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| The Vorpal Tribble03-06-06, 10:10 PM | My memory is a litte fuzzy on the 'battle scene' with this thing from the movie, but I hope this catches its essence :rimshot: Open to suggestions. Was going to name it the Well Wacke, but found the makers of it had already named it... -=-=-=-=-=- Mud Mimic http://www.miramax.com/thebrothersgrimm/images/gilliam_07_photo03.jpg Small Fey Hit Dice: 7d6+21 (45 hp) Initiative: +0 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 16 Base Attack/Grapple: +3/+6 Attack: Slam +7 melee (1d4+3 plus 1d4 constitution drain) Full Attack: 2 slams +7 melee (1d4+3 plus 1d4 constitution drain) or touch +7 melee (1d4 constitution drain) Space/Reach: 5 ft./20 ft. Special Attacks: Essence meld, improved grab, true mimic Special Qualities: Amphibious, damage reduction 10/magic, fey traits, immunity to poison, ooze traits, quick coagulation, regeneration 5, tremorsense 40 ft. Saves: Fort +7, Ref +5, Will +6 Abilities: Str 16, Dex 11, Con 17, Int 6, Wis 12, Cha 4 Skills: Bluff +7, Escape Artist +20, Hide +14, Swim +13 Feats: Endurance, Diehard, Great Fortitude Environment: Any urban or swamp Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Chaotic Evil Advancement: 8-12 HD (Small), 13-19 (Medium) Level Adjustment: - Mud Mimics are fey of primordial potential with an unquenchable thirst for form and personality. In normal form they appear as wet, sticky muck with a nauseating greenish-brown hue and smelling strongly of rotting vegetation and mud. As they steal the essence from their victims however they slowly begin to take on its vague form, growing a rigid crust, though no matter the form always retains the same number of attacks. They often come across as completely insane to other creatures, doing and saying strange things as it persues its victims. This comes from the slight mental link that developes between the two that renders it extremely unbalanced, memory and personality of its victim flashing across the link. Mud mimicks are most often found in fetid swamps, though those who come near towns are often attracted to the moisture at the bottoms of wells and inhabit it for some time before rising with a bucket to feed. They are easily directed by magical means however and many use them as a particularly frightening way of kidnapping. They are directed to absorb certain individuals and return to their master to release the captured essence. Mud mimicks weigh roughly around 20 lbs. and speak no language but the one they absorb from their victims. Combat: Though mud mimicks are fond of lying in wait, once battle starts they are bold and relentless opponents, having absolutely no fear. They prefer to lash out and grab their victims, keeping hold as long as possible, absorbing their essence as well as their eyes and mouths. With their ability to stretch their limbs incredible distances its difficult to avoid their grasp. They continue to persue their victim till it is absorbed or the mud mimic is killed. Once it has completely consumed its victim it flees at top speed for the nearest source of water to lose itself within. Amphibious (Ex): Although mud mimics spend most of their time underwater, they can survive indefinitely on land. Essence Meld (Su): The mere touch of a mud mimic causes 1d4 points of constitution damage unless the victim succeeds on a DC 13 fortitude save. When the victim is reduced to 0 hit points the victim does not die, but is instead completely absorbed by the mimic. The mimic can only hold one essence at any given time. Once the mud mimic has drained even one point from its victim it becomes attuned to it. It cannot drain another creature for a day and can sense the exact location of its victim within 100 feet. The mimic can release the essence of those it has absorbed within a day, leaving them as they were before they were enveloped, with full consitution and hit points. After a day has passed however the mimic has completely consumed the essence and slumps back into formless goo. The save DC is charisma based. Improved Grab (Ex): To use this ability, a mud mimic must hit its victim with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A mud mimic automatically deals 2d4 consitution damage every round it maintains a hold. Mud mimics recieve a +4 racial bonus on grapple checks, which is already included in the statistics above. Quick Coagulation (Ex): Slashing and piercing weapons deal no damage to a mud mimic, pieces lopped off immediately rejoining with the main mass. True Mimick (Su): A mud mimic that successfully pins a creature and deals essence drain damage can steal away any natural, non-supernatural facial feature of its victim and make use of the part. For every round the mud mimic pins its foe it can gain another attribute. If the creature has eyes the mimic can absorb them gains any extraordinary visual abilities such as darkvision, low-light vision, etc. This renders the victim permanently blind. If the creature has a mouth the mud mimic may take it, causing the creature to lose the ability to speak or use spells with somatic components. If the victim has a bite attack the mud mimic gains it as a secondary attack, dealing the same ammount of damage as its victim but uses its own strength modifier. It gains no supernatural abilities of the bite, though extraordinary abilities such as poison are also absorbed. The mud mimic can speak the base language of any creature whoes mouth its stolen. A stolen nose can grant the mimic the Scent ability if its victim possessed the ability. Ears increase its Listen skill by +2, and if the victim possessed any extraordinary abilities from its ears the mud mimic absorbs it. This is considered a polymorph affect for the purpose of creatures immune to such. Unless the victim is consumed and released later on, these affects are permanent. Any spell that heals ability damage or grants regeneration however regrows the lost bits Skills: Mud mimicks have a +10 racial bonus on escape artist checks and a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| Olly03-07-06, 03:46 PM | You'll have to change or remove those references to polymorph, Trib, since that has been eliminated from the rules. Aside from that, a lovely little critter. I think your suggestion, 'well wacke' is a better name, though. There are far too many creatures in D&D with the word 'mimic' in their name as it is. I missed the Brothers Grimm movie when it was in theatres (which was about a week, apparently... Stupid Harry Potter and the Goblet Of Overratedness :rolleyes: ), so, unfortunately, I'll have to go out and buy the DVD to get my fix of twisted fairy tale goodness. |
| SOPI03-07-06, 04:11 PM | You'll have to change or remove those references to polymorph, Trib, since that has been eliminated from the rules. Aside from that, a lovely little critter. I think your suggestion, 'well wacke' is a better name, though. There are far too many creatures in D&D with the word 'mimic' in their name as it is. I missed the Brothers Grimm movie when it was in theatres (which was about a week, apparently... Stupid Harry Potter and the Goblet Of Overratedness :rolleyes: ), so, unfortunately, I'll have to go out and buy the DVD to get my fix of twisted fairy tale goodness. No one cares about the polymorph rules unless they are in an official game...or at least my group doesn't... Great monster, Tribble. It's very true to both the movie and game rules. (Oh, and IMO HP&tGoF wasn't overrated, but to each is own.) |
| Olly03-08-06, 02:29 AM | No one cares about the polymorph rules unless they are in an official game...or at least my group doesn't... Contradicted yourself there, methinks. :rolleyes: |
| Lord_Canius03-08-06, 02:46 AM | Contradicted yourself there, methinks. :rolleyes: Methinks you thinks to much...s.. Anyway, I like the monster, this seems like a fun way to scare the crap out of a level 1 PC who thinks he's all that because he is "Juher, the Mercenary" a first level human fighter (classic, but really overused). Guy won't know what hit him. And personaly, I stick with the book. I dont use errata, dont like 'em. I bought the book, should be good enough. Anything I dont like in the books, I change to suit my needs. Such is the power of a DM who dost not blindly followe the WoTC. |
| The Vorpal Tribble03-08-06, 10:00 AM | You'll have to change or remove those references to polymorph, Trib, since that has been eliminated from the rules. How do you mean? |
| Ghostwheel03-08-06, 10:56 AM | How do you mean? He is refering to this: http://www.wizards.com/default.asp?x=dnd/dd/20060216a (The Polymorph Problem) |
| The Vorpal Tribble03-08-06, 11:07 AM | Link doesn't work :( |