Mimic (CR 5/MR 2)

What appeared to be a chest filled with treasure comes to life as it grows long, glistening tentacles and a number of sharp teeth.

Mythic Mimic (CR 5/MR 2)
XP 1,600
Pathfinder Roleplaying Game Bestiary
N Medium aberration (mythic, shapechanger)
Init +7/–13, dual initiativeMA; Senses darkvision 60 ft.; Perception +11

Defense

AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 68 (7d8+37)
Fort +5, Ref +5, Will +6
Defensive Abilities DR 5/epic; Immune acid

Offense

Speed 10 ft.
Melee slam +11 (1d8+7 plus 1d6 acid and adhesive)
Special Attacks acidic adhesiveMA, constrict (slam, 1d8+7 plus 1d6 acid), envelopMA, mythic power (2/day, surge +1d6)

Statistics

Str 21, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
Feats Improved InitiativeMF, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +15, Disguise +10 (+30 when mimicking objects), Knowledge (dungeoneering) +10, Perception +14; Racial Modifiers +20 Disguise when mimicking objects
Languages Common
SQ mimic object

Ecology

Environment any
Organization solitary
Treasure incidental

Special Abilities

Acidic Adhesive (Ex) Each time a creature takes damage from a mythic mimic’s slam or constrict attack, it takes an additional 1d6 points of acid damage. This acid only affects flesh and organic material, not metal or stone.

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 18 Reflex save. A successful DC 18 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.

Envelop (Ex) If a mythic mimic begins the round grappling a Medium or smaller creature, it can make a CMB check to completely envelop the creature it is grappling. Enveloped opponents gain the pinned condition, suffer damage from the mythic mimic’s constrict ability each round they remain enveloped, and are trapped inside the mythic mimic’s body until they are no longer pinned. Each round, if the mythic mimic succeeds on the check to maintain the pin, the mythic mimic may make a slam attack against an adjacent creature (though it cannot grapple a second creature) while still enveloping an opponent. While a mythic mimic pins a Medium or Small opponent, any attacks striking the mythic mimic deal damage to both the mythic mimic and its victim; each receives half the damage before damage reduction, rounded down.

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.

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