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Mimic Vines/Mimics


In the world of Gnome Legends, all living things are affected by magic—usually in the form of mutations. Mimic Vines are living plants that—from years of exposure to magic—have become moving creatures that seek out animals and drain their life essence.

They are called mimic vines because they will "mimic" the slow movement of a plant blowing in a gentle breeze to look like the plants around them. Mimics are called "mimics" because they try to behave like the body the vines have taken control of.

When plants are mutated, they are like soulless animals and become hungry for life essence. They attack and drain the life energy from any animal they can catch, but never get more than a small fraction of their victim's essence. If the magic that created the mimic plant is strong enough, it will mingle its roots and branches into the body of a killed animal and “mimic” the actions of that animal like a puppet. Because they only get a fraction of the animal's essence, the movement is usually jerky and unnatural. It will animate the creature until it completely rots apart.

Mimic vines/mimics can't move beyond the range of the magic item that created/mutated them unless another—more powerful—magic item is encountered.

There are places where the entire area is saturated with magic. This is usually in structures like the ruins of an old temple or the grounds of a major battle of magic or the burial site of powerful wizards. In those places mimic vines are created and sustained by the location. The larger the area, the farther the plant/mimic can roam. In Froghaven mimics and and mimic vines are very common and are free to roam through all of Froghaven.

On rare occasions the magic item that created and sustains the mimic plant that animates a mimic is located on the body of the mimic. This could happen if someone with a powerful magic item is killed and the magic item stays on their body or someone purposely places the item on the body of the mimic to create chaos. With a mobile magic item the mimic can move beyond the usual area confines at the very slow speed of the mimic vines. If a unicorn dies and the horn is not removed the mimic unicorn would also wander in search of life essence.

Mimic vines can't feed off the life essence of Branchers. The plant will attack a Brancher if disturbed, but can do little damage to their thick skin and will usually release the Brancher after a few minutes. Still, the vines do 1D4 damage to the Brancher until they are freed. Branchers cannot be turned into mimics, but a wraith could use his vines to control the body of a Brancher like a puppet (see details for Mimic Wraith).

Mimic vines are often found in small groups. It's common to have to battle several mimic vines, several mimics or a group of mimic vines and mimics at the same time.



Mimics Vines

Hit Dice: 2D8 to 8D8 depending on maturity

# Attacks 1-8 (depending on age of vine) + Special: Fortitude save or lose 1 con (con loss recover 1 per day).
(1-2 vines 1d4 damage)
(3-5 vines 1d6+1 damage)
(6-8 vines 2d6+2 damage)

Move: very slow (can't move beyond range of magic item that created mimic vines)
Reach: 5' to 20' depending on maturity
Treasure: Will always be found in presence of Magic that created them + whatever victims possessed.
Armor Class: 10

Strength 
Dexterity
Constitution
Intelligence
Wisdom
Charisma
15
8
14
5
10
3
(+2)
(-1)
(+2)
(-3)
(0)
(-4)

If a character's level is below 10 and starting Con is below 16 and reaches 0 or if HP reaches 0, the victim become a mimic.

If a character's level is above 10 and starting Con is 16 or greater and their health is being protected by high level magic; then character becomes a Mimic Wraith. See details for Mimic Wraith.



Mimics

Hit Points: 9D8

#Attacks: 1  (+3 natural weapon attack bonus)
Damage:  Weapon used or natural weaponry  (1d6+1 Natural damage)
Armor Class: 11 unless wearing armor. Then add the value of the armor.
Movement: very slow (can't move beyond range of magic item that created mimic vines)

Treasure: Will always be found in presence of Magic that created them + whatever victims possessed.
Strength 
Dexterity
Constitution
Intelligence
Wisdom
Charisma
13
6
16
3
6
5
(+1)
(-2)
(+3)
(-4)
(-2)
(-3)




These stats are just our interpretation of the characters. If you wish to adjust them, please have fun doing so.






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