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[Let's Read] Playable Monster Sourcebooks
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<blockquote data-quote="Libertad" data-source="post: 9621337" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/c5EKHGD.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 391px" /></p><p></p><p>Many <strong>mimics</strong> develop a fascination for humanoid society, as evidenced by their replication of manufactured objects. Some develop better means of interacting with the wider world around them, such as lessening the magnitude of their adhesives and growing limbs allowing them for finer control. As mimics are solitary creatures who reproduce via spores, they don't have societies of their own, and in fact fear and resent others of their kind. Mimics in isolation don't have names for themselves, so they adopt names given to them by non-mimics out of genuine affection or simple convenience.</p><p></p><p>A mimic's shapeshifting ability is both innate and self-taught, and their "true form" is that of soft, purplish flesh with a layer of chitin. While mimics can take the form of almost any objects, treasure chests and containers are a favorite among young and adventuring mimics given their convenience of storing equipment. Additionally, many mimics develop a refined sense of aesthetics in learning how to "blend in" with the environment. What initially begins as a case of self-preservation and ambush tactics can lay the foundation for a deeper appreciation of decorative art and craftsmanship. Most mimic adventurers got their start via a non-violent encounter with a group of dungeon delvers, who then often tagged along to join the group or set out on their own upon hearing more about the wider world. Furthermore, most mimics are <a href="https://gender.fandom.com/wiki/Agender" target="_blank">agender</a> and require formal study to understand humanoid concepts of gender. Still, mimics are capable of having other gender identities, with mimic transcendents (see below) as the most likely of groups to do so.</p><p></p><p>As they grow in age, mimics learn via self-experimentation to take on a wider variety of more intricate forms, with some even capable of growing in size to replicate larger structures. Mimic "groups" represent internalized paths, being personalized forms of philosophies and goals. Three of the mimic groups have backgrounds in 5th Edition: internal alchemists (learn the scientific properties of the material world surrounding them to better mimic objects), lair masters (find a single place to call home and fashion it into a dungeon), and polymorphic sages (study the science of shapeshifting, both of their kind and other species and into object and non-object forms). The four backgroundless groups include hive unifiers (mimics not born with the innate avoidance of their kind and seek to create a larger societal structure of mimics), itinerant gourmands (pursue eating and cooking as an art form and travel the world in search of new recipes), mimic transcendents (believe that their current state of being is but a "larval stage" to a new and greater form), and violet ushers (the rarest group, who seeks to spend as much time as possible in their "natural forms").</p><p></p><p>Said groups also heavily inform a mimic's religious beliefs, such as gods of knowledge for internal alchemists and polymorphic sages. But deities of hunting, trickery, and food are also popular among all groups of mimics. When it comes to alignment, neutral is the most common, given their prioritization of self-preservation over more developed moral systems. But lawful mimics are more common than chaotic, and evil more common than good. The book doesn't explain the reasons for these slight biases.</p><p></p><p><strong>Thoughts:</strong> Fans of older systems and Pathfinder might recall that mimics had below average to average intelligence and were capable of speech. 5th Edition bucked the trend in knocking their Intelligence down to 5 and robbing them of language, so I'm glad to see that Battlezoo brings back their more classic interpretation. There is a bit of overlap with doppelgangers, in both being solitary shapeshifters who tend to live among and explore humanoid society. The main separating factor is that mimics have a much more internalized approach to societal groups, being less of an ideal goal or moral system so much as a hobby or discipline. While the question for self-realization can still be a useful role-playing device, this book's treatment of mimic "culture" feels less interesting than their take on doppelgangers.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/zBS98Da.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 381px" /></p><p></p><p>As a base ancestry, mimics gain an ability score boost to either Strength or Constitution and another score of their choice. They are Medium size, have darkvision, a slow walking speed, are aberrations instead of humanoid, and like doppelgangers can take a wide variety of forms. Said forms must be inanimate objects of their size, and they have a "preferred object form" they can adapt as an action. In D&D, they can only take on this form and not others at character creation, but in Pathfinder they can disguise themselves as non-preferred objects via 1 minute. Mimics who remain motionless appear indistinguishable to observers, barring certain forms of magic in D&D or via an appropriate Seek or Recall Knowledge check against the mimic's Deception DC in Pathfinder.* In Pathfinder, mimics who begin an encounter immobile while in an object form can use Deception for initiative, and creatures who believed them to be an object are flat-footed against the mimic. In D&D, mimics who transform choose whether their equipment falls to the ground, merges into their new form, or is worn by them.** Finally, mimics can grow pseudopods in any form which function as normal limbs.</p><p></p><p>*The text in both systems notes that other creatures might be suspicious of their presence, if the mimic's object form stands out as unusual in the current location.</p><p></p><p>**Given that the text only specifies "equipment" and not whether it's worn or carried, one reading of the rules is that mimics proficient with armor can use their preferred form to rapidly equip a set that they're carrying.</p><p></p><p>Mimics have six subspecies, or heritages, reflecting particularly refined talents developed during their larval stage. Amphibious mimics have a swim speed and can breath air and water; hunter mimics gain a keen sense of smell (and proficiency in Perception in D&D); mini mimics are Small instead of Medium, are proficient in Acrobatics, and either gain the Quick Squeeze feat in Pathfinder or have advantage on Acrobatics checks to escape grapples and bonds in D&D; multiple fixation mimics start play with three preferred object forms instead of one; quicksilver mimics have an average walking speed instead of a slow one; and trickster mimics learn either the Ghost Sound or Minor Illusion cantrip depending on system, but in the latter case can only use the cantrip to mimic auditory illusions.</p><p></p><p><strong>Thoughts:</strong> The base mimic's object mimicry heavily pushes them into stealth-style builds, and in Pathfinder starting play with darkvision makes them very potent for dungeon crawls. The aberration type makes them immune to humanoid-only magic and effects, which is a potent defensive combo. The object mimicry in 5e is rather limited in being only able to take on 1 other form, so I presume that the rapid equipment merge in that system is meant to compensate. When it comes to subspecies, the hunter mimic looks the most appealing in D&D on account that Perception is the most-used skill in the game. As for the trickster mimic, the use of the auditory cantrip can be open to some clever play with the object mimicry, but as both systems require somatic gestures they can't be used so easily by a mimic being directly observed without blowing their cover.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/a6zDSP3.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 504px" /></p><p></p><p>Mimics have 30 feats in D&D and 27 in Pathfinder, a rare reversal for the systems! Unlike this book's doppelganger, the various special effects gained from feats aren't initially restricted to a preferred form or grant more preferred forms. This allows a mimic more relative freedom in when and how they can use said abilities.</p><p></p><p>The 1st-level feats are minor physical alterations, such as Adhesive Grappler where they can more easily grapple targets (and in D&D reduce an escaped target's movement speed from sticky residue), Chitinous Reinforcement which grants +1 AC in D&D or has the traits of medium armor in Pathfinder, and Mimic Blade allows them to transform one or both pseudopods into manufactured weapons. The system-exclusive feats for D&D include Mimic Tongue where they can interact with objects (but not attack) up to 30 feet away, Periscopic Eyes which can extend their eyes around corners and are immune to flanking if that optional rule is in play, and Takes One to Know One which grants advantage on Perception checks and the first attack roll against creatures disguised as objects. The Pathfinder-exclusive feat is Internal Container, where they can store up to 1 Bulk of objects inside themselves and add +4 to the DC for others attempting to steal objects inside their body.</p><p></p><p>The 4th/5th level feats represent improved uses of existing abilities and prior feats, with some trickery-based magic thrown in. They include Disguise Item where they can once per day/long rest temporarily apply an illusion to a touched object up to 10 cubic feet in size, Erase Memories which grants them a second saving throw against a charmed or frightened or mental effect once per short rest or hour depending on system, Mimic Object which lets them transform into any object of their size as an action and not just non-preferred forms (in D&D it's once per short rest, Pathfinder grants them +4 to their Deception DC when disguising themselves), and Object Lesson which is a reaction-based attack they can make against a target unaware of their nature while in object form. In D&D, Object Lesson grants advantage on the attack roll and deals extra damage (2d6 initially, up to 8d6 at 16th level), which synergizes nicely with Sneak Attack and Smite Evil. The system-exclusive feats for D&D include Coin Shot, which lets them spit out coins from their body as a ranged attack up to 60 feet and deals 2d6 damage of an appropriate type; Jump Scare, where they spend an action while disguised as a normal object to frighten a target on a failed Wisdom save*; and Object Reader, which lets them observe emotional events involving the object within the past week. For Pathfinder, we get Mimic Blade Acumen which allows them to apply the critical specialization effect of a replicated weapon.</p><p></p><p>*The 5e book calls it Will save, which is a misprint and presumably they meant a Wisdom save.</p><p></p><p>The 8th/9th level feats represent even more potent developments of the mimic's iconic abilities. They include Corrosive Grasp, which applies ongoing acid damage on critical hits with their pseudopod attacks; Rejuvenating Gorge, where they can spend 10 minutes or a short rest depending on system eating multiple days' worth of food to regain hit points on top any applicable effects for Treating Wounds or spending Hit Dice to heal;* and Total Mimicry, which lets them fully transform into an object that lacks complex moving parts and precious materials, where they function as the object for all intents and purposes, but lose sensory organs and cannot perceive the world around them until they exit the form. The system-exclusive feats for D&D include Additional Forms, which let them use the Mimic Object feat an infinite number of times without needing a short rest; and Vigilant Guardian, which lets them stay aware of their surroundings while sleeping normally, and can enter a near-hibernate state over the course of 10 minutes where they don't need to eat or drink and age very slowly. The Pathfinder-exclusive feat is Deceptive Mimic, where they gain +4 to their Deception DC to prevent others from seeing through their disguise.</p><p></p><p>*But this can only be done a limited number of times per long rest in D&D.</p><p></p><p>The 12th/13th level feats are few in number in both systems. Hulking Mimic permanently makes the mimic Large in size and grants increased melee damage, while Internal Plating grants resistance vs piercing or precision damage based on system. The latter feat also has a flat d20-based chance to negate a critical hit and turn it into a normal hit instead. Adhesive Follow-Up is a Pathfinder exclusive feat that once per 10 minutes grants the mimic a free Grapple attempt when making a pseudopod unarmed attack or using Object Lesson.</p><p></p><p>There's only two 16th/17th level feats that feature in both systems. Corrosive Adhesive lets the mimic alter their body to exude strong acid for a minute once per long rest/day, dealing additional acid damage with melee attacks and when being grappled/touched/attacked in melee. In D&D they gain immunity to acid damage, while in Pathfinder they also deal more damage with acid spells. Insidious Mimic makes them immune to divination spells and effects that would reveal their true form. In Pathfinder a True Seeing spell cast at 9th level, or 10th level divination/detection/etc spells, can break through this.</p><p></p><p>There's a few feats which are taken at different levels by system: Adhesive Climb is 4th level in D&D and 9th level in Pathfinder, granting a climb speed. Devour Treasure is 8th level in D&D and 13th level in Pathfinder, letting them consume nonliving material to be stored in a safe space in the Ethereal Plane, but in D&D they risk losing the items after 60 days where they get lost in said plane. Trapper Mimic is 1st level in Pathfinder and 4th level in D&D. The Pathfinder version grants them the Crafting skill and Snare Crafting feat. But in D&D, it lets them coat an adjacent 10 foot square with nearly invisible sticky residue that is difficult terrain and can restrain creatures who fail a Strength save when passing through. Trapper Elite is the improved version, which is 12th level in D&D and 9th level in Pathfinder. The former system grants increased uses per long rest and the mimic can expel the residue up to 60 feet away, while the latter system grants them the Snarecrafter dedication feat even if they have the maximum allotted amount of said feat type. Interior Camouflage is 12th level in D&D and 17th level in Pathfinder, letting the mimic seamlessly blend in with the surrounding environment provided that the kind of terrain is buildings.</p><p></p><p><strong>Thoughts:</strong> Like doppelgangers, the mimic's feats are strongly themed around changes and enhancements to their alternate forms, and not just for roles optimized for disguise and stealth. There's quite a few feats here ideal for warrior builds, particularly grappling and melee, although Coin Shot is a pretty respectable damaging ranged attack if a bit short range. Some of the feats are rather situational and limited in use for most campaigns: Devour Treasure I can only see being used for parties who somehow don't have access to a Bag of Holding or similar magic. While Object Reader is nifty for low-level mystery-based adventures, higher-level divination spells can achieve similar and more potent effects. Interior Camouflage kicks in too late when Invisibility and other illusion spells are available. For the more powerful feats, Chitinous Reinforcement is great in D&D given how bounded accuracy works, and as mentioned before Object Lesson is perhaps too powerful when combined with Sneak Attack and similar damage-stackers. Rejuvenation Gorge can be exploited rather easily in D&D with the Goodberry spell, as said magical fruits individually count as an entire day's worth of meals.</p><p></p><p><strong>Thoughts So Far:</strong> While it's not necessarily a favorite, I do overall like the mimic. Comparisons to the doppelganger are inevitable, but the allotment of feats along with the base ancestry mechanics help give it a more distinctive niche. Whereas the doppelganger can easily replicate a more sociable trickster, the mimic veers closer to a physically-oriented ambush predator. If I had any complaints, it's that I would've liked to see more magical-feeling options, as the bulk of feats hew closely to the warrior/thief style archetypes. Like for instance, some polymorph and transmutation style feats would go well with the Internal Alchemists and Polymorphic Sages.</p><p></p><p><strong>Join us next time as we cover a monster who got its mythological start as a dungeon delver, the Minotaur!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 9621337, member: 6750502"] [CENTER][IMG width="391px"]https://i.imgur.com/c5EKHGD.png[/IMG][/CENTER] Many [b]mimics[/b] develop a fascination for humanoid society, as evidenced by their replication of manufactured objects. Some develop better means of interacting with the wider world around them, such as lessening the magnitude of their adhesives and growing limbs allowing them for finer control. As mimics are solitary creatures who reproduce via spores, they don't have societies of their own, and in fact fear and resent others of their kind. Mimics in isolation don't have names for themselves, so they adopt names given to them by non-mimics out of genuine affection or simple convenience. A mimic's shapeshifting ability is both innate and self-taught, and their "true form" is that of soft, purplish flesh with a layer of chitin. While mimics can take the form of almost any objects, treasure chests and containers are a favorite among young and adventuring mimics given their convenience of storing equipment. Additionally, many mimics develop a refined sense of aesthetics in learning how to "blend in" with the environment. What initially begins as a case of self-preservation and ambush tactics can lay the foundation for a deeper appreciation of decorative art and craftsmanship. Most mimic adventurers got their start via a non-violent encounter with a group of dungeon delvers, who then often tagged along to join the group or set out on their own upon hearing more about the wider world. Furthermore, most mimics are [URL='https://gender.fandom.com/wiki/Agender']agender[/URL] and require formal study to understand humanoid concepts of gender. Still, mimics are capable of having other gender identities, with mimic transcendents (see below) as the most likely of groups to do so. As they grow in age, mimics learn via self-experimentation to take on a wider variety of more intricate forms, with some even capable of growing in size to replicate larger structures. Mimic "groups" represent internalized paths, being personalized forms of philosophies and goals. Three of the mimic groups have backgrounds in 5th Edition: internal alchemists (learn the scientific properties of the material world surrounding them to better mimic objects), lair masters (find a single place to call home and fashion it into a dungeon), and polymorphic sages (study the science of shapeshifting, both of their kind and other species and into object and non-object forms). The four backgroundless groups include hive unifiers (mimics not born with the innate avoidance of their kind and seek to create a larger societal structure of mimics), itinerant gourmands (pursue eating and cooking as an art form and travel the world in search of new recipes), mimic transcendents (believe that their current state of being is but a "larval stage" to a new and greater form), and violet ushers (the rarest group, who seeks to spend as much time as possible in their "natural forms"). Said groups also heavily inform a mimic's religious beliefs, such as gods of knowledge for internal alchemists and polymorphic sages. But deities of hunting, trickery, and food are also popular among all groups of mimics. When it comes to alignment, neutral is the most common, given their prioritization of self-preservation over more developed moral systems. But lawful mimics are more common than chaotic, and evil more common than good. The book doesn't explain the reasons for these slight biases. [B]Thoughts:[/B] Fans of older systems and Pathfinder might recall that mimics had below average to average intelligence and were capable of speech. 5th Edition bucked the trend in knocking their Intelligence down to 5 and robbing them of language, so I'm glad to see that Battlezoo brings back their more classic interpretation. There is a bit of overlap with doppelgangers, in both being solitary shapeshifters who tend to live among and explore humanoid society. The main separating factor is that mimics have a much more internalized approach to societal groups, being less of an ideal goal or moral system so much as a hobby or discipline. While the question for self-realization can still be a useful role-playing device, this book's treatment of mimic "culture" feels less interesting than their take on doppelgangers. [CENTER][IMG width="381px"]https://i.imgur.com/zBS98Da.png[/IMG][/CENTER] As a base ancestry, mimics gain an ability score boost to either Strength or Constitution and another score of their choice. They are Medium size, have darkvision, a slow walking speed, are aberrations instead of humanoid, and like doppelgangers can take a wide variety of forms. Said forms must be inanimate objects of their size, and they have a "preferred object form" they can adapt as an action. In D&D, they can only take on this form and not others at character creation, but in Pathfinder they can disguise themselves as non-preferred objects via 1 minute. Mimics who remain motionless appear indistinguishable to observers, barring certain forms of magic in D&D or via an appropriate Seek or Recall Knowledge check against the mimic's Deception DC in Pathfinder.* In Pathfinder, mimics who begin an encounter immobile while in an object form can use Deception for initiative, and creatures who believed them to be an object are flat-footed against the mimic. In D&D, mimics who transform choose whether their equipment falls to the ground, merges into their new form, or is worn by them.** Finally, mimics can grow pseudopods in any form which function as normal limbs. *The text in both systems notes that other creatures might be suspicious of their presence, if the mimic's object form stands out as unusual in the current location. **Given that the text only specifies "equipment" and not whether it's worn or carried, one reading of the rules is that mimics proficient with armor can use their preferred form to rapidly equip a set that they're carrying. Mimics have six subspecies, or heritages, reflecting particularly refined talents developed during their larval stage. Amphibious mimics have a swim speed and can breath air and water; hunter mimics gain a keen sense of smell (and proficiency in Perception in D&D); mini mimics are Small instead of Medium, are proficient in Acrobatics, and either gain the Quick Squeeze feat in Pathfinder or have advantage on Acrobatics checks to escape grapples and bonds in D&D; multiple fixation mimics start play with three preferred object forms instead of one; quicksilver mimics have an average walking speed instead of a slow one; and trickster mimics learn either the Ghost Sound or Minor Illusion cantrip depending on system, but in the latter case can only use the cantrip to mimic auditory illusions. [B]Thoughts:[/B] The base mimic's object mimicry heavily pushes them into stealth-style builds, and in Pathfinder starting play with darkvision makes them very potent for dungeon crawls. The aberration type makes them immune to humanoid-only magic and effects, which is a potent defensive combo. The object mimicry in 5e is rather limited in being only able to take on 1 other form, so I presume that the rapid equipment merge in that system is meant to compensate. When it comes to subspecies, the hunter mimic looks the most appealing in D&D on account that Perception is the most-used skill in the game. As for the trickster mimic, the use of the auditory cantrip can be open to some clever play with the object mimicry, but as both systems require somatic gestures they can't be used so easily by a mimic being directly observed without blowing their cover. [CENTER][IMG width="504px"]https://i.imgur.com/a6zDSP3.png[/IMG][/CENTER] Mimics have 30 feats in D&D and 27 in Pathfinder, a rare reversal for the systems! Unlike this book's doppelganger, the various special effects gained from feats aren't initially restricted to a preferred form or grant more preferred forms. This allows a mimic more relative freedom in when and how they can use said abilities. The 1st-level feats are minor physical alterations, such as Adhesive Grappler where they can more easily grapple targets (and in D&D reduce an escaped target's movement speed from sticky residue), Chitinous Reinforcement which grants +1 AC in D&D or has the traits of medium armor in Pathfinder, and Mimic Blade allows them to transform one or both pseudopods into manufactured weapons. The system-exclusive feats for D&D include Mimic Tongue where they can interact with objects (but not attack) up to 30 feet away, Periscopic Eyes which can extend their eyes around corners and are immune to flanking if that optional rule is in play, and Takes One to Know One which grants advantage on Perception checks and the first attack roll against creatures disguised as objects. The Pathfinder-exclusive feat is Internal Container, where they can store up to 1 Bulk of objects inside themselves and add +4 to the DC for others attempting to steal objects inside their body. The 4th/5th level feats represent improved uses of existing abilities and prior feats, with some trickery-based magic thrown in. They include Disguise Item where they can once per day/long rest temporarily apply an illusion to a touched object up to 10 cubic feet in size, Erase Memories which grants them a second saving throw against a charmed or frightened or mental effect once per short rest or hour depending on system, Mimic Object which lets them transform into any object of their size as an action and not just non-preferred forms (in D&D it's once per short rest, Pathfinder grants them +4 to their Deception DC when disguising themselves), and Object Lesson which is a reaction-based attack they can make against a target unaware of their nature while in object form. In D&D, Object Lesson grants advantage on the attack roll and deals extra damage (2d6 initially, up to 8d6 at 16th level), which synergizes nicely with Sneak Attack and Smite Evil. The system-exclusive feats for D&D include Coin Shot, which lets them spit out coins from their body as a ranged attack up to 60 feet and deals 2d6 damage of an appropriate type; Jump Scare, where they spend an action while disguised as a normal object to frighten a target on a failed Wisdom save*; and Object Reader, which lets them observe emotional events involving the object within the past week. For Pathfinder, we get Mimic Blade Acumen which allows them to apply the critical specialization effect of a replicated weapon. *The 5e book calls it Will save, which is a misprint and presumably they meant a Wisdom save. The 8th/9th level feats represent even more potent developments of the mimic's iconic abilities. They include Corrosive Grasp, which applies ongoing acid damage on critical hits with their pseudopod attacks; Rejuvenating Gorge, where they can spend 10 minutes or a short rest depending on system eating multiple days' worth of food to regain hit points on top any applicable effects for Treating Wounds or spending Hit Dice to heal;* and Total Mimicry, which lets them fully transform into an object that lacks complex moving parts and precious materials, where they function as the object for all intents and purposes, but lose sensory organs and cannot perceive the world around them until they exit the form. The system-exclusive feats for D&D include Additional Forms, which let them use the Mimic Object feat an infinite number of times without needing a short rest; and Vigilant Guardian, which lets them stay aware of their surroundings while sleeping normally, and can enter a near-hibernate state over the course of 10 minutes where they don't need to eat or drink and age very slowly. The Pathfinder-exclusive feat is Deceptive Mimic, where they gain +4 to their Deception DC to prevent others from seeing through their disguise. *But this can only be done a limited number of times per long rest in D&D. The 12th/13th level feats are few in number in both systems. Hulking Mimic permanently makes the mimic Large in size and grants increased melee damage, while Internal Plating grants resistance vs piercing or precision damage based on system. The latter feat also has a flat d20-based chance to negate a critical hit and turn it into a normal hit instead. Adhesive Follow-Up is a Pathfinder exclusive feat that once per 10 minutes grants the mimic a free Grapple attempt when making a pseudopod unarmed attack or using Object Lesson. There's only two 16th/17th level feats that feature in both systems. Corrosive Adhesive lets the mimic alter their body to exude strong acid for a minute once per long rest/day, dealing additional acid damage with melee attacks and when being grappled/touched/attacked in melee. In D&D they gain immunity to acid damage, while in Pathfinder they also deal more damage with acid spells. Insidious Mimic makes them immune to divination spells and effects that would reveal their true form. In Pathfinder a True Seeing spell cast at 9th level, or 10th level divination/detection/etc spells, can break through this. There's a few feats which are taken at different levels by system: Adhesive Climb is 4th level in D&D and 9th level in Pathfinder, granting a climb speed. Devour Treasure is 8th level in D&D and 13th level in Pathfinder, letting them consume nonliving material to be stored in a safe space in the Ethereal Plane, but in D&D they risk losing the items after 60 days where they get lost in said plane. Trapper Mimic is 1st level in Pathfinder and 4th level in D&D. The Pathfinder version grants them the Crafting skill and Snare Crafting feat. But in D&D, it lets them coat an adjacent 10 foot square with nearly invisible sticky residue that is difficult terrain and can restrain creatures who fail a Strength save when passing through. Trapper Elite is the improved version, which is 12th level in D&D and 9th level in Pathfinder. The former system grants increased uses per long rest and the mimic can expel the residue up to 60 feet away, while the latter system grants them the Snarecrafter dedication feat even if they have the maximum allotted amount of said feat type. Interior Camouflage is 12th level in D&D and 17th level in Pathfinder, letting the mimic seamlessly blend in with the surrounding environment provided that the kind of terrain is buildings. [B]Thoughts:[/B] Like doppelgangers, the mimic's feats are strongly themed around changes and enhancements to their alternate forms, and not just for roles optimized for disguise and stealth. There's quite a few feats here ideal for warrior builds, particularly grappling and melee, although Coin Shot is a pretty respectable damaging ranged attack if a bit short range. Some of the feats are rather situational and limited in use for most campaigns: Devour Treasure I can only see being used for parties who somehow don't have access to a Bag of Holding or similar magic. While Object Reader is nifty for low-level mystery-based adventures, higher-level divination spells can achieve similar and more potent effects. Interior Camouflage kicks in too late when Invisibility and other illusion spells are available. For the more powerful feats, Chitinous Reinforcement is great in D&D given how bounded accuracy works, and as mentioned before Object Lesson is perhaps too powerful when combined with Sneak Attack and similar damage-stackers. Rejuvenation Gorge can be exploited rather easily in D&D with the Goodberry spell, as said magical fruits individually count as an entire day's worth of meals. [B]Thoughts So Far:[/B] While it's not necessarily a favorite, I do overall like the mimic. Comparisons to the doppelganger are inevitable, but the allotment of feats along with the base ancestry mechanics help give it a more distinctive niche. Whereas the doppelganger can easily replicate a more sociable trickster, the mimic veers closer to a physically-oriented ambush predator. If I had any complaints, it's that I would've liked to see more magical-feeling options, as the bulk of feats hew closely to the warrior/thief style archetypes. Like for instance, some polymorph and transmutation style feats would go well with the Internal Alchemists and Polymorphic Sages. [B]Join us next time as we cover a monster who got its mythological start as a dungeon delver, the Minotaur![/B] [/QUOTE]
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