MimicCR 4

Usually N Large Aberration (Shapechanger)

Init +1; Senses darkvision 60 ft.; Listen +8, Spot +8

Languages Common

AC 15, touch 10, flat-footed 15
(−1 size, +1 Dex, +5 natural)

hp 52 (7 HD)

Immune acid

Fort +5, Ref +5, Will +6

Speed 10 ft.,

Melee 2 slams +9 (1d8+4)

Space 10 ft.; Reach 10 ft.

Base Atk +5; Grp +13

Atk Options adhesive, crush

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)

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.