Medium Aberration (Shapechanger)Hit Dice:
10d8+40 (85 hp)Initiative:
30 ft. (6 squares), Climb 30 ft.Armor Class:
17 (+2 Dex, +5 natural), touch 12, flat-footed 15Base Attack/Grapple:
Slam or Bite +9 melee (1d8+2) or by weapon +9/+4Full Attack:
2 Slams or Bites +9 melee (1d8+2) or by weapon +9/+4Space/Reach:
5 ft./5 ft.Special Attacks:
Adhesive, DevourSpecial Qualities:
Shapeshift, Malleable, Immunity to AcidSaves:
Fort +7, Ref +5, Will +9Abilities:
Str 14, Dex 14, Con 18, Int 14, Wis 14, Cha 14Skills:
Bluff +7, Climb +6, Diplomacy +7, Disguise +15, Escape Artist +10, Gather Information +7, Hide +6, Knowledge (Local) +6, Listen +6, Move Silently +6, Sense Motive +6, Spot +6, Tumble +6Feats:
Improved Initiative, Improved Multiattack, Multiattack, Multiweapon FightingEnvironment:
Usually Neutral or Chaotic EvilAdvancement:
By Character ClassLevel Adjustment:
"I think the maid may be some sort of unholy shapeshifting abomination.""You sure you aren't just drunk?"
"Oh no, I'm drunk. I'm drunk as hell. But her petticoat just ate Mr. Johnson's brain."
As if Mimics weren't bad enough, Mages later decided to tinker with them. It's not as if their original master didn't design something bad enough. No these assholes decided they had to go a step further and make seductive ones who could mingle socially and assassinate important people. There are even rumors some of the Mages were devoured in their beds by them so the Mimics could gain their freedom. So now they're pretty much the perfect urban predator, and have even picked up fighting skills so they can get into combat without revealing themselves. They are proficient with all Simple weapons and Light Armor (though they usually don't wear it), and speak Common plus two other languages. As with other Mimics they appear to have no true natural forms, and are mostly inert blobs of matter. But their bodies have a sort of memory, and they remain in whatever shape they have taken if they are somehow rendered unconscious.Adhesive (Ex):
Due to the Mimics sticky skin surface, it is considered to be Grappling anything successfully attacked by it's Slam/Bite attack. An opponent so Grappled cannot escape until 5 rounds after the Mimic dies, it willingly lets go, or the adhesive is dissolved by applying strong alcohol. Even without the adhesive the Mimic can Grapple normally. Weapons striking the Mimic stick to it unless the wielder makes a DC 16 Reflex Save (or a DC 16 Strength Check once it has become stuck).Devour (Ex):
The Mimic does 2d6+2 bludgeoning/slashing/piercing damage with a successful Grapple Check.Shapeshift (Ex):
The Mimic Concubine can imitate virtually any being of the same size as itself with a DC 25 Disguise Check. If it is familiar with that person the Check DC is -5, and if it knows them really well -10. It can even imitate their voice. Effectively you can cast Alter Self at Will, with a few differences. Equipment does not meld with your body, the new form must be the same Size Class as yourself, you do not lose the Extraordinary Abilities of your normal form, and you can mimic things like armor/clothing. Caster Level is effectively equal to Hit Dice. Since this ability allows the Mimic to manifest multiple limbs the Mimic qualifies for the Improved Multiattack, Multiattack, and Multiweapon Fighting Feats (just not all of the time, when it has two limbs treat this as Two Weapon Fighting).Malleable (Ex):
Concubine Mimics are extremely malleable able to change their form, color, and texture at will. Effectively they are immune to poison, sleep, paralysis, polymorph, stunning, and critical hits. It also cannot be flanked. It may squeeze through any door or fence which has at least a one inch gap between the floor/fence bars. Skills:
Concubine Mimics get a +8 Racial Bonus to Disguise and Escape Artist Checks.Combat:
Concubine Mimics prefer to use their disguises to infiltrate balls and parties. Once hey find sufficiently inebriated prey they try to seduce it away someplace quiet where it can't be interrupted and waits for it's prey to disrobe. Once the prey is sufficiently unarmored and weaponless it shifts form, sticks to it, and munches away. They are usually quite wealthy if they hire themselves out as assassins. If found out they usually have a few weapons on their person to fight while hiding their true nature until escape is possible.