Size:
Large
Type:
Monstrosity
Form:
amorphous
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 10'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 slam
Circumstance: Combat
3d4
Special
Shapeshifting
Can assume the general shape of any object or creature that fills roughly 150 cubic feet. Body is hard and has a rough texture, no matter what appearance it might present. Anyone who closely examines the mimic can easily detect the ruse.
Special
Adhesive
Exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on an open doors check to pull the weapon free. Strong alcohol dissolves the adhesive in 3 rounds. A mimic can dissolve its adhesive at will, and the substance will break down 5 rounds after the creature dies.
Special
Language
Can speak Common.
Environments
underdark
A master of deception that can assume the shape of any object or creature
A master of deception, a Mimic can assume the general shape of any object or creature that fills roughly 150 cubic feet. A mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who closely examines the mimic can easily detect the ruse. A mimic can speak Common. In combat a mimic will often surprise an unsuspecting adventurer by lashing out with a heavy pseudopod.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
underdark
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Adhesive
The mimic is coated in an adhesive slime. Any creature that hits the mimic, is hit by the mimic, or otherwise touches the mimic must succeed at a DC 23 Reflex save or become grabbed (Escape DC 23). A weapon that hits the mimic is stuck to the mimic and can be removed with a successful DC 23 Athletics check (made as a single action). A mimic can have any number of objects or creatures stuck to it at a time. The mimic can release a stuck creature or object by using a single action, and the adhesive dissolves 1 minute after the mimic dies, releasing all stuck objects and creatures.
Ability
Mimic Object
(concentrate, polymorph) The mimic assumes the shape of any Medium object. This doesn't change the mimic's texture or overall size but can alter its coloration and visual appearance. It has an automatic result of 28 on Deception checks and DCs to pass as the object that it's mimicking.
Ability
Object Lesson
Circumstance: Trigger: A creature touches or physically interacts with the mimi
The triggering creature is automatically stuck by the mimic's adhesive (it receives no save). The mimic then makes a pseudopod Strike against any creature adjacent to the mimic. Object Lesson can't be used again until the mimic escapes and takes on a new disguise.
Offense
Melee
Circumstance: combat round (melee)
pseudopod + 14 [+9/+4], Damage 2d8+4 bludgeoning plus adhesive
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Language
Common
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e
A master of deception that can assume the shape of any object or creature
A master of deception, a Mimic can assume the general shape of any object or creature that fills roughly 150 cubic feet. A mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who closely examines the mimic can easily detect the ruse. A mimic can speak Common. In combat a mimic will often surprise an unsuspecting adventurer by lashing out with a heavy pseudopod.
Basic Fantasy Field Guide Omnibus