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A killer mimic appears to be a chest until an unwary adventurer attempts to open it, at which point it attacks. It's melee attacks do 3d4 crushing damage. If the adventurer runs, the mimic will use a ranged attack to paralyze them followed by ranged acid attacks.

The mimics from Siege of Dragonspear and in the Umar Cave are slightly weaker than those in Watcher's Keep.

Locations[]

Siege of Dragonspear[]

Shadows of Amn[]

Throne of Bhaal[]

Gameplay[]

Dead Man's Pass[]

Umar Hills[]

  • The killer mimic in the Umar Cave will start to attack the party already if they are coming very close.[3]
  • His melee attack counts as being made with a not enchanted and normal weapon that deals 3d4+2 crushing damage (strength bonus included) at a speed of 0.
  • One further away opponent (up to 8 ft.) may be attacked with the Mimic Glue.
  • Subsequent ranged attacks up to only 5 ft. are then made with Mimic Acid.

Watcher's Keep[]

  • The killer mimics encountered in Watcher's Keep have in parts the same abilities as the above ones, but also some more and thus behave differently in combat:
    • they all attack on sight – though still with the limited range of up to 8 ft. – and will not switch to melee;
    • one uses the exact same abilities as above, one Mimic Glue followed by infinite Mimic Acid;[4]
    • another one has Mimic Poison which deals 3d12 poison damage with no save, except to undeads, golems or those immune to the Poison effect[5]
    • the third one uses Mimic Fire, 3d12 fire damage with no save and ignoring resistances;[6]
    • the last one will cast Mimic Web up to 5 times (this one has a more usual range of 40 ft.), a paralyzing ability with one target only that is allowed a save vs. spell with a penalty of 2, can be dispelled and does not bypass magic resistance, and otherwise uses Mimic Acid infinitely.[7]

Notes[]

  • The killer mimic with the creature code MIMIC01 isn't used by the games.

Bugs[]

  • Original games two letters logoBaldur's Gate I & II Classic
    This icon indicates content from all original Baldur's Gate games, extensions included.
    In the original Baldur's Gate II, all mimics count as animals. The Enhanced Editions correct this to monsters.

External links[]

References

  1. 1.0 1.1 BDMIMIC.bcs
  2. BD1010.bcs
  3. JUGMIM01.bcs
  4. GORMIM01.bcs
  5. GORMIM02.bcs
  6. GORMIM03.bcs
  7. GORMIM04.bcs
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