Dungeons and Dragons Mimic 3.5 PBP RPG

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Mimic

Mimic

Large Aberration (Shapechanger)

Hit Dice:

7d8+21 (52 hp)

Initiative:

+1

Speed:

10 ft. (2 squares)

Armor Class:

15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 15

Base Attack/Grapple:

+5/+13

Attack:

Slam +9 melee (1d8+4)

Full Attack:

2 slams +9 melee (1d8+4)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Adhesive, crush

Special Qualities:

Darkvision 60 ft., immunity to acid, mimic shape

Saves:

Fort +5, Ref +5, Will +6

Abilities:

Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10

Skills:

Climb +9, Disguise +13, Listen +8, Spot +8

Feats:

Alertness, Lightning Reflexes, Weapon Focus (slam)

Environment:

Underground

Organization:

Solitary

Challenge Rating:

4

Treasure:

1/10th coins; 50% goods; 50% items

Alignment:

Usually neutral

Advancement:

8-10 HD (Large); 11-21 HD (Huge)

Level Adjustment:

-

A mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.

Mimics speak Common.

Combat

A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.

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 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.

Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A mimic deals 1d8+4 points of damage with a successful grapple check.

Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. 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. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic's Disguise check. Of course, by this time it is generally far too late.

Skills: A mimic has a +8 racial bonus on Disguise checks.


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Latest RPG Post

A rogue can use it's Bonus Action to use it's Cunning Action ability, an ability that allows the rogue to do movement related things that normally take a full Action.

Anyone can duel wield but there are limitations (See below, light weapons, damage modifier). One of the Fighting Styles (Fighter/Paladin) and a Feat help you get around those limitations.

(Yes you'd have to choose between using your Bonus Action to use Cunning Action to Dash or Disengage OR use that Bonus Action to make an off hand attack.)

Page 195 of PHB
Two-Weapon Fighting (Combat Rules)

When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

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