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Mimic Beta CR 3
XP 800
LN Medium aberration (shapechanger) operative
Init +4; Senses darkvision 60 ft., blindsense 60 ft.; Perception +14
DEFENCE
HP 35
EAC 14; KAC 15
Fort +2; Ref +5; Will +6
Defensive abilities ferocity
OFFENCE
Speed 45 ft., burrow 30 ft.
Melee smash +9 (1d4+3 B; critical (knockdown) {save or fall down, reflex DC = 15+ damage caused}
TACTICS
Basic soldiers of the Mimic Swarm. they perform Recon, Assaults, and Guard missions.
STATISTICS
Str +4; Dex +4; Con +0; Int +2; Wis +1; Cha +0
Skills Disguise +14, Intimidate +13, Perception +14, Stealth +14, Survival +9
Climb +12; Acrobat+5; Disguise +5 ; Athletics +7; Profession: Soldier +5
Languages Arkanen, Terran
Other abilities change shape, constructed, synthetic
ECOLOGY
Base mimics serve Alpha Mimics in the field. They have a primitive hive mind and cannot be surprised, flanked of flat-footed if within 60 feet of any other Mimic,
as long as one of them in the chain is within 60 feet of an Alpha Mimic.
OPERATIVE ABILITIES
Resolve points 4
Operative abilities Trick attack +1d8, evasion, quick movement +10 ft.,
Operative special rules Operative: Ghost, Inoculation
Operative gear Light armor +5 (intrinsic) small arm - Thrown Object +7; and basic melee weapon with operative special quality: Fist-Mace: 2d8+7 - Crit:Staggered
SPECIAL ABILITIES
Constructed (Ex) For effects targeting creatures by type, synthetic creatures count as both their actual creature type and constructs (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both creature types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, synthetic creatures do not breathe or suffer the normal environmental effects of being in a vacuum.
Ferocity (Ex) When the creature is brought to 0 Hit Points, it can fight on for 1 more round. It can act normally until the end of its next turn; if it has 0 HP at that point, it dies. If it would lose further Hit Points before this, it ceases to be able to act and dies.
Multiattack (Ex) When making a full attack, the creature can make all the listed attacks, instead of two attacks, at the attack bonuses indicated. It can make the attacks in any order. Guidelines Use the appropriate damage column for the creature's array, and impose a -6 penalty on these attacks instead of a -4 penalty.
Synthetic (Ex) The creature is affected by any ability that specifies it functions against androids.
Weakness: Being literal and prosaic creatures, Mimics suffer a -5 save penalty versus Mystic or Psychic abilities.
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