Frightful Fridays! Mimice

Happy just slightly after Friday! I’ve got another monster for you, which melds a few inspirations into a single entity (see if you can spot them all!). I hope you enjoy the mimice, and I’ll see you soon with yet another monster. Thanks for reading!

A smooth silver-skinned humanoid with barely-defined facial features walks unsteadily. An uncomfortable chill emanates from its surface.
Mimice      CR 11
XP 12,800
N Medium construct
Init +10; Senses darkvision 60 ft., low-light vision, thoughtsense 60 ft.; Perception +13
DEFENSE
AC
25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8 natural)
hp 117 (15d10+35); regeneration 10 (silver)
Fort +7, Ref +13, Will +7
DR 10/silver; Immune construct traits; Resist cold 10
OFFENSE
Speed
30 ft., climb 20 ft.
Melee 2 slams (2d6+3 plus 2d6 cold, 2d6 negative energy, and grab)
Special Attacks siphon expertise
Spell-Like Abilities (CL 15th; concentration +19)
   At will—make whole (self only)
STATISTICS
Str
16, Dex 23, Con —, Int 13, Wis 14, Cha 19
Base Atk +15; CMB +18 (+22 grapple); CMD 35
Feats Dodge, Great Fortitude, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Stealthy, Toughness, Weapon Focus (slam)
Skills Acrobatics +16, Climb +15, Escape Artist +20, Perception +13, Stealth +20
Languages Common
SQ quick repair
ECOLOGY
Environment
any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Quick Repair (Sp)
Three times per day, a mimice can use a standard action to target itself with make whole, but it only repairs 2d6 points of damage.
Siphon Expertise (Su)
Each round a mimice maintains its grapple, it inflicts 2d6 points of cold damage and 2d6 points of negative energy damage. In addition, the target gains 2 negative levels (Will DC 21 half). These negative levels disappear automatically after 8 hours. The save DC is Charisma-based.
Finally, regardless of the saving throw’s result, the mimice gains a feat or a spell from its target. The mimice does not need to meet ability score or base attack bonus requirements to absorb a feat, but it can’t take a feat which has another feat as a requirement without first obtaining the required feat, nor can it take a feat which has a class level requirement. For spells, the mimice must have previously absorbed a spell from the next lower-level spell to obtain a spell from a higher level. The mimice can use absorbed spells as spell-like abilities that do not require material components. The target doesn’t lose access to feats and spells absorbed by the mimice. The mimice loses access to feats and spells obtained this way after 24 hours.
If the mimice spends an uninterrupted hour with a creature killed within 2 hours, it can fully duplicate the creature, as if through the clone spell (except it does not possess the creature’s soul). The mimice duplicates the creature for 1 month before reverting to its original form.

Mimices originate from a distant world facing imminent destruction. Their creators intended to use them to store memories and knowledge of the world’s best and brightest and send them on voyages to habitable planets where the information they contained could be retrieved. Unfortunately, the haste of their creation meant a flawed design where their encoded knowledge faded after a month. The constructs retain their basic function of absorbing information from living creatures and they inadvertently terrorize worlds where they crash landed and survived the landing.

A mimice maintains its lattice at subzero temperatures to ensure maximum storage. This has the incidental effect of freezing creatures whose expertise it attempts to absorb. When a mimice is destroyed, the frozen core immediately melts down, leaving behind a pile of slush and unusual metal. The lattice can self-repair, and the mimice has a repair module that functions not unlike magic. Silver, unknown to the mimices’ home world, disrupts their self-repair. A mimice typically begins an encounter unaware of this vulnerability, but upon learning about it will target its attacks against an opponent wielding silver, or, if it has absorbed the means, flee from combat.

Mimices stand six feet tall and weigh 300 pounds. Provided their repair modules remain intact, they are virtually immortal.

MIMICE                CREATURE 11
N Medium Construct
Perception
+21; darkvision, thoughtsense (imprecise) 60 feet
Languages Common
Skills Acrobatics +23, Athletics +21, Stealth +23
Str +3, Dex +7, Con +0, Int +1, Wis +2, Cha +5

AC 31; Fort +17, Ref +25, Will +20
HP 172, regeneration 10 (deactivated by silver); Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses silver 10; Resistances cold 10

Speed 25 feet, climb 20 feet
Melee [one-action] fist +23, Damage 2d6+3 bludgeoning plus 2d6 cold, 2d6 mental, and Grab
Duplicate Creature (mental) If the mimice spends an uninterrupted hour with a creature killed within 2 hours, it can fully duplicate the creature. The mimice duplicates the creature for 1 month before reverting to its original form.
Quick Repair [free-action] (envision) Once per round, the mimice can repair 2d6 Hit Points. It can only Quick Repair three times per day.
Siphon Expertise [two-actions] (mental) The mimice learns a spell or obtains a feat from a creature it has grabbed. A spell is treated as an innate spell for the mimice, and it cannot obtain a higher-level spell until it obtains a spell from the immediately lower level from the target. If a feat has a prerequisite feat, the mimice must have obtained that prerequisite feat. The mimice can’t obtain a feat that requires legendary rank in a skill. The target doesn’t lose access to the feat or spell in the process. Additionally, the target must attempt a DC 31 Will save.
   Critical Success The target is unaffected.
   Success The target takes 1d6 cold damage and 1d6 mental damage and is stupefied 1.
   Failure The target takes 2d6 cold damage and 2d6 mental damage and is drained 1 and stupefied 1 (or increases the value of both conditions by 1, to a maximum of 4).
   Critical Failure The target takes 4d6 cold damage and 4d6 mental damage and is drained 2 and stupefied 2 (or increases the value of both conditions by 2, to a maximum of 4).
Use Repair Module [two-actions] (envision) The mimice repairs 4d6 Hit Points.

Mimice
Medium construct, neutral

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Armor Class 17 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., climb 20 ft.

——————–
STR 16 (+3), DEX 21 (+5), CON 18 (+4), INT 13 (+1), WIS 14 (+2), CHA 20 (+5)
——————–

Saving Throws Dex +9
Skills Athletics +7, Stealth +9
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 11 (7,200 XP)
——————–

Regeneration. The mimice regains 10 hp at the start of its turn. If the mimice takes damage from a silvered weapon, this trait doesn’t function at the start of the mimice’s turn. The mimice only dies if it starts its turn with 0 hp and doesn’t regenerate.
Innate Spellcasting (At Will). The mimice can innately cast mending requiring no material components. Its innate spellcasting ability is Charisma (spell save DC 17).

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Actions
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Multiattack. The ioun raven makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage and 14 (4d6) psychic damage, and the target is grappled (escape DC 17). The mimice can only have one creature grappled at a time.

Quick Repair (3/day). The mimice regains 7 (2d6) hit points.

Siphon Expertise. The mimice absorbs a spell, feat, or combat-related class feature from a creature grappled by it. A spell is treated as an innate spell for the mimice. It cannot obtain a higher-level spell until it obtains a spell from the immediately lower level from the creature. If a feat has a prerequisite feat, the mimice must have obtained that prerequisite feat. The creature does not lose the spell, feat, or class ability, but it must make a DC 17 Charisma saving throw. On a failure, the creature takes 7 (2d6) cold damage and 14 (4d6) psychic damage, and its hp maximum is reduced by an amount equal to the psychic damage taken. On a success, the creature takes half the damage, and its hp maximum is not reduced. Hit point maximum reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.
If the mimice spends an uninterrupted hour with a creature killed within 2 hours, it can fully duplicate the creature as if through the clone spell (except it does not possess the creature’s soul). The mimice duplicates the creature for 1 month before reverting to its original form.

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