sort of scenery instead of damp dungeons or caves. Somehow, as it lived in the forest and pretended to be a small true, the power of the forest changed it, causing it to actually be tree-like. However, once, when it was hiding in the forest, pretending to be a big mushroom, a couple of people [Pyromaniacs] decided to burn the mushroom down. Between its anger, and the anger of the forest, it rose as undead. Its anger corrupted it. Although it is rooted to the ground, it never stops thinking about those two people who used fire against it.
 

Kelleris

Explorer
Dog_Moon, you may want to adjust the "general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet)" part of Mimic Shape for the new size, unless we're talking about a very wee little house.

Krishnath - Thanks for the advice. I'm fiddling with the template (in a word file), and I'll either repost it or edit my earlier post once I've finished it.
 



Frilf

Explorer
Beyond kaiju mimic, perhaps it could also have the shapechange ability (as per the spell) and some way to imitate/recreate the current form's special abilities? That would be quite interesting - look it's Godzilla! It's Mothra! Now its Gigan! :D
 



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