🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Mimic (BB)Creature 4


NMediumAberration
Source Pathfinder Bestiary
Perception +9 (darkvision)
Languages Common
Skills Athletics +12, Deception +8
Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha +0

AC 20; Fort +11; Reflex +9; Will +9;
HP 75
Speed 10 feet

Pseudopod One Action +14 (+9, +4) to hit 2d8+4 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Adhesive

Any creature that touches the mimic (usually from a fist Strike, the mimic's pseudopod, or a Grapple or Shove) must succeed at a DC 23 reflex save or gain the Grabbed condition. The DC to Escape is 23. A melee or thrown weapon that hits the mimic sticks to it. A character can spend an action to attempt a DC 23 athletics check, removing the weapon on a success. The adhesive dissolves 1 minute after the mimic dies.

Object Lesson Reaction

If a creature touches the mimic while the mimic is transformed into an object, the mimic can spend its reaction to use its adhesive with no saving throw. The mimic then makes a pseudopod Strike. Object Lesson can't be used again until the mimic escapes and takes on a new disguise.

Mimic Object One Action (concentrate)

The mimic assumes the shape of any Medium object. This alters its visual appearance but not its size. It takes a DC 28 perception check to tell the object is a creature.


Thought to be the result of a failed experiment meant to animate objects or a sinister alghollthu creation, mimics are clever monsters that can take the form of common manufactured objects. Mimics are ambush predators and voracious eaters, surprising their prey through their uncanny ability to mimic the form of common furniture and miscellany. They remain disguised until unsuspecting adventurers happen by, then they lash out in ambush.

Mimics possess complex alien minds, and while often cruel and self-serving, they also enjoy conversation with their prey from time to time. For unknown reasons, they are especially interested in humanoids. Mimics have a strong dislike for others of their kind and tend to live alone. A mimic can remain in its alternate form for an extremely long period of time, sometimes remaining disguised in a dungeon chamber for decades. Regardless of how long it waits, the mimic remains vigilant and alert, ready to strike at any moment.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.