Mimic, Variant (4e Creature)
The mimic is a strange and deadly creature that can change its pigmentation and shape. It uses this ability to lure hapless victims close enough to slay them.
Dire Mimic
This is simply a larger and nastier version of the Mimic.
Dire Mimic Level 14 Lurker Elite | ||
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Huge Aberrant Beast (Shapechanger) XP 2000 | ||
Initiative +14 | Senses Perception +15, all-around vision, darkvision | |
HP 214; Bloodied 107 | ||
AC 28; Fortitude 34, Reflex 31, Will 28 | ||
Immune: Acid | ||
Saving Throws +2 | ||
Speed 5 | ||
Action Points 1 | ||
Effect: +19 vs. AC; 3d6+6 damage, and the target is grabbed (until escapes). Checks made to escape the this grab take a −5 penalty. | ||
Effect: The dire mimic can make 3 attacks per round with it's pseudopods. It can form up to 12 pseudopods at one time from it's body. | ||
Effect: Each round the dire mimic holds it's grabbed prey it automatically causes 10 points of damage. | ||
Effect: If a dire mimic grabs a single target with two or more of it's pseudopod attacks it can rend it's prey. Each round the dire mimic holds it's grabbed prey with both pseudopods it automatically causes 5+3d8 points of damage. | ||
Effect: +19 vs. AC; 2d8+6 damage. | ||
Adhesive | ||
Effect: A dire mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered dire mimic can use it to automatically grab any creature it hits with it's pseudopods. A weapon that strikes an adhesive-coated dire mimic is stuck fast unless the wielder succeeds on an Escape check. Strong alcohol dissolves the adhesive, but the dire mimic can dissolve it's adhesive at will, and the substance breaks down 5 rounds after the creature dies. | ||
Mimic Shape ♦ at-will | ||
Effect: A mimic can assume the general shape of any object that fills roughly 300 cubic feet (10 feet by 10 feet by 12 feet) or 2 squares, such as a massive statue, a huge portcullis, or a wide double door frame. The creature cannot substantially alter its size, though. A dire mimic’s body is hard and has a rough texture, no matter what appearance it might present. This grants the mimic a DC 30 against Perception checks made to detect it. | ||
Skills Perception, athletics (climb only) +20 | ||
Feats Alertness, lightning reflexes | ||
Str 27 (+15) | Dex 16 (+10) | Wis 13 (+8) |
Con 17 (+10) | Int 10 (+7) | Cha 14 (+9) |
Alignment Unaligned | Languages Common | |
Equipment — |
General Information
Mimic Tactics
A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.
Mimic Lore
A character knows the following information with a successful Dungeoneering check.
- DC 15: It is said mimics are not natural creatures but were created long ago by a now-forgotten wizard. Ever since, these terrible things have served to guard treasures. A mimics glue-like secretions can be dissolved by using strong alcoholic spirits. Beer, and/or wine, are too weak to dissolve the glue.
- DC 20: Most mimics can be bribed with a substantial amount of food or gems, although if they have gone too long between feedings it may be impossible to reason with them. All mimics have the ability to speak Common almost right from "birth".
Encounter Groups
Mimics are solitary creatures that tend to inhabit deserted locales that contain the remnants of habitation, allowing them to blend in as part of the background and more easily hunt unwary prey. They dislike sunlight and therefore always dwell in darkened or subterranean environments. Mimics may serve other creatures as a form of guard as long as they are well fed and given the occasional gem (which they enjoy looking at between hunts).
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