Monster Manual 3 Excerpts
The legend seems little more than a joke when told across a tavern table: A chest of treasure in the deepest recesses of a dungeon suddenly transforms into a monstrosity, attacking those who had been set to loot it a moment earlier. The adventurers who know the true origin of the mimic do not laugh at its deadly threat. In today's Monster Manual 3
excerpt we examine one version of the mimic: the impersonator.
Arcana DC 19: For countless ages, these creatures of the Far Realm have assumed apparently harmless forms, infiltrated settled lands, and hunted sentient humanoids. Impersonator mimics absorb the language and memories of the creatures they devour, sometimes carrying on the victim’s life as normal while scouting for new prey. As an impersonator kills, it eventually splits into new object mimics and mimic spawn, which mature to become impersonator mimics and continue the cycle.
A young girl begs for bread at the door, and an old lady’s act of kindness is her last. Then, in the form of the old lady, an impersonator mimic lures a passing farmhand inside, begging for help moving a table. Next, as the farmhand, it accompanies a team of woodcutters. For the mimic, each persona it assumes means another victim’s unmarked grave.
Level 16 Controller
Medium aberrant magical beast
HP 160; Bloodied 80 Initiative +14
AC 30, Fortitude 27, Reflex 28, Will 27 Perception +13
Speed 6 Darkvision, tremorsense 5
Resist 10 acid
Attack: Melee 2 (one creature); +21 vs. AC
Hit: 3d8 + 11 damage.
Attack: Melee 2 (one creature); +19 vs. Fortitude
Hit: The target is dominated (save ends).
Attack: Ranged 10 (one creature); +19 vs. Will
Hit: The mimic slides the target 4 squares, and the target grants combat advantage until the end of the mimic’s next turn.
Effect: The mimic assumes one of the following forms. It can’t change its size. It remains in the chosen form until it uses this power again.
Ooze Form: The mimic becomes an ooze. When it squeezes while it is in this form, it moves at full speed rather than half speed, it doesn’t take the –5 penalty to attack rolls, and it doesn’t grant combat advantage for squeezing.
Humanoid Form: The mimic gains a +4 bonus to Bluff checks. In addition, it can use all the languages known by the last humanoid creature it killed.
Object Form: While in this form, the mimic has resist 10 to all damage, is immobilized, and cannot attack. In addition, a creature must succeed on a DC 31 Perception check to notice that the mimic is a living creature.
Requirement: The mimic can use absorb only during its turn.
Effect: The mimic reduces one mimic spawn that is adjacent to it or occupying its space (see the mimic spawn’s one with master power) to 0 hit points. When it does so, it gains 1 action point.
Skills Bluff +20 (+24 while the mimic is in humanoid form), Stealth +19
Str 21 (+13)
Dex 22 (+14)
Wis 20 (+13)
Con 24 (+15)
Int 26 (+16)
Cha 24 (+15)
Languages Common, Deep Speech
Impersonator Mimics in Combat
An impersonator mimic hunts by luring prey into a trap. In ruins and other remote locations, an impersonator’s lair is inhabited by mimic spawn posing as objects suited to the environment.
Friday: Vaguely humanoid-shaped amalgams of sludge and hate, slime devils act as spies and interrogators for archdevils.