Creeper
Medium aberration, chaotic evil
CR 6 (2,300 XP)
Armor Class 16 (natural armor)
Hit Points 126 (12d8 + 60)
Speed 30 ft., climb 30 ft., fly 50 ft.
Attributes
Str: 20 / +5
Dex: 16 / +3
Con: 20 / +5
Int: 12 / +1
Wis: 14 / +2
Cha: 14 / +2
Saving Throws: Dex +6, Con +8, Wis +5
Skills: Perception +7, Stealth +9, Survival +7, Intimidation +6, Athletics +9
Damage Resistances: cold, necrotic, psychic
Damage Immunities: fear; poison
Condition Immunities: charmed, frightened, poisoned
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages Understands Common; speaks rarely; telepathy 60 ft.
Proficiency Bonus: +3
Traits
Aberrant Regeneration
The Creeper regains 15 hit points at the start of its turn.
If it takes radiant damage or critical damage dealt with a magical weapon, this trait doesn’t function on its next turn.
If the Creeper reduces a creature to 0 hit points, it can use a bonus action to tear away a fresh organ; when it does so, it regains 25 hit points.
Winged Charge
If the Creeper flies at least 20 feet toward a creature and hits it with a melee attack, the target takes 7 (2d6) extra damage and must make a DC 16 Strength save or be knocked prone.
Predatory Scent
The Creeper can smell wounded creatures. It knows the location (but not exact identity) of any creature within 120 feet that has less than its maximum hit points.
Perfect Ambusher
The Creeper has advantage on attack rolls against any creature that hasn’t taken its first turn in combat.
It also has advantage on Stealth checks made in dim light or darkness.
Flyby
The Creeper does not provoke opportunity attacks when flying out of a creature’s reach.
Intermittent Fear Aura
When the Creeper leaps, unfolds its wings, or takes flight, each creature of its choice within 10 feet must succeed on a DC 14 Wisdom save or become frightened until the end of its next turn.
Actions
Multiattack
The Creeper makes two attacks, either unarmed or with any wielded weapon.
Claws
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 13 (2d6+6) slashing damage.
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft.
Hit: 11 (1d10+6) piercing damage.
If the target is grappled, the bite deals an extra 10 (3d6) necrotic damage.
Thrown Axe, Spear, or Harpoon.
The Creeper is proficient with medieval weaponry.
Choose appropriate stats—typically:
Harpoon: Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target.
Hit: 8 (1d10+3) piercing damage, and the target must succeed on a DC 14 Strength save or be grappled (escape DC 14) as the barbed spear digs in.
Grappling Rush
As a bonus action, the Creeper attempts to grapple a creature within 5 ft.
Athletics: +9
If successful, it may move up to half its flying speed without provoking opportunity attacks, dragging the creature with it.
Reactions
Wing Shield (Recharge d6: 5-in-6)
When hit by a ranged attack, the Creeper can use its wings to reduce the damage by 1d10+3.
Legendary Resistance (Optional Variant).
If making the Creeper a true boss, give it 1/day LR.
Notes
- Despite the world plunging to ruin with the post apocalypse, The Creeper continues to haunt the broken highway in the sea of grass, the former territory of the mid west that is now unsettled frontier projecting from bestial controlled city of Oskar. The Creeper preys on everything on mutant and pure stock alike, anything that knows fear is target.
- Carries a number of home made and forged weapons backed by superior strength. The Creeper is also able to regenerate from a number of wounds, however no one has yet to test certain offensive weapons, such as beam or fire on its form to fully test what can kill it.
- Is a target for Regulator Cheryl Walsh. One of the few humans who have vowed to help bring order to the broken roads that lie between the great city-states.

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