Spoiler: Clockwork Mimic Amalgam Doppelganger
Clockwork Mimic Amalgam Doppelganger
What appeared to be a chest filled with treasure comes to life as it grows long, glistening tentacles and a number of sharp teeth.
This grayish humanoid creature seems almost unfinished, with a narrow head, gaunt limbs, and a sinister, noseless face.
Clockwork Mimic Amalgam Doppelganger
Source Pathfinder RPG Bestiary pg. 1, Tome of Horrors Complete, Advanced Bestiary, Pathfinder RPG Bestiary pg. 89
N Medium construct (clockwork, shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +1
AC 18, touch 13, flat-footed 15 (+3 dodge, +5 natural)
hp 58 (7d10+20)
Fort +4, Ref +4, Will +3
DR 5/adamantine; Immune construct traits; SR 19
Weaknesses vulnerable to electricity
Speed 30 ft.
Melee slam +12 (1d8+8 plus adhesive), 2 claws +6 (1d8+3)
Special Attacks constrict (slam, 1d8+8), mimicry, perfect copy
Spell-Like Abilities (CL 18th)
At will—detect thoughts (DC 10)
Str 20, Dex 11, Con --, Int 11, Wis 12, Cha 7
Base Atk +7; CMB +12; CMD 22 (can’t be tripped)
Feats Dodge, Great Fortitude, b Improved Initiative, b Lightning Reflexes
Skills Bluff +9 (+13 while using change shape ability), Diplomacy -2, Disguise +9 (+19 while using change shape ability, +29 when mimicking objects), Perception +1, Sense Motive +1, Stealth +0; Racial Modifiers +4 Bluff, +4 Disguise, +20 Disguise when mimicking objects
SQ change shape (polymorph), difficult to create, mimic object, swift reactions, winding
Organization solitary, pair, or gang (3–6)
Treasure NPC Gear
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 17 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.
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.
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.
Mimicry (Ex) A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.
Perfect Copy (Su) When a doppelganger uses change shape, it can assume the appearance of specific individuals.
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.
Vulnerable to Electricity (Ex) Clockwork constructs take 150% as much damage as normal from electricity attacks.
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.
Mimics are thought to be the result of an alchemist’s 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.
Clockworks are constructs crafted when a spellcaster binds an elemental spirit into a container and transfers it to a finely constructed body or shell composed of iron, steel, bronze, or some other metal.
Clockworks have no mind of their own and follow any commands and orders given by their creator. If their creator dies or is slain, the clockwork continues to carry out its last given command to the best of its ability. If it cannot carry out its last order, it either becomes free–willed or simply ceases to function (50% chance of either).
An amalgam is two different monsters brought together into one being by either magic or selective breeding. The amalgam template can be used to create a new race to replace a standard one, or new creatures resulting from a crossbreeding experiment, or a series of monsters influenced by a god or demon, or even a unique creature created by a magical accident.
Doppelgangers are strange beings that can take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed facial features. Its flesh is pale and hairless, and its eyes are vacant and white.
Doppelgangers prefer infiltrating societies where they can gather wealth and influence, and see little point in forming cities of their own kind. Younger doppelgangers practice their skills by taking over small orc or goblin tribes, then move to more complicated societies like dwarven, elven, and human communities. Rather than making themselves targets by taking positions of leadership, they prefer to be the power behind the throne, or use multiple identities to manipulate influential citizens or entire guilds.
Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived. They are particularly fond of invading human societies in order to indulge in their desires—some enjoy the complex dance of politics while others seek constant change in the race and gender of both themselves and their romantic companions. While not standard, it is those doppelgangers use their gifts for cruel and sadistic purposes that are most notorious, and these shapeshifters are the primary cause of the race’s sinister reputation. Certainly, a creature capable of changing its shape has a handy way to avoid capture for its crimes, and some particularly malicious doppelgangers enjoy disrupting relationships by posing as unfaithful lovers.
Rumors persist of even more powerful doppelgangers capable of not only shifting their appearance, but also skills, memories, and even the extraordinary and supernatural abilities of creatures whose forms they choose to mimic. These doppelgangers’ change shape ability functions like the spell polymorph rather than alter self.
Price by CR
The creator must begin with crafted clockwork parts worth 3,200 gp.
Clockwork Mimic Amalgam Doppelganger
CL 9th; Price 32,000 gp
Requirements Craft Construct, alter self, detect thoughts, polymorph; creator must be at least CL 9th; Skill Spellcraft DC 14; Cost 16,000 gp