Mimic HD: d8
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Feature |
1st | +1 | +2 | +0 | +2 | Mimic Body, Mimic Shape, Mimicry, +1 Str |
2nd | +2 | +3 | +0 | +3 | Lure, Mime, +1 Str, +1 Con |
3rd | +3 | +3 | +1 | +3 | Adhesive, Olfactory Mimic, +1 Str |
4th | +4 | +4 | +1 | +4 | Crush, Large, Mimic Magic, +1 Str, +1 Con |
Skills: 4+Int per level (x4 at 1st character level), class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Disguise (Cha), Intimidate (Cha), Listen (Wis), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha)
Weapon and Armor Proficiencies: Mimics are proficient with their natural weapons and with simple weapons, but with no armor or shields.
Features:Mimic body (Ex): At 1st level, a mimic loses all other racial traits and gains aberration traits (basically darkvision 60 feet). It's a medium sized aberration, with the shapechanger subtype, with a base speed of 20ft. It has two slam attacks dealing 1d6+Str modifier. It can speak Common, plus any two other languages.
A mimic also gains a bonus to Natural Armor equal to its Con bonus, if any.
A mimic has Acid Resistance 5. This improves to 10 at 5 HD, 20 at 7HD, and full immunity to Acid at 11HD.
A mimic usually has no equipment slots, but if it takes a form capable of wielding weapons, it can wield them. Additionally, it may activate any items touching its body as if it were holding them in its hands, wearing one amulet or necklace, up to two rings, one glove or pair of gloves, and one bracelet or bracer or pair of bracers. Thus if there were an alchemists fire inside a cabinet-shapes mimic, it could throw it as normal, or drink a potion, throw a fire bead from a necklace of fire beads, etc.
Mimicry (Ex): At 1st level a mimic can replicate any sound that it has heard, most often used to supplement its disguise (door creaking in the wind) or lure creatures closer (pained yell). A mimic can produce as much noise as four normal humans per HD (maximum twenty humans). Talking, singing, shouting, walking, marching, or running sounds can be created. The noise a mimic produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. A single musical instrument is equivalent to four normal humans. Creatures that succeed a Will save with a DC equal to 10 + 1/2 HD + Cha mod recognize the ruse. Additionally, speak language is always in-class for a mimic.
Mimic Shape (Ex): At 1st level a mimic can assume the general shape of any inanimate object that fills roughly 36 cubic feet (3 feet by 3 feet by 4 feet), such as a chest, a table, or a throne. 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. Only those who examine the mimic, even those with extraordinary (Ex) senses like tremorsense or scent, 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."
When the mimic becomes large, it's volume increases to 150 cubic feet (5 feet by 5 feet by 6 feet) and it must assume larger forms.
The mimic cannot mimic the shape of animate creatures, but can assume the form of a corpse, statue, or other inanimate object.
Stat Boost (Ex): At each mimic level, the mimic gains +1 to Str, and at 2nd and 4th, it gains +1 Con.
Lure (Ex): At 2nd level a mimic can emanate one light of any color, plus 1 light per 4 HD from its body, or some part of its body, much like a firefly. Most commonly this is used to attract prey; unintelligent creatures may be attracted to the light, and intelligent creatures are attracted to the obviously magical glowing thing sitting on the table. The mimic may shed light whose bright illumination is 20', and shadowy illumination of 40'. At 7HD these ranges double, and double once more at 11HD. The light is not bright enough to affect any creature sensitive to light. Any magic light or darkness overrides the lure's illumination.
Mime (Ex): At 2nd level a mimic gains a racial bonus to disguise equal to 1/2 its HD.
Adhesive (Ex): At 3rd level 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 mimic can dissolve and refresh its adhesive at will as a free action on its turn.
A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a Reflex save with a DC of 10 + 1/2 HD + Con Mod. A successful Strength check with a DC of 10 + 1/2 HD + Con Mod is needed to pry it off.
Strong alcohol dissolves the adhesive, and the mimic cannot refresh the ability for 5 rounds, but the mimic still can grapple normally. The substance breaks down 5 rounds after the mimic dies.
Olfactory Mime (Ex): At 3rd level a mimic may take a move action to alter its scent to that of an object that its encountered before. The scent cannot cause any effect such as nausea or sickness. If the mimic becomes unconscious its scent returns to normal, otherwise the remains the same until changed again.
Crush (Ex): At 4th level a mimic deals 1d8+Str points of damage with a successful grapple check.
Large (Ex): At 4th level a mimic becomes large (tall). Its slam attack deals 1d8+Str damage.
Mimic Magic (Su): At 4th level, a mimic's natural attacks are treated as magical for the purpose of overcoming magic resistance and if it can hit incorporeal creatures. Additionally, it may project or suppress up to 1 magic aura per 4 HD from its body, any portion of its body, or any object it possesses. Thus it might suppress the aura of a
mage armor spell cast upon it, or make the 'dagger' sitting on it seem to be dagger of throwing. Objects that leave its possession revert to their normal aura state immediately.
Favored Class: Bard (Beguiler if using the PHB II)
Special: If a mimic has levels in the Warshaper Prestige Class (CWar), and activates the warshaper abilities via the Mimic Shape ability, then the warshaper class abilities are extraordinary abilities rather than supernatural, and therefore work in an antimagic field, for example.
edit: fixed typos, updated pic in case of link rot, added Warshaper caveat.