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No. 3576
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Dungeoneering (Sophie) : While it seems like little more than a joke when told across the tavern table, the threat of a chest of treasure suddenly turning into a monstrosity and attacking looters is not something to laugh at. Mimics are quite real and quite deadly. Object mimics are level 8 lurkers and creatures of the Far Realms. They pose as objects designed to entice their prey close, or to remain inconspicuous as they sneak up on unsuspecting adventurers (mimics are trained in bluff and stealth. When a mimic senses a potential meal, it abandons its form and attacks (once per round, any type of mimic can use shapeshift as a minor action to switch between ooze form, which takes no penalties for squeezing, and object form, which is immobile and cannot attack yet has resist 10 to all damage and can pretend to be an object of its size category), then reverts to an object made of a tough material to weather blows for its next attack. Posing as, for example, chests overflowing with treasure at the end of a long and grueling trek through a dragon's lair, they use their element of surprise to try and kill weakened adventurers in a single attack (their ambush trait allows them to deal 2d6 extra damage against surprised creatures). Depending on how far away their prey is, a mimic can use one of several attacks. At close range, it can bash a creature with its weight (slam is its basic attack, shared by all types of mimics). At medium range, a mimic can increase the size of its jaw until it can bite a creature from more than 10 feet away (ravening maw is an attack with a range of melee 2 that slows a target hit by it until it saves, but must be recharged to use again[/b]). And at long range it uses its slimy form to project appendages that constrict and strangle its prey while slowly digesting them (crushing tendrils has a range of melee 3. It deals low damage and grabs a target, and the target takes a -5 penalty to escape attempts. As a standard action, it can sustain the grab, dealing 15 acid damage to the creature it has grabbed). Mimics are patient creatures that can go for years without a meal, and possess a formidable intelligence (all mimics can speak common and deep speech), which they devote almost single-mindedly towards their next meal. Sneaking up on any type of mimic is next to impossible, as they can sense prey even in the darkest depths (all mimics have darkvision and tremorsense 5). Their ooze-like forms give them some resistance against corrosion as well (all mimics have acid resistancethat increases by 5 per tier).
Composite mimics are created from a mimic colony that has fed significantly, merging together to combine their strength and intelligence into a powerful monstrosity (composite mimics are level 10 solo brute leaders). They work synergistically with their allies through silent communication to coordinate effective ambushes (a composite mimic's pack mentality trait grants allied mimics within 5 squares a +5 power bonus to bluff and stealth checks, and its allies also gain a +2 power bonus to attack rolls and damage rolls). It has a multitude of mouths over its body that can reform into more mouths if not discouraged (each time the composite mimic loses a quarter of its hit points, its Many Parts, All Hungry trait becomes active. When this happens, one of its mouths is destroyed. Whenever a mouth is destroyed, it grows two new mouths at the start of its next turn unless it is hit and takes damage from a fire attack before then. This trait can only be triggered once in a single round, meaning if it loses half its hit points in one round, it can only regrow two heads if it doesn't take fire damage before the start of its next turn) and will bite anything in range (its snap attack is its basic attack and deals 3d12 damage) at every possible opportunity (its Feast of Frenzy attack allows it to use snap twice against any enemy that ends its turn within range) against anything that comes too close (the composite mimic has threatening reach against whatever is in range of its snap attack) and does so instinctively (its many parts trait lets it take free actions while stunned or dominated) and with great ferocity, even with just one mouth (The composite mimic's signature move, it will use this attack whenever possible, and can do so at will. As a standard action, a composite mimic can use devour to attack a number of times equal to the number of mouths it currently has (though mouths can be destroyed mid-attack). If it has only two mouths remaining, it gains a +5 bonus to damage rolls with any attacks it makes through devour, and gains a +15 bonus to damage rolls when it uses devour with only one mouth remaining). When its prey draws close enough, a composite mimic regurgitates a puddle of sticky acid that slowly digests the target and leaves them trapped fast, worsening if the mimic is desperate (acid glob is a close blast 3 versus fortitude that recharges when the mimic loses a mouth. It deals 2d8+5 acid damage and ongoing 5 acid damage on a hit (save ends) and creates a zone in the blast that lasts until the composite mimic loses a mouth, at which point the zone disappears. Enemies that enter or begin their turns in the zone take a -2 penalty to all defenses until they end their turns outside the zone. An enemy attempting to leave the zone must succeed on a DC 19 acrobatics or athletics check to successfully do so; if its attempt fails, it must end its movement in the square it currently occupies. When the mimic uses acid glob with 2 or fewer mouths remaining, the DC increases to 24 and the penalty to defenses will worsen to -4 to all defenses). Unlike other mimics, it can shapeshift to change its size, which allows it to focus on attacking or defense depending on its size (when it uses shapeshift, it can change its size from large to medium or huge. At medium size, its snap attack has a range of melee 2 and it gains a +2 bonus to all defenses. At large size, its snap attack has a range of melee 3. At huge size, its snap attack has a range of melee 4 and it takes a -5 penalty to all defenses. It can still only use shapeshift once per round as a minor action). But by far its most dangerous ability is that which lets it take its allies into itself to gain more mouths to attack with and energy to immediately make an attack ([b]call of the hive mind is a once per round free action that can only be used by the composite mimic on its turn. It reduces an allied mimic adjacent to it to 0 hit points. When it does so, it gains 1 action point, and an additional mouth). They hate combustibles and explosives, however, as it temporarily disrupts their cohesion (composite mimics have vulnerable 5 fire).
Mimics that live in solitude may grow into deadly impersonator mimics that take the guise of people they've devoured (impersonator mimics are level 16 controllers). When they shapeshift, they can take on humanoid forms much like changelings and doppelgangers (impersonator mimics can assume a humanoid form, gaining a +4 bonus to bluff checks when doing so. It can use all languages known by the last humanoid creature it killed). They lure their prey with enchantments that leave them vulnerable when they regain their senses (as a minor action an impersonator mimic can use call to harvest which, on a hit, slides a creature 4 squares and has them grant combat advantage until the end of the mimic's next turn). When a creature gets close enough, the impersonator mimic encases the target with a thick shell of ooze and controls that creature's every movement remotely (forcible conversion is a melee 2 attack versus fortitude that dominates a target until it saves). In ruins and other remote locations, an impersonator's lair is inhabited by mimic spawn (level 16 minion lurkers) posing as objects suited to the environment. Mimic spawn stay close to their impersonator mimic masters and follow them until they attack with slam. They prefer to alternate between striking and being sheltered by the impersonator mimic (a mimic spawn's one with master trait allows them to occupy the same space as an impersonator mimic and move with the impersonator mimic while occupying its space. It cannot attack, be targeted, or take damage while doing so). Mimic spawn stay close, ready to sacrifice themselves to empower their masters (once per round during its turn, an impersonator mimic can absorb a mimic spawn in its space or adjacent to it as a free action, reducing it to 0 hit points. When it does so, it gains 1 action point).
Impersonator mimics absorb the languages and memories of the creatures they devour and impersonate their victims while they scout for new prey. A young girl begs for bread at the door, and an old lady's act of kindness is her last; in the form of an old lady, and impersonator mimic lures a passing farmhand inside, begging for help moving a table; as the farmhand, it accompanies a team of woodcutters. For the impersonator mimic, each persona it assumes means another victim's unmarked grave, leaving no traces behind. When an impersonator mimic or composite mimic kills enough, it eventually reproduces new object mimics that will mature into impersonator mimics or composite mimics themselves. Entire towns have been wiped out by just one ingenious mimic breeding out of control.
Sophie casts several hexes on the mimics, making sure that the largest one will be a greater threat to its allies than to hers. Trapped in an illusory maze of mirrors and unable to distinguish friend from foe, the composite mimic makes an attempt to bite at one of its allies, but misses completely, suffering from the paladin's burning mark. The mimic pays it no mind, its appendages bathing Kuro in acid that wounds him significantly. It suddenly begins to change into the form of a sturdy lockbox, its tendrils frozen in their grip on the warlord.
And then the giant abomination becomes even more abominable, as one of the smaller mimics dissolves into slime and merges with it, forming a fifth hungry mouth. To compound on the horror, it swells in size, taking up even more space in the car while its body becomes noticeably less armored. Unable to see clearly through the illusions cast on it, its mouths snap at where Melech is. The paladin is ready this time, and deflects each and every single blow as though they were nothing. But the composite mimic is persistent, and hungry, and now it is angry. Its shackles of light tighten painfully as it assaults Melech once more through the mirror maze, this time finding its mark. Despite the wizard's best efforts, the paladin's bones break with a sickening crunch as two mouths rip into him. The paladin is left for dead, his blood coating the creature's teeth. It still knows there is more food, however, and its mouths extend across the room to take a bite out of Kuro. Sophie's enchantments keep it at bay this time, though, and its attacks miss completely. Now all it has to show for its increased size is significantly lower defenses and being a bigger target for attack. The last remnants of Melech's divine bands dissolve into the monster's acidic hide.
Sophie moves to D/145
Sophie hits Composite Mimic with Charm of the Defender and slides it to C-D/151-152. It is subject to Charm of the Defender until the end of her next turn
Sophie spends an action point and hits Composite Mimic and Mimic 3 with Maze of Mirrors. Both are immobilized and take a -4 penalty to attack rolls until the end of her next turn
Charm of the Defender triggers, but Composite Mimic misses Mimic 1 with snap and takes 9 radiant damage from divine challenge
Mimic 1 sustains crushing tendrils and Kuro takes 15 acid damage, bloodying him
Mimic 1 uses shapeshift and changes to object form; it is immobilized and cannot attack, and has resist 10 to all damage. It must use shapeshift again before the end of its next turn to sustain its grab
Composite mimic uses call of the hive mind as a free action, and Mimic 3 dies. The composite mimic gains one additional action point and one mouth
Composite mimic uses shapeshift and changes its size to huge, increasing its reach by 1 and reducing all its defenses by 5.
Composite mimic uses devour against Melech, but all five attacks miss!
Composite mimic spends an action point! Composite mimic uses devour against Melech and hits for 23 damage (reduced from 26, and it takes 8 radiant damage and 25 damage (reduced from 28, and it takes 8 radiant damage); Narerka's dimensional vortex fails to hit, and Melech is now DYING. The composite mimic is no longer marked. It uses its remaining three attacks against Kuro, but all of them miss.
Composite mimic saves against shackles of justice
Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7
Players
Kuro (C/147) 31/69 HP (bloodied) +1 AC and Reflex, grabbed with a -5 penalty to escapes
Melech (B/154) -20/79 HP (DYING) resist 3 all, prone
Sophie (F/145) 59/59 HP
Narerka (C/147) 85/87 HP Resist 1 all, +2 AC and Reflex
Tainya (C/145) 69/69 HP
Sora (E/145) 69/71 HP +2 AC and Reflex
Far Sight (D/150)
Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all)
Mimic 2 (E/152)
Mimic 3 (B/153) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (B-C-D/151-152-153) -51 HP reach 4 and -5 to all defenses, charm of the defender, maze of mirrors (-4 attack and immobilized)
Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb
-Squares marked with triangles are difficult terrain and require an additional move action to enter
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check
-Enemies in the zone created by acid glob take a -2 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent.
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