Mimics.docx

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Alien Invasion of Dimension 5146 They must be within 20 miles of the ocean or a water source to thrive, therefore they advance by flooding the coastlines of the world in the initial invasion,raising the global tide by 30ft. If an Alpha is killed, the Omega turns back time 1 day, giving them an unbeatable advantage.Those doused in its blood can alter time, and have visions when an Omega tries to locate them,but will lose this ability if bled out or given a blood transfusion.(usually requires a nat 20 in melee or point blank range to drench them).

Mimics- "Whirlygigs", "Abyss Flayers" Comprised of some ductile material, these organic enemy soldiers can expand and contort irregularly, making them hard to hit and put down. Medium Outsider, Evil, Lawful HD: 8d8+16 (52) AC- 20 Melee Bab/Grapple- +8/+10 SAVES- +8/+8/+6 Initiative- +8 Move- Ground 30ft,Swim 30,Jump/Climb 15ft Melee +10 Corkscrew attack 2d6+2,19-20x2 OR Ranged+12 Explosive "Javelin" 4d6+2 20[10ft BR] 12 shots SQ- Hasted,Darkvision 60ft, water breathing, immunity to cold, SR 18,fire vulnerability,piercing vulnerability,pounce,aquatic rush,light sensitivity. Feats- Alertness, Improved Critical(arms),Improved Initiative Organization: Solitary, Gang(2-4), Band (6-10),Mob (11-20) SQHasted-Mimics are always granted an extra partial action,typically used to move Aquatic rush- Mimics can propel themselves at 90ft/rnd on the surface by mimicking a torpedo-like shape and charging.[becomes AC18,2d6+2 melee vs objects],but they act last on initiative when doing so.

"Alphas"- as above except are 50% stronger in all aspescts,but are comprising just 1 in 100 HD: 10d8+16 (77) AC- 20 Melee Bab/Grapple- +8/+10 SAVES- +8/+8/+6 Initiative- +8 Move- Ground 30ft,Swim 30,Jump/Climb 15ft Melee +10 Corkscrew attack 2d6+2,19-20x2 OR Ranged+12 Explosive "Javelin" 4d6+2 20[10ft BR] 12 shots SQ- Hasted,Darkvision 60ft, water breathing, immunity to cold, SR 18,fire vulnerability,piercing vulnerability,pounce,aquatic rush,light sensitivity. Feats- Alertness, Improved Critical(arms),Improved Initiative Organization: Solitary, Gang(2-4), Band (6-10),Mob (11-20) SQHasted-Mimics are always granted an extra partial action,typically used to move Aquatic rush- Mimics can propel themselves at 90ft/rnd on the surface by mimicking a torpedo-like shape and charging.[becomes AC18,2d6+2 melee vs objects],but they act last on initiative when doing so. SQ-Improved Haste- Alphas can take a full move and full attack. "Omegas"- have 2x the base HP . HD: 12d8+32 (104) AC- 22 Melee Bab/Grapple- +8/+10 SAVES- +12/+12/+8 Initiative- +8 Move- Ground 30ft,Swim 30,Jump/Climb 15ft Melee +12 3d6+6,19-20x2 OR Ranged+12 Explosive "Javelin" 6d6+6 20[10ft BR] 12 shots

SQ-Darkvision 60ft, water breathing, immunity to cold, SR 18,fire vulnerability,piercing vulnerability,pounce,aquatic rush,light sensitivity. FeatsAlertness, Improved Critical(arms),Improved Initiative Organization: Solitary, Gang(2-4), Band (6-10),Mob (11-20)

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