Mimic (3.5e Template)

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Mimic

Mimics are imitations, a mockery of nature. Mimics are very similar in appearance and personality to the base creature however, they are aberrations with an instinctive loyalty toward their master. A mimics is gifted with conscience and even a soul. They are bonded to their master and creature. Mimics are a terrible creation; while they are conscious, capable of deep thoughts and emotions, they are inhuman. While a mimic's physical appearance is very similar to the base creature, they have no organs. Their flesh is replaced by a fleshy crystal-like matter and their skeleton is artificially made of a living, alchemical metal. The very life force of a mimic is arcane energy. They are spellbound to their master's will; in fact their entire personality is bent around their master.

Creating a Mimic

Mimic is an acquired template, mimic template can only be applied to humanoid or monstrous humanoid.

Size and Type

The mimic type changes to aberration. No recalculation of hit dice. Size remains the same.

Armor Class

+2 Natural AC, stacks with any other natural AC bonus.

Special Qualities

Artificial Body: Mimics are not subject to negative or positive energy. Thus cannot be healed or damages by it. However, their aberrant nature allows them to heal naturally at a alarming rate. They have fast healing equal to 10 pts a round. The fast healing is a (Supernatural) ability.

Construct Body: Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. A mimic does not need to eat, drink, sleep or breath.

Eternal Youth: Mimics do not age physically, however their mental abilities still improve. They do not die of old age.

Magical Lifeforce: Dispel magic and antimagic fields have a negative effect on mimics. When hit with any dispel magic, make a Will saving throw vs being stunned for 1d4 rounds. An antimagic field incurs a save vs unconsciousness every round until they leave the area, and mage's disjunction becomes a save vs death.

Master Dependency: The mimic's creator and master have total control over the mimic. As long as the mimic is within 1 mile of him he can target the mimic with dominate monster (last until dismissed). This ability can be used at will and offers no save to the mimic. Mimics are also completely loyal to their master. Any attempt to make them turn against their master automatically fails (even with the use of powerful spells). This is a (Supernatural) ability.

Naturally Psionic: Mimics gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class.

"Ability scores at first level goes as follows: +2 strength, +2 Dex, -2 Con, +2 Cha"

Challenge Rating

+5

Level Adjustment

+3

Mimics Lore


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