Mimic | CR 4 |
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Usually N Large Aberration (Shapechanger) Init +1; Senses darkvision 60 ft.; Listen +8, Spot +8 Languages Common |
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AC 15, touch 10, flat-footed 15 hp 52 (7 HD) Immune acid Fort +5, Ref +5, Will +6 |
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Speed 10 ft., Melee 2 slams +9 (1d8+4) Space 10 ft.; Reach 10 ft. Base Atk +5; Grp +13 Atk Options adhesive, crush |
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Abilities Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10 SQ mimic shape Feats Alertness, Lightning Reflexes, Weapon Focus (slam) Skills Climb +9, Disguise +13, Listen +8, Spot +8 Advancement 8-10 HD (Large); 11-21 HD (Huge) |
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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 1d8+4 points of damage 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. |