N Medium aberration: Mimic (shapechanger)
Init +5; Senses darkvision 60 ft.; Perception +14 DEFENSEAC 15 (+0 Sz, +3 Dex, +2 Armor, +0 Deflect, +0 NA)
touch 5 (+0 Sz, +3 Dex, +2 Armor, +0 Deflect, +0 NA) flat-footed 00 (+0 Sz, +2 Armor, +0 Deflect, +0 NA) hp 17 (2HD8+2) Fort +3, Ref +5, Will -1; Poison Resist +2, Cold Resist 5 & Electricity Resist 5 ( +2 racial saving throw bonus against illusion spells or effects.) OFFENSESpeed 30 ft. (6 squares)
Melee Short Sword (+2 atck; P.Dmg:1d6+2/x2) Dagger (+2 atck; P.Dmg:1d4+2/x2) Gauntlets (+2 atck; B.Dmg:1d3+2/x2) Ranged Thrown Daggers (+3 Rng atck; Rng: 10', Dmg:1d4+2/x2) Bomb (+3 Rng atck; Rng: 10', Dmg:1d6+2/x2; Radius 5'; ) Crossbow (+3 Rng Atck; Rng: 00', Dmg:1d6/x2) Alchemist's Formulae (Save DC 11+SL;): - 1st (1/day each): Dead Eye. Spell-Like Ability (1/day each): Disguise Self Special Atk +1d6 Sneak Atck, Mutagen (+2 NA, +4Dex, & -2 Wis; 10 min per lvl), Fencer (+1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.) POSSESSIONSWorn Leather Armor, Hooded Cloak, & Adventurer's Garb,.
Carried 0gp., "Commoner's" clothes, Backpack, a Bedroll, a belt pouch, flint and steel, a waterskin,a whetstone, Alchemist Lab. Thievies Tool (2), Daggers (20), Short Sword, Light Crossbow, crossbow Bolts (30), caltrops(10), Smoke Sticks (10), Crowbar, Sun Rod (5), Alemist Acid (5 flask), Alchemist’s fire (5 flask), Antitoxin (5 vial), Everburning Torch, Holy water (5 flask) , Tanglefoot bag (4), Thunderstone (5), Tindertwig (5). Forulae Book: Bomber's Eye, Crafter's Fortune, Expeditious Retreat, Jump, Shield, True Strike. Potions Bombs (3), Formula (1), Mutagem (1). Scrolls None. Wands None. NOTESFavored Class: Alchemist
Xp: 0 |
STATISTICS (20 pts.)Str 14, Dex 16, Con 14, Int 14, Wis 8, Cha 12
Base Atk +0; CMB 12 (+0 atck, +2 Str, +0 Sz) CMD 13 (10, +0 atck, +0 Str, +3 Dex) Feats Alchemy, Bomb (Cl+Int per day), Brew Potion, Mutagen, Throw Anything, +1D6 Steak Attack, Trap Sense& Dodge. Skills(16pts.): Acrobatics +7, Craft: Alchemy+7, Climb +6, Disable Device+8, Disguise +6, Escape Artist +7, Intimidate +5, Knowledge: Arcana +6, Knowledge: Planes +8, Spellcraft +6, Sliegth of Hand +8, Stealth +10, and Use Magic Device +6. Languages(4): Common, Draconic, orcish, and Gobly. SQ Flechling Traits: Shadow Blend 50% miss in Dim Light. Trait Subject of Study and Fencer. |
Defense
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 52 (7d8+21)
Fort +5, Ref +5, Will +6
Immune acid
Offense
Spd 10 ft.
Melee
- Slam +10 (1d8+6 plus adhesive)
Special Attacks constrict (slam, 1d8+6)
Statistics
Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
BAB +5; CMB +9; CMD 20 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (dungeoneering) +10, Perception +14; Racial Modifiers +20 Disguise when mimicking objects
Languages Common
SQ mimic object
Special Abilities
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 adhesivecoated 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 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.
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.
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 52 (7d8+21)
Fort +5, Ref +5, Will +6
Immune acid
Offense
Spd 10 ft.
Melee
- Slam +10 (1d8+6 plus adhesive)
Special Attacks constrict (slam, 1d8+6)
Statistics
Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
BAB +5; CMB +9; CMD 20 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (dungeoneering) +10, Perception +14; Racial Modifiers +20 Disguise when mimicking objects
Languages Common
SQ mimic object
Special Abilities
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 adhesivecoated 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 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.
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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