KING
Korathi Mimic

Korathi Mimic

Aberration · no Crown (Meridian)

T4d10Major

A featureless humanoid of shifting silver light that studies and perfectly copies creatures, infiltrating communities to feed on progenitor-light signatures while people sleep.

Tier 4  ·  Role Major  ·  Pool Vigor 7 / Vitality 8  ·  AC 13  ·  ATK +7  ·  Save DC 17  ·  Dmg d10

AC139 base + 4 Sense
Vigor7Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit14+Cunning 22
Disruptd6on any Vitality loss
StatScoreModDie
Body8-1-d3
Mind18+4d8
Sense18+4d8
Heart16+3d6
Cunning22+6d12
Fate18+4d8

Passives

Passive

Perfect Reflection

After studying a creature for 1 round it reshapes into a perfect visual copy, held until it attacks. Physical contact reveals the ruse: glass-smooth skin, wrong temperature.

Passive

Light Forge

Shapes blades, shields, and tools from solidified light; a forged shield grants it +2 AC until its next turn.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Identity Theft

Telegraph · disrupt d6 · Cunning save

Wearing a trusted ally's face, it lunges at that ally's friend. The target saves against Cunning (DC 17) or hesitates and takes 4 damage from a light-forged blade; on a success it takes 1 Vigor damage.

Reactions

Reaction

Mirror Shift

When its disguise is broken, it instantly copies the creature that revealed it; every observer saves against Cunning (DC 17) or loses track of which one is real.

Tactics

GM tactics

The Korathi mimic infiltrates before fighting. It copies a trusted figure, integrates, and feeds at night. When cornered, it fights with Light-Forged weapons and constantly shifts identity to sow confusion. It prioritizes escape over combat, switching shapes to slip away.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 14+ (Cunning 22).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.