Mimic

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Mimic (LegendCR 1)

Pure Evil - Medium - Aberration
Lore: K. (Dungeoneer)
1 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
11
Perception:
13 +3
Passive Active
Ambush:
6+
on a d20
  • Ambush Notes: Mimics are the ideal ambush predator....

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
17
Monster Health
124 62 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +0
Will: +5

Strong Against:

  • DR 5/Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime) , ER 5/Common (Acid,  Cold,  Fire,  Lightning,  Sonic)
  • (Legend Role) Immunity (partial 7): Legends are immune to the first seven conditions applied to them during an encounter. If an eighth condition is applied to a legend, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+3
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
7
Points

Standard Attack (Melee):

  • 1x Mimic Chomp +3 (1d10/x2)
    as gnashing (physical, uncommon)
  • 1x Sticky Tentacle +3 (1d4/x2)
    as bludgeoning (physical, common)
    plus Hindering Glue

Full Attack (Melee):

  • 2x Mimic Chomp +3 (1d10/x2)
    as gnashing (physical, uncommon)
  • 4x Sticky Tentacle +3 (1d4/x2)
    as bludgeoning (physical, common)
    plus Hindering Glue

Standard Attack (Ranged):

  • 2x Spat Glue +3 (1d10/x2)
    as winded (physical, uncommon)
    (Increment: 30 ft.; Max Range: 150 ft.)
    plus Hindering Glue

Full Attack (Ranged):

  • 4x Spat Glue +3 (1d10/x2)
    as winded (physical, uncommon)
    (Increment: 30 ft.; Max Range: 150 ft.)
    plus Hindering Glue

Siege Damage: Not siege capable

Statistics

22
STR
12
DEX
24
CON
6
INT
8
WIS
6
CHA

Skills:

  • Perception: 3
  • Stealth: 11 (Mimics are very, very good at hiding, but will rarely use Stealth once combat begins.)
  • All other skills: 0 (no ranks)

Languages: -

Feats:

Special Abilities

Hindering Glue (Ex) Automatic after successful attack

Any creature struck by either the 'Sticky Tentacle' or 'Spat Glue' attack gains the Hindered condition, as they are splattered with a vile, sticky glue-like emission of the monster.

Drag In (Su) Swift Action

Any creature which is Hindered at the start of the Mimic's turn is susceptible to this terrible ability. As a swift action, the Mimic makes a horrendous in-sucking breath sound, accompanied with the most awful snuffling gurgle, like something gigantic trying to clear its passages of mucus.

Any hindered creature within 50 feet (10 squares) of the mimic to which it has line of effect (line of sight is NOT required), is pulled 25 feet (5 squares) directly toward the Mimic, until they are adjacent, or as close as the mimic can get them. As with all forced movement, the target may fall Prone to resist this movement at any point.

Lash Out (Ex; Legend Role) Free Action 1/Rnd
During each of their turns, Legends gain one bonus Attack Action at their full attack value, but this bonus attack can only be made against a creature they have not already performed an attack or maneuver against since the start of their current turn, and by using this attack, the Legend can no longer target this creature with any of their other attacks or maneuvers until the end of their current turn. If no valid target is within their melee reach, the Legend can use a ranged attack to perform this bonus attack instead. If the Legend performs a double move during their turn, they gain two bonus attack actions, but each of these attacks must be against creatures they have not yet, and will not this turn, target with any other attacks or maneuvers.

Invigorating Bloodthirst (Ex; Legend Role) Auto At Start of Encounter
At the start of any encounter, even during an encounter with a surprise round, Legends gain a number of temporary hit points equal to their Bloodied Hit Points value (62 hit points). This ability can never be used more than once per encounter.

Juggernaut's Path (Ex; Legend Role) Free Action
Legends can force-move any non-Legend creature out of the path of their movement as a free action during their movement. This does not provoke attacks of opportunity. There is no strict limit to how far a creature can be pushed with this ability, but it is always the least number of squares required to move the creature out of the Legend's path (in the event that there are multiple paths of the same number of squares, the Legend chooses which path the pushed creature takes). This ability cannot be reduced by forced movement resistance in any way. The legend can decide the final space of the creature pushed, but that space must be unblocked and unoccupied (though it can be hazardous). As all forced movement, creatures can elect to fall prone to end it.
Mimic

Mimic

This creature possesses the Legend role, and therefore counts as 5 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Legend role, but may be set to other roles if desired.

The Mimic is a horrible aberrant thing, a shapeshifting mass of deadly hunger and vile intentions. Mimics are ambush predators of incredibly capable means, using their ability to change shape and textures and colors to make themselves look like desirable objects, to attract their preferred prey.

The most common appearance of a Mimic is as a large treasure chest, often with a prominently displayed key in the lock just to make the lure even more irresistible. But Mimics, as their name suggests, can look like...many things. Their favorite form seems to be a valuable chest, but they are also known to appear frequently as closed doorways, usually with a large, shiny knob, or as a piece of fine furniture with a few coins scattered across the top.

Mimics are awful things, and seem to greatly prefer the flesh of sentient creatures. Mimics are a well-known hazard for adventurers, and often can be found in dungeons, labyrinths, ruins, and the like. Mimics have also been known to prey upon civilian populations, and disappearances of merchants, traders, burghers, local officials, and the like have been frequently traced (eventually) to a mimic which has managed to infiltrate its way into a community.

Given their tendency to prey upon only sentient beings, and their ability to lure in the well-heeled among those sentients, mimics are targeted for destruction as soon as they are suspected.

Unfortunately, mimics are very mighty foes indeed. Assuming you can even find one...before it finds you.

Combat Tactics

Mimics are ambush predators, and they are really, really good at it. The GM may place a Mimic where it will be of use, and it is assumed the Mimic is allowed to 'Take 20' on such static emplacements. Given their huge Stealth skill, it is safe to assume they will be very difficult to detect. This is also reflected in their extremely good Ambush roll.

Mimics are most commonly found disguised as a chest, door, or tempting piece of furniture. They will wait until they are examined, with one or more prey people near, and then they will attack in an ambush.

Given that Mimics are typically imbued with the Legend Role, they are a considerable challenge to most adventurers.

They will Chomp and use Sticky Tentacles on nearby foes. If they take heavy ranged damage, they will spit glue on those foes, move toward them, and then use Drag In to get them close. Mimics are utterly fearless, and will attack anybody they can lure in.

Once combat begins, they will never stop until either they, or their prey, is dead.

Out of Combat

Mimics are, amazingly, fairly intelligent. They eat people because they like it, not because they can't catch anything else. They are utterly, irredeemably, evil, but they can be reasoned with...by other monsters.

As a result, Mimics are frequently found close to or even in the lairs of other monsters. The mimics like this, because the other monsters frequently bring them intelligent beings to eat, and otherwise leave them alone if they know what's good for them.

Monsters like having Mimics around because they are generally reasonably harmless, and provide a dandy dose of serious muscle if a band of adventurers attack.

Mimics can also be found in civilized settings, for example as 'allies' of nests of Doppelgangers, or dragged around by Maddened, or as pets of vampires. In such settings, however, Mimics are hunted relentlessly, so they can be almost more trouble than they are worth.

Rewards

XP: 2,000 (Legend role included.)

Treasure: Sellable Goods worth 1,094 gp.

Weight: 50 lbs.     Volume: 2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 5 Nothing Found
6 - 10 1 Languid Remnant (tier 1)
11 - 14 1 Pale Remnant (tier 2)
15 - 17 1 Bright Remnant (tier 3)
18 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 5 Languid Remnants (tier 1)
2 - 5 5 Pale Remnants (tier 2)
6 - 10 1 Intense Remnant (tier 4)
11 - 14 1 Blazing Remnant (tier 5)
15 - 17 1 Vital Remnant (tier 6)
18 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 5 Bright Remnants (tier 3)
2 5 Intense Remnants (tier 4)
3 - 6 5 Blazing Remnants (tier 5)
7 - 10 5 Vital Remnants (tier 6)
11 - 14 1 Prime Remnant (tier 7)
15 - 17 1 Mythic Remnant (tier 8)
18 - 20 1 Empyrean Remnant (tier 9)