MimeCreature 3
Source Pathfinder NPC Core
Perception +11
Languages Common, Sign Language
Skills Acrobatics +10, Athletics +8, Deception +10, Performance +10, Stealth +10
Str +1, Dex +3, Con +0, Int +1, Wis +2, Cha +4
AC 18; Fort +6; Reflex +9; Will +12;
HP 45
Speed 25 feet
Resistances Sonic 5
Fist
+12 (+8, +4) to hit (agile, finesse, nonlethal, unarmed) 1d4+5 BludgeoningMimicry Specialist
For encounters involving mimicry or pantomime, the mime is a 6th-level challenge.
Skill MimicryThe mime receives a +1 circumstance bonus to skill checks to perform actions they have witnessed another creature successfully perform in the last minute, or +2 if they witness a creature critically succeed instead.
Versatile PerformanceThe mime can use Performance instead of Diplomacy to [/act make-an-impression statistic=performance], instead of Intimidation to [/act demoralize statistic=performance], and instead of Deception to [/act impersonate statistic=performance].
Mimic Assault
(attack, mental, visual)Frequency once per round
Requirements A creature damaged the mime with a weapon Strike since their previous turn
Effect The mime makes a performance check against the Perception DC of the creature who damaged them, gesturing as if making an attack with the same weapon. On a success, the mime deals two dice of damage to the creature, using the same type and die size as the required weapon Strike.
Pantomime
(illusion, mental, visual)The mime uses exaggerated movements to emulate one of the following effects, which lasts until the end of their next turn. Any creature who sees this ability can attempt to disbelieve this ability as it is used with a DC 14 will save. Creatures that disbelieve are temporarily immune to pantomime for 1 minute.
Barrier: The mime creates an invisible 10-foot-by-10-foot stretch of wall adjacent to them and within their reach. The wall has AC 10, 5 hardness, and 10 HP. If the mime Sustains this effect, they can add an additional wall in the same manner.
Rope: The mime tugs an invisible rope, trying to knock over or pull at a creature within 15 feet. If the creature fails to disbelieve the pantomime, the mime can choose to either knock the creature Prone or to move it 5 feet towards them.
Wind: The mime creates a 30-foot line of imaginary wind. Creatures who don't disbelieve the pantomime treat this area as difficult terrain, and if they enter or begin their turn in the area, they fall prone.
Mimes are performers who use movement, gestures, and expressions without any speech to act out a scene or situation for onlookers.
Performances come in a wide variety of forms, from musical methods like singing and instruments to physical dancing and juggling to simple orating and conversing.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.