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Mimic

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What appeared to be a chest filled with treasure comes to life as it grows long, glistening tentacles and a number of sharp teeth.
Mimic
CR 4
XP 1,200
N Medium aberration (shapechanger)
Init +5; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 52 (7d8+21)
Fort +5, Ref +5, Will +6
Immune acid
OFFENSE
Speed 10 ft.
Melee slam +10 (1d8+6 plus adhesive)
Special Attacks constrict (slam, 1d8+6)
STATISTICS

Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Base Atk +5; CMB +9; CMD 20 (can't be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (Dungeoneering) +10, Perception +14; Racial Modifiers +20 Disguise when mimicking objects
Languages Common
SQ mimic object

SPECIAL ABILITIES

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-coatd mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Mimic Object (Ex)

A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. 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. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.

Mimic Mutations

As supremely adaptive creatures with truly aberrant physiologies, mimics sometimes develop new powers as they mature into adulthood. A mimic’s spawn inherit its powers and may mutate further, resulting in mimics with multiple unrelated abilities (for example, the subterranean mimic has the bioluminescence, gillfoot, and hypersenses abilities).

The following represent several options for creating unique and deadly camouflaged hunters of the deep, along with the recommended CR increase for each.

Aberrant Biology (Ex) CR +1

The mimic ignores extra damage from critical hits and sneak attacks 50% of the time.

Adaptive Resistance (Ex) CR +1

The mimic has resistance 20 against any one of the following energy types at any one time: fire, cold, electricity, or sonic. As a move action, the mimic may change the energy type against which it is resistant.

Bioluminescence (Ex) CR +0

The mimic can choose to shed light from any part of its body, ranging in intensity from a soft glow like that of a candle (shadowy illumination in a 5-foot radius) to the full brightness of a torch (bright light in a 20-foot radius and shadowy illumination for an additional 20 feet). The mimic may duplicate any color of light it so desires, even creating multiple colors, and may cancel or resume use of this ability at will as a free action.

Corrosive Glue (Ex) CR +1

The mimic deals an extra 2d6 points of acid damage with every successful slam attack or grapple check.

Gillfoot (Ex) CR +0

The mimic has climb speed 5 and swim speed 5. The mimic may always take a 5-foot step in any combat round, even if difficult terrain or other factors reduce its speed. A mimic may take this 5-foot step whether it is on land, climbing, or swimming. It can breathe water as easily as air.

Glide (Ex) CR +0

The mimic can create wings and has a fly speed of 40 feet (clumsy maneuverability).

Hardy Protoplasm (Ex) CR +1

The mimic has fast healing 5.

Hypersenses (Ex) CR +0

The mimic’s entire body is a primitive sensory organ. This gives it blindsense with a range of 30 feet, and it cannot be flanked.

Mutable Strikes (Ex) CR +0

The mimic’s slam attack deals bludgeoning, piercing, and slashing damage. The damage for its slam attack improves by one die step.

Otherworldly Resilience (Ex) CR +1

The mimic gains DR 5/adamantine.

Supple Shifter (Ex) CR +1

The mimic can squeeze into a space as small as 1/4 its base size. Its reach increases by 5 feet and it gains Combat Reflexes as a bonus feat.

Toxic (Ex) CR +1

The mimic’s flesh is poisonous (type contact; save Fortitude DC 10 + 1/2 mimic’s HD + mimic’s Con modifier; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save). Creatures hit by the mimic’s natural attacks or attacking it with unarmed strikes or natural weapons are subject to this poison.

Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC Authors Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg A. Vaughan.