EARTHEN MIMIC CR 7
NE Large aberration (shapechanger)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, -1 size)
hp 80 (10d8+40)
Fort +7, Ref +6, Will +6
DR 7/—; Immune acid
Speed 5 ft., climb 10 ft.
Melee slam +13 (2d6+6 plus adhesive), bite +8 (1d8+4 plus grab)
Special Attacks constrict (slam, 1d8+6), swallow whole (1d8 bludgeoning damage, AC 13, 22 hp)
Str 21, Dex 15, Con 20, Int 10, Wis 13, Cha 10
Base Atk +7; CMB +11; CMD 25 (can't be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (Dungeoneering) +10, Perception+18; Racial Modifiers +20 Disguise when mimicking objects
SQ mimic earthen object
Earthen Adhesive (Ex) An earthen mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered earthen mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the earthen mimic is alive without removing the adhesive first and take 1d4 acid damage each round they are in contact with the earthen mimic. A weapon that strikes an adhesive-coated earthen mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save, taking 1d4 acid damage each round. A successful DC 17 Strength check is needed to pry off a stuck weapon (DC 12 if the weapon has gained the broken condition). Strong alcohol or universal solvent dissolves the adhesive, but the earthen mimic can still grapple normally. An earthen mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.
Mimic Earthen Object (Ex) An earthen mimic can assume the general shape of any four Small-sized, two Medium-sized, or one Large-sized object made out of earth, rock, or stone (such as a massive boulder, several stalactites, or even a crevice. The creature cannot substantially alter its size, though. An earthen mimic's body is hard and has a rough texture, no matter what appearance it might present. An earthen mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for an earthen mimic.
Mimic Mutations (Ex) Earthen mimics are transformed by Amber Roads but depending on where it is an encountered, a mimic can develop a multitude of traits from exposure to the Underworld of Aventyr. Some mutations are listed below; when applying them to the earthen mimic or a regular mimic, increase its CR as listed.
Claybody (CR +0) The mimic’s body becomes softer and stretchier, giving it the compression ability and increasing its reach by +5 ft. The mimic loses all DR.
Gemblooded (CR +1) The mimic’s insides are made out of precious gems and stones, causing any creatures within 30 ft. of it to make a DC 12 Will save or be compelled to rush toward the mimic as they see the sparkle of jewels in its cunningly hidden eyes (this does not reveal the mimic’s true nature). This is a supernatural mind-affecting compulsion effect.
Orevein (CR +0) The mimic’s veins are made of metal, allowing it to bypass DR of either cold iron, silver, or adamantine.
Waterfall (CR +1) The mimic gains a swim speed of 10 ft. and is able to use control water (CL 8th) as an at will spell-like ability.
Use the “Mimic” creature entry but with the following changes: size Large, Armor Class 14 (natural), hp 67, climb speed 15 ft., STR 20, change Melee Weapon Attack bonuses to +7 to hit and damage to (1d8+5), and limit the shapechanger and false appearance abilities to only function while the creature mimics 4 Small, 2 Medium, or 1 Large earthen object.
[Submitted by Tim Snow!]
An assault of arachnids, golems galore, templates a plenty, and so much more!