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Published by goroiamanuci, 2023-07-10 10:53:59

Mimics

Mimics

T Mimics he mimic is often put forward as evidence against a cold and uncaring universe, for only a cruel and hateful reality could produce a creature so perfectly adapted to sow terror and suffering among the adventuring class. A mimic's belch has marked the passage of countless dungeong delvers from this world, and untold precious artifacts and historical treasurs have been shattered out of paranoid suspicion that they could be preparing a murderous ambush. Mimic Lore History DC 15: Certain ancient mimics are said to grow as large as buildings and develop intelligence equal to that of any human, even managing to develop powers of speech despite their lack of recognizable vocal anatomy. Nature DC 10: Mimics are a form of pestilent ooze that preys upon intelligent creatures, taking forms that lure their quarry in and fixing them in place with powerful adhesives while they devour them. Nature DC 15: So called "Mimic Madness" is the intense suspicion that some veteran adventurers acquire that everything in their lives is secretly a mimic waiting for its chance to ambush them. Whether this fear is irrational is a matter of some debate, as vast mimic colonies have been recorded where mimics outnumber non-mimics by a factor of three to one. Drink Mimic Tactics Drink mimics in the wild often disguise themselves as flowers full of nectar or leaves full of captured dew; while in more settled areas they will seek out drinking houses to skulk around in, waiting for an opportunity to knock a drink off a table and replace it. If they can't trick a creature into drinking it, drink mimics will scurry up it with their foe climber trait and attempt to force their way in, though if a target flees they typically attempt to seek cover and hide rather than giving chase. Object Mimic Tactics Object mimics disguise themselves as something both enticing to touch and ordinary to the surroundings; in a dungeon they often disguise themselves as chests, doors, or traps with locks to pick and mechanisms to disarm, while in a dense forest they might disguise themself as a nest full of large eggs, or an unattended haversack in a bustling city. Once a creature touches them, they grapple it with their Adhesive Secretion and attempt to kill it before it can escape or receive help from its allies, largely ignoring anny other targets. If the creature escapes, they use their Sudden Lunge to catch it once more. If the mimic makes a kill, it typically attempts to retreat with its meal to a more secluded location, continuing to fight only if it is pursued with no avenue of escape.


Drink Mimic Tiny ooze (shapechanger), neutral Armor Class 13 (Natural Armor) Hit Points 49 (14d4 + 14) Speed 15 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 7 (-2) 13 (+1) 8 (-1) Skills Athletics +2, Stealth +4 Damage Immunities Acid Condition Immunities Prone Senses Darkvision 60 ft., Passive Perception 11 Challenge 1 (200 XP) Shapechanger. As a Bonus Action, the mimic can polymorph into a container of liquid or back into its true, amorphous form. Its statistics are the same in each form. It reverts to its true form if it dies. False Appearance (Drink Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary container of liquid. If it is disguised as a potion, a simple taste test indicates that it is the potion it is pretending to be, though an Identify spell reveals its true nature. Foe Climber. The mimic may spend half its movement to attempt a contested Strength (Athletics) check against a Medium or larger creature within 5 feet. On a success, the mimic climbs onto the creature. While climbing on a creature, the mimic has advantage on attack rolls against it, and the creature has disadvantage on attack rolls against the mimic. Actions Acrid Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 4 (1d8) acid damage. Invade Mouth. The mimic attempts to force its way into the mouth of a Medium creature it is climbing on. The creature must succeed on a DC 12 Strength saving throw or drink the mimic. Reactions Throat Lodge. As a reaction to a creature drinking it, the drink mimic leaps into the creatures throat and lodges there. Until the mimic is removed, the creature cannot speak or breathe and takes 4 (1d8) acid damge at the start of each of its turns, and the mimic has total cover from outside effects. As an action, an affected creature may attempt a DC 12 Constitution saving throw, expelling the mimic into the nearest unoccupied space on a success. Object Mimic Medium ooze (shapechanger), neutral Armor Class 12 (Natural Armor) Hit Points 78 (12d8 + 24) Speed 15 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1) Skills Stealth +5 Damage Immunities Acid Condition Immunities Prone Senses Darkvision 60 ft., Passive Perception 11 Challenge 2 (450 XP) Shapechanger. As a Bonus Action, the mimic can polymorph into a Medium object or back into its true, amorphous form. Its statistics are the same in each form. It reverts to its true form if it dies. False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object. Actions Ravening Maw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. This attack is made at advantage against a creature grappled by the mimic. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 13). Sudden Lunge (Recharge 5-6). The mimic jumps up to 20 feet and may land in the space of any Medium or smaller creature. A creature whose space the mimic lands in must succeed on a DC 13 Strength saving throw or be knocked prone and grappled (escape DC 13). A creature grappled in this way is Blinded, can't speak or breathe, and takes 9 (2d8) acid damge at the start of each of its turns. Reactions Adhesive Secretion. As a reaction when a creature touches the mimic or hits it with an unarmed attack, the mimic grapples the creature (escape DC 13). Blinding Spray. As a reaction to being reduced below 46 hit points, the mimic launches a spray of blinding acid. Each creature within 20 feet must succeed on a DC 13 Constitution saving throw or take 4 (1d8) acid damage and be Blinded until the end of the mimic's next turn.


Blade Mimic Tactics Blade mimics nest in treasure troves and abandoned armories, otherwise positioning themselves speared into large monstrous corpses or clutched by skeletal fallen adventurers to entice passersby to pick them up. They attack immediately if a creature that picks them up seems weak or injured, otherwise serving as an ordinary blade for the creature so they can feed on the viscera of its foes. They can remain relatively docile in these relationships for weeks or months, but will eventually attack at a moment of their wielder's weakness, first sneakily using their Adhesive Grip, then revealing themselves with a Wobbling Riposte. Creature Mimic Tactics Creature mimics disguise themselves either as small prey animals or pets, using their Puppy Eyes to lure a creature into triggering their Secret Mouth reaction, then following up with their Invade Space before attacking with their Outsize Maw. As much as possible, they avoid moving when creatures can see them, as their unnatural undulations often clue potential prey into their true nature. Furnishing Mimic Tactics Furnishing mimics disguise themselves as beds and wardrobes, typically nesting in abandoned or infrequently occupied residences, such as vacation homes or those whose owners spend a lot of time traveling. Given enough time, they will first dissolve an existing piece of furniture with their digestive acids, then take on its appearance. Furnishing mimics are more aggressive than most other forms, often attacking with their Sudden Lunge if no creature seems inclined to touch them of its own volition. Dragon Mimic Tactics Dragon mimics pretend to be dragons as a form of play, rather than as a hunting strategy, and play the role of a dragon as closely as possible. While they will seek to eat a creature if the opportunity presents itself, they are equally happy with sapient creatures validating their dragon performance by fleeing from them, offering tribute, or otherwise treating them as dragons. They fight with deadly seriousness if deflated however, seeking vengeance for the shame of having their display so rudely unmasked.


Blade Mimic Small ooze (shapechanger), neutral Armor Class 15 (Natural Armor) Hit Points 86 (16d6 + 32) Speed 15 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+4) 15 (+2) 9 (-1) 13 (+1) 8 (-1) Skills Stealth +8 Damage Immunities Acid Condition Immunities Prone Senses Darkvision 60 ft., Passive Perception 11 Languages understands Common but can't speak Challenge 3 (700 XP) Shapechanger. As a Bonus Action, the mimic can polymorph into a Small bladed weapon or back into its true, amorphous form. Its statistics are the same in each form. It reverts to its true form if it dies. False Appearance (Weapon Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary weapon. Attacks made with the mimic deal an additional 3 (1d6) acid damage. Actions Multiattack. The mimic makes two attacks with its Corrosive Slash, one of which it may replace with a use of its Gnaw Palm or Tumbling Advance. Gnaw Palm. Melee Weapon Attack: +6 to hit, reach 0 ft., one target that is holding the mimic. Hit: 9 (2d4 + 4) piercing damage plus 3 (1d6) acid damage. Corrosive Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) acid damage. Tumbling Advance. The mimic moves up to its speed, tumbling end-over-end. Until the beginning of its next turn, melee attacks are made at disadvantage against it, and a creature that misses the mimic with a melee attack takes 4 (1d8) slashing damage. Reactions Adhesive Grip. As a reaction when a creature holding the mimic attempts to drop it, the mimic adheres to it. As an action, the creature may attempt a DC 14 Strength (Athletics) check, dropping the mimic on a success. Wobbling Riposte. As a reaction when a creature misses with a melee attack that uses the mimic as a weapon, the mimic makes a Corrosive Slash attack against it. Creature Mimic Small ooze (shapechanger), neutral Armor Class 13 (Natural Armor) Hit Points 117 (18d6 + 54) Speed 25 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 9 (-1) 13 (+1) 14 (+2) Skills Deception +4, Stealth +6 Damage Immunities Acid Condition Immunities Prone Senses Darkvision 60 ft., Passive Perception 11 Challenge 4 (1,100 XP) Shapechanger. As a Bonus Action, the mimic can polymorph into a Small creature or back into its true, amorphous form. Its statistics are the same in each form. It reverts to its true form if it dies. False Appearance (Creature Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary creature. Actions Outsize Maw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage and the mimic attaches itself to the creature (remove DC 13). Puppy Eyes (Creature Form Only). The mimic gazes endearingly at a humanoid creature within 30 feet that can see it. The creature must succeed on a DC 12 Wisdom saving throw or use its action to pet the mimic on its following turn. A creature that knows the mimic's true nature makes this save at advantage. Invade Space (Amorphous Form Only). One humanoid creature the mimic is attached to must succeed on a DC 13 Dexterity saving throw or have the mimic enter its clothing or armor. While the mimic is in the creature's attire, it has three quarters cover against outside effects, the target has disadvantage on attack rolls and Dexterity saving throws, and an attack that misses the mimic makes a new attack roll, targeting the creature. At the end of each of its turns, the affected creature makes a DC 13 Strength saving throw, dislodging the mimic in the nearest unoccupied space on a success. Reactions Secret Mouth. As a reaction when a creature misses the mimic with a melee attack or attempts to touch it, the mimic makes a Outsize Maw attack against it.


Furnishing Mimic Large ooze (shapechanger), neutral Armor Class 14 (Natural Armor) Hit Points 135 (18d8 + 54) Speed 20 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 17 (+3) 8 (-4) 13 (+1) 8 (-1) Skills Stealth +6 Damage Immunities Acid Condition Immunities Prone Senses Darkvision 60 ft., Passive Perception 11 Languages Common Challenge 6 (2,300 XP) Shapechanger. As a Bonus Action, the mimic can polymorph into a Large object or back into its true, amorphous form. Its statistics are the same in each form. It reverts to its true form if it dies. False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object. Actions Multiattack. The mimic makes two psuedopod attacks, one of which it may replace with its ravening maw or its Engulf ability. Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target is grappled (escape DC 15). Ravening Maw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) acid damage. Engulf. One Medium or smaller creature within 5 feet must succeed on a DC 15 Strength saving throw or be engulfed in the mimic's space. A grappled creature makes this save at disadvantage. While engulfed, a creature is Blinded and takes 18 (4d8) acid damage at the start of each of the mimic's turns. Reactions Adhesive Secretion. As a reaction when a creature touches the mimic or hits it with an unarmed attack, the mimic grapples the creature (escape DC 15). Blinding Spray. As a reaction to being reduced below 68 hit points, the mimic launches a spray of blinding acid. Each creature within 20 feet must succeed on a DC 14 Constitution saving throw or take 9 (2d8) acid damage and be Blinded until the end of the mimic's next turn.


Dragon Mimic Large ooze (shapechanger), neutral Armor Class 15 (Natural Armor) Hit Points 187 (22d10 + 66) Speed 25 ft., fly 25 ft. (hover) STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 16 (+3) Skills Deception +6, Perception +5, Performance +6, Stealth +8 Damage Immunities Acid Condition Immunities Prone Senses Darkvision 60 ft., Passive Perception 11 Languages Common, Draconic Challenge 7 (2,900 XP) Shapechanger. As a Bonus Action, the mimic can polymorph into a Large dragon or back into its true, amorphous form. Its statistics are the same in each form. It reverts to its true form if it dies. Gas Bladders. Whenever the mimic takes any piercing damage, its fly speed is reduced by 10 feet until the end of its next turn. If its fly speed is reduced to 0 in this way, the mimic becomes size Medium and makes one fewer attack with its Multiattack until the end of its next turn. False Appearance (Dragon Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary dragon. Actions Multiattack. The mimic makes three Clawed Pseudopod attacks, one of which it may replace with its Outsize Maw or Gurgling Roar. Outsize Maw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) acid damage. This attack is made at advantage against a grappled creature. Clawed Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage and the target is grappled (escape DC 15). Gurgling Roar. Each creature within 30 feet that can hear the mimic must succeed on a DC 14 Wisdom saving throw or be Frightened until the end of its next turn. A creature that knows the mimics true nature has advantage on this saving throw. Acid Glob (Recharge 5-6). The mimic spits forth a piece of itself at a point it can see within 30 feet. The mimic loses 10 hit points, and each creature within 5 feet of that point must succeed on a DC 12 Constitution saving throw or take 36 (8d8) acid damage, or half as much on a success. Reactions Secret Mouth. As a reaction when a creature misses the mimic with a melee attack or attempts to touch it, the mimic makes a Outsize Maw attack against it.


Ship Mimic Tactics Ship mimics typically rest on the ocean bed, presenting themselves as sunken, cracked open ships, sometimes with the skeletal bodies of past meals strewn about. They typically wait until a creature enters them before using their Treasture Lure, though they will use it earlier if a group seems reluctant to enter them. If starving, however, they may ply the surface as essentially pirate ships, using a crew of spawned mimics to attack. Once one or more creatures are inside, they seal themselves shut with their Explorable Trait and begin to attack the creatures inside them with their Pseudopods, lurching towards any creatures not yet engulfed to attack with their Engulfing Maw. Once three or more creatures are swallowed, they use their Digest whenever available. With their legendary actions, they use Spawn Mimic each round as long as they have at least half their hit points, using their Aborb Vestige later in the fight whenever a spawned mimic is low on health. They take particular efforts to target any spellcasters insie of them with their Blinding Spray, though have difficulty identifying them without having actually seen them cast spells. Spelljammer Variant. The ship mimic is fully sapient and non-evil, so if you want to give it a fly speed and a spelljammer helm and give your party the opportunity to have a talking, living ship, go right ahead. There is absolutely canon precedent for spelljamming mimics. Ship Mimic Huge ooze (shapechanger), neutral Armor Class 17 (Natural Armor) Hit Points 210 (20d12 + 80) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 19 (+4) 13 (+1) 13 (+1) 8 (-1) Saving Throws STR +9, CON +8 Skills History +5, Perception +5, Stealth +7 Damage Immunities Acid Condition Immunities Prone Senses Darkvision 60 ft., Passive Perception 15 Languages Aquan, Common Challenge 10 (5,900 XP) Shapechanger. As a Bonus Action, the mimic can polymorph into a Huge vehicle or structure or back into its true, amorphous form. Its statistics are the same in each form. It reverts to its true form if it dies. False Appearance (Vehicle or Structure Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary vehicle or structure. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Explorable. The mimic may allow other creatures to enter or exit its space without hinderance. It may suspend this property as a Bonus action. If the mimic takes 30 or more damge in a turn, each creature trapped inside it may use its reaction to attempt a DC 17 Strength saving throw, escaping into an unoccupied adjacent space on a success. Actions Multiattack. The mimic makes three Psuedopod attacks, one of which it may replace with its Ravening Maw. It makes one fewer attack for each mimic under its control. Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. Instead of dealing damage, the mimic may grapple the target (escape DC 17). Engulfing Maw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target not in the mimic's space. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) acid damage and the target must succeed on a DC 17 Strength saving throw or be pulled into the mimic's space. Digest (Recharge 5-6). Each creature in the mimic's space must succeed on a DC 16 Constitution saving throw or take 27 (6d8) acid damage, or half as much on a success. Legendary Actions Treasure Lure. The mimic offers a glimpse of fantastic treasure deep within it. One nonhostile creature within 30 feet must succeed on a DC 16 Wisdom saving throw or be Charmed for the next minute. While Charmed, a creature uses its turn to try to try to enter the mimic's space and convince others to do the same. This effect ends early if the creature takes any damage. Blinding Spray. One creature within 20 feet of the mimic must succeed on a DC 16 Constitution saving throw or be Blinded until the end of the mimic's next turn. While the mimic is submerged, this ability can only target creatures in the mimic's space. Absorb Vestige. The mimic absorbs a friendly ooze in its space, destroying it and gaining 30 temporary hit points. Spawn Mimic (Costs 2 Actions). Part of the mimic splits off, becoming an Object Mimic under the ship mimic's control for the next hour, after which it withers and dies. The ship mimic loses 30 hit points.


House Hunter Mimic Tactics House hunter mimics typically disguise themselves as cheery roadside inns and alehouses, or as spooky, haunted derelicts that invite exploration. They begin to spawn internal mimics as soon as they spot potential prey, ideally having four active before they reveal themselves to attack. They use their Slam Door to prevent trapped creatures inside them from healing or otherwise aiding one another, relying primarily on using their Digest whenever available for damage while their spawned mimics do most of the actual attacking in combat. If their prey seems too resilient for the spawned mimics to handle, they absorb the mimics to use more of their own attacks. House Hunter Mimic Gargantuan ooze (shapechanger), neutral Armor Class 17 (Natural Armor) Hit Points 346 (21d20 + 126) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 9 (-1) 22 (+6) 8 (-1) 13 (+1) 8 (-1) Saving Throws STR +12, DEX +5, CON +12 Skills Perception +7, Stealth +11 Damage Immunities Acid Condition Immunities Charmed, Frightened, Prone, Stunned Senses Darkvision 60 ft., Passive Perception 17 Languages Common Challenge 17 (18,000 XP) Shapechanger. As a Bonus Action, the mimic can polymorph into a Gargantuan vehicle or structure or back into its true, amorphous form. Its statistics are the same in each form. It reverts to its true form if it dies. False Appearance (Vehicle or Structure Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary vehicle or structure. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Explorable. The mimic may allow other creatures to enter or exit its space without hinderance. It may suspend this property as a bonus action. If the mimic takes 30 or more damge in a turn, each creature trapped inside it may use its reaction to attempt a DC 20 Strength saving throw, escaping into an unoccupied adjacent space on a success. Implacable. If the mimic fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points. Actions Multiattack. The mimic makes five Psuedopod attacks, one of which it may replace with its Ravening Maw. It makes one fewer attack for each mimic under its control. Pseudopod. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Instead of dealing damage, the mimic may grapple the target (escape DC 19). Ravening Maw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target not in the mimic's space. Hit: 18 (4d8 + 6) piercing damage plus 13 (3d8) acid damage and the target must succeed on a DC 20 Strength saving throw or be pulled into the mimic's space. Digest (Recharge 5-6). Each creature in the mimic's space must succeed on a DC 20 Constitution saving throw or take 45 (10d8) acid damage, or half as much on a success. Reactions Bloodied Roil (1/Day). As a reaction to being reduced below 174 hit points, the mimic writhes and shakes. Each creature in the mimic's space must succeed on a DC 20 Strength saving throw or fall prone and be grappled (escape DC 19) in place. Legendary Actions Blinding Spray. One creature within 20 ft. of the mimic must succeed on a DC 20 Constitution saving throw or be Blinded until the end of the mimic's next turn. Slam Door. The mimic raises a barrier between two interior portions of its body, seperating creatures on either side of it from each other. The barrier is an object and can be destroyed (AC 17; 20 HP; Immunity to Acid damge) Absorb Vestige. The mimic absorbs a friendly ooze in its space, gaining 30 temporary hit points. The ooze is destroyed. Spawn Mimic (Costs 2 Actions). Part of the mimic splits off, becoming an Object Mimic under the house hunter mimic's control for the next hour, after which it withers and dies. The house hunter mimic loses 30 hit points.


Art Credits Mimic by Scott Murphy Dire Mimic by Igor Kieryluk Ruthless Deathfang by Filip Burburan Mimic Colony by Sam Keiser The Part Where I Shill My Patreon Want to support the creation of content like this? I post new monsters with lore and tactics to my patreon five times a week, joining the more than 1000 already there, indexed in a big PDF along with formats for Foundry and 5eTools. Also check out my website and instagram, where my wife and I make handmade dice and dice bags, and where I post free books as I get them polished up. I'm trying to get a new free book like this out every other month or so. If you've got any monsters you'd like to see statted up by me, leave me a comment over in the permanent thread in r/bettermonsters and I'll put something together for you. Supported By Aaron Rosenberg AHorseWithNoName Alex Bogart Alex Gillies Alex O'Donnell Alex O'Hanlon Alisha Herbitter Allis Anders Ivarsson Andrew Cheeseman Benji Morris Bernhard Fritz Blueberryperson Bradley Webb Brandon Malofsky David Jose Delport Breckland Ex Nihilo Flipp Fletcher Herring George Hughes GramPositive Harrison Phillips Helltroll Hoswell Jack O'Keefe Jacob Gist Jake Serna James Hawthorne James McBride Johnathan Chavez Joseph Donley Josh Huston Justin King Kelsii Weber Kyle Cove Lascifrass Lawrence Courtrelle Luke Wheeler Malacandrian Marc Adelman Matt Herbert Matt Pierce Matthew Cullen Matthew S Mauricio Garcia Maximilian Bizjak Mehul Gupta Michael Taylor Mike Nicolan Milo Baraclough Mitch Whitehead Moritz Hackl Nathan Johnson Nathanial Schnebly Niall Nick I Niki S ObsessiveModelmaker Ondřej Kříž Oscar Mangandid Patrick Phoenix Daniels Primarily Daniel Rae Judd Rici Robert Martin Robin Bjälmsjö Robin Roberts Ronan Battistoni Rowan RuggerFoodie Sandy Hogg SardScroll saternoutlaw Saz Shadowfield Shane Sharelle D Larsen Sheila Dietrich Simen Lande Simon Bell simon Jørgensen Simon Weller SirApetus Sylphreni Tanner F Moen The Coffee Bean GM Victor Navone Vince Margaretich Walter Downard William Dixon Zach Kozel


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