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Necromimic
An ornate sarcophagus reveals multiple rows of sharp fangs.
CR 8; XP 4,800
CE Medium Aberration (shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +19
Defense
AC 21, touch 21, flat-footed 15 (+3 Dex, +8 natural)
hp 102 (12d8+48)
Fort +10, Ref +7, Will +11
Defensive Abilities deathly furniture; Immune death, negative energy
Offense
Speed 10 ft.
Melee 2 slams +15 (1d8+5 plus adhesive)
Special Attacks constrict (slam, 1d8+5)
Statistics
Str 20, Dex 16, Con 18, Int 11, Wis 13, Cha 11
Base Atk +9; CMB +14; CMD 27 (can't be tripped)
Feats Great Fortitude, Improved Initiative, Iron Will, Lunge, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +17, Disguise +15 (+35 when mimicking corpses or tomb paraphernalia), Perception +19; Racial Modifiers +20 Disguise when mimicking corpses or tomb paraphernalia)
Language Common
SQ change shape (a Medium corpse or a Medium undead; undead anatomy II); mimic object
Ecology
Environment ruins, undergound
Organization solitary, or pack (2–4)
Treasure incidental
Special Abilities
Adhesive (Ex) A necromimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered necromimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the necromimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated necromimic 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.
Deathly Furniture (Ex) A necromimic is never attacked by mindless undead, which perceive it as a piece of surroundings, unless directly ordered to.
Mimic Object (Ex) A necromimic can assume the general shape of any Medium object, suitable for a tomb, such as coffin, urn, statue, or religious paraphernalia. The creature cannot substantially alter its size, but three or four necromimics can combine their bodies to form Large objects such as sarcophagi. A necromimic's body is hard and has a rough texture, no matter what appearance it might present. A necromimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.
Necromimics are a subspecies of mimics that grew accustomed to graves and tombs, fine-tuning their shapechanging abilities to imitate dead or their surroundings. They often live near actual undead, misleading adventurers into spending their spells and resources to ward them off like other undead, and many sapient undead deliberately live near them to increase confusion and use them as guardians against living.
Mimic Object (Ex) A necromimic can assume the general shape of any Medium object, suitable for a tomb, such as coffin, urn, statue, or religious paraphernalia. The creature cannot substantially alter its size, but three or four necromimics can combine their bodies to form Large objects such as sarcophagi. A necromimic's body is hard and has a rough texture, no matter what appearance it might present. A necromimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.
Necromimics are a subspecies of mimics that grew accustomed to graves and tombs, fine-tuning their shapechanging abilities to imitate dead or their surroundings. They often live near actual undead, misleading adventurers into spending their spells and resources to ward them off like other undead, and many sapient undead deliberately live near them to increase confusion and use them as guardians against living.
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