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    Firbolg in the Playground
    unseenmage's Avatar

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    Apr 2013
    Middle of nowhere USA.

    Default Re: What is a Mimic's true form? How do they reproduce?

    Well a clockwork mimic was what got me into this thread and a clockwork mimic you folk shall have as my way of thanks for all your help.

    To build it we've just added the Clockwork Subtype as though it were a CR +1 template and priced it using the Building and Modifying Constructs info in the PRD.

    Spoiler: Clockwork Mimic

    Clockwork Mimic
    What appeared to be a chest filled with treasure comes to life as it grows long, glistening mechanical tentacles and a number of sharp teeth.
    Clockwork Mimic CR 5
    Source Pathfinder RPG Bestiary pg. 1, Dungeon Denizens Revisited
    XP 1,200
    N Medium construct (clockwork, shapechanger)
    Init +5; Senses darkvision 60 ft., low-light vision; Perception +11
    AC 18, touch 11, flat-footed 17 (+1 Dex, +5 natural, +2 dodge)
    hp 58 (7d10+20)
    Fort +7, Ref +8, Will +8
    Immune acid, construct traits
    Weaknesses vulnerable to electricity
    Speed 10 ft.
    Melee slam +10 (1d8+6 plus adhesive)
    Special Attacks constrict (slam, 1d8+6)
    Str 19 (+4), Dex 12 (+1), Con -- (--), Int 10 (+0), Wis 13 (+1), Cha 10 (+0)
    Base Atk +5; CMB +9; CMD 20 (canít be tripped)
    Feats Improved Initiative b, Lightning Reflexes b, Skill Focus (Perception), Weapon Focus (slam), (+2 feats)
    Skills Climb +4, Disguise +4 (+24 when mimicking objects), Knowledge (dungeoneering) +3, Perception +3; Racial Modifiers +20 Disguise when mimicking objects
    Languages Common
    SQ difficult to create, efficient winding, mimic object, swift reactions
    Environment any
    Organization solitary
    Treasure incidental
    Special Abilities
    Adhesive (Ex) A clockwork mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered clockwork mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the clockwork mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated clockwork mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the clockwork mimic can still grapple normally. A clockwork mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

    Mimic Object (Ex) A clockwork 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 clockwork mimicís body is hard and has a rough texture, no matter what appearance it might present. A clockwork mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a clockwork mimic.

    Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

    Vulnerable to Electricity (Ex) Clockwork constructs take 150% as much damage as normal from electricity attacks.

    Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

    Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

    Mimics are thought to be the result of an alchemistís attempt to grant life to an inanimate object through the application of an eldritch reagent, the recipe for which is long lost. Over time, these strange but clever creatures have learned the ability to transform themselves into simulacra of man-made objects, particularly in locations that have infrequent traffic by small numbers of creatures, thus increasing their odds of successfully attacking their victims.

    Though mimics are not inherently evil, some sages believe that mimics attack humans and other intelligent creatures for sport rather than merely for sustenance. The desire to completely fool others is thought to be a part of their being, and their surprise attacks against others are a culmination of those desires.

    A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 900 pounds. Legends and tales speak of mimics of much greater sizes, with the ability to assume the form of houses, ships, or entire dungeon complexes that they festoon with treasure (both real and false) to lure unsuspecting food within.

    "A mimic is naturally gray in hue, with a smooth, very hard outer skin that gives it the stone-like appearance." "The mimic is amorphous, and moves in the same way it attacks: by extending strong pseudopods, which exude a sticky žglue,Ó and pulling themselves along. A mimic can unstick its own glue at any time, and it never sticks to itself." (Dragon #75 pg 6)

    "They reproduce by fission and grow to full size in several years." (Monstrous Manual 2nd Ed. 3rd Printing, p.250, 1994)

    Clockworks are constructs created through a fusion of magic and technology.
    Oozelike clockworks are accomplished through the use of wireframe molds of clockwork parts lined with alchemical paper and filled with alchemical gelatins.

    The clockwork mimic is a masterpiece of clockwork construction and is exceptionally difficult to create. The creator must begin with wireframe gelatin clockwork pieces worth 1,250 gp.
    Clockwork Mimic
    CL 11th; Price 12,500 gp
    Requirements Craft Construct, flesh to ooze, and geas/quest, creator must be at least CL 11th; Skill Craft (clockwork) DC 20; Cost 6,250 gp

    Mimic Mutations (Dungeon Denizens Revisited)
    As supremely adaptive creatures with truly aberrant physiologies, mimics sometimes develop new powers as they mature into adulthood. A mimicís spawn inherit its powers and may mutate further, resulting in mimics with multiple unrelated abilities (for example, the subterranean mimic has the bioluminescence, gillfoot, and hypersenses abilities).

    The following represent several options for creating unique and deadly camouflaged hunters of the deep, along with the recommended CR increase for each.
    Aberrant Biology (Ex) CR +1
    The mimic ignores extra damage from critical hits and sneak attacks 50% of the time.

    Adaptive Resistance (Ex) CR +1
    The mimic has resistance 20 against any one of the following energy types at any one time: fire, cold, electricity, or sonic. As a move action, the mimic may change the energy type against which it is resistant.

    Bioluminescence (Ex) CR +0
    The mimic can choose to shed light from any part of its body, ranging in intensity from a soft glow like that of a candle (shadowy illumination in a 5-foot radius) to the full brightness of a torch (bright light in a 20-foot radius and shadowy illumination for an additional 20 feet). The mimic may duplicate any color of light it so desires, even creating multiple colors, and may cancel or resume use of this ability at will as a free action.

    Corrosive Glue (Ex) CR +1
    The mimic deals an extra 2d6 points of acid damage with every successful slam attack or grapple check.

    Gillfoot (Ex) CR +0
    The mimic has climb speed 5 and swim speed 5. The mimic may always take a 5-foot step in any combat round, even if difficult terrain or other factors reduce its speed. A mimic may take this 5-foot step whether it is on land, climbing, or swimming. It can breathe water as easily as air.

    Glide (Ex) CR +0
    The mimic can create wings and has a fly speed of 40 feet (clumsy maneuverability).

    Hardy Protoplasm (Ex) CR +1
    The mimic has fast healing 5.

    Hypersenses (Ex) CR +0
    The mimicís entire body is a primitive sensory organ. This gives it blindsense with a range of 30 feet, and it cannot be flanked.

    Mutable Strikes (Ex) CR +0
    The mimicís slam attack deals bludgeoning, piercing, and slashing damage. The damage for its slam attack improves by one die step.

    Otherworldly Resilience (Ex) CR +1
    The mimic gains DR 5/adamantine.

    Supple Shifter (Ex) CR +1
    The mimic can squeeze into a space as small as 1/4 its base size. Its reach increases by 5 feet and it gains Combat Reflexes as a bonus feat.

    Toxic (Ex) CR +1
    The mimicís flesh is poisonous (type contact; save Fortitude DC 10 + 1/2 mimicís HD + mimicís Con modifier; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save). Creatures hit by the mimicís natural attacks or attacking it with unarmed strikes or natural weapons are subject to this poison.

    Notes: Whew, the loss of skill points from its type change looks like it hit this thing pretty hard.

    Edit: The other method involves combining the mimic with any other Construct using the Amalgam Template from Advanced Bestiary.

    Alternatively one could just cut and paste the desired special abilities from the mimic to a given Construct for an appropriate CR increase using PF's expansive CR calculating charts, but I'm better with the template approach.
    Last edited by unseenmage; 2017-01-08 at 01:44 AM.