Thursday, October 23, 2025

(Monster Week) - The Creeper

Creeper — Wild Card

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d12

Skills: Climbing d10, Fighting d12, Intimidation d8, Notice d12, Stealth d12, Survival d8, Throwing d10, Tracking d10

Pace: 6
Parry: 8
Toughness: 10 (2)
Flying Pace: 10; Climb 2

Special Abilities

Armor +2:
The Creeper’s leathery hide and unnaturally dense flesh provide +2 Armor.

Claws:
Str+d6.

Bite:
Str+d6.

Feeding Bite:
The Creeper gains +2 damage with its Bite against a grappled opponent.

Improved Frenzy:
The Creeper may make two Fighting attacks each round without suffering a multi-action penalty.

Flight:
The Creeper has a Flying Pace of 10 and Climb 2.

Flyby:
The Creeper does not provoke free attacks when withdrawing from melee while flying.

Wall Walker:
The Creeper may move across walls and ceilings at its normal Pace without making Climbing rolls.

Fearless:
The Creeper is immune to Fear and Intimidation.

Poison Immunity:
The Creeper is immune to poison and disease.

Aberrant Resilience:
The Creeper gains +2 Armor against cold, necrotic, and psychic damage and +2 to Trait rolls made to resist supernatural mental control.

Fast Regeneration:
At the beginning of each round, the Creeper makes a natural Healing roll. A success heals one Wound or removes Incapacitation; a raise heals an additional Wound.

Wounds caused by radiant or holy attacks do not regenerate. If the Creeper suffers a Wound from a magical weapon whose damage roll included a raise, it cannot make its regeneration roll on its next turn.

Harvest Organ:
If the Creeper Incapacitates a living creature with a melee attack, it may immediately tear free and consume a fresh organ. It automatically heals one Wound.

This ability may be used only once per round.

Predatory Scent:
The Creeper automatically senses the presence and general direction of wounded living creatures within 24".

It does not automatically know their identities. Against wounded creatures that are hidden or concealed, the Creeper gains +2 to Notice and Tracking rolls made to pinpoint them.

Night Hunter:
The Creeper ignores penalties for Dim and Dark lighting and gains +2 Stealth in Dim or Dark conditions.

Perfect Ambusher:
During the first round of combat, the Creeper gains +2 to Fighting and Throwing attacks against opponents who have not yet acted.

If the Creeper begins combat genuinely undetected and attacks an unaware victim, use The Drop normally instead. These bonuses do not stack.

Winged Charge:
If the Creeper flies at least 4" in a relatively straight line before making a melee attack, it gains +2 damage on that attack.

If the attack causes at least a Shaken result, the victim must make an opposed Strength roll against the Creeper. On a failure, the victim is knocked prone.

Grappling Rush:
The Creeper may substitute a grapple attempt for either of its Improved Frenzy attacks.

If the grapple succeeds, it may immediately move up to half its Flying Pace while carrying or dragging the victim, provided the target is not too heavy for the Creeper’s Strength. This movement does not provoke free attacks.

Wing Shield:
The Creeper gains an additional +2 Armor against ranged attacks while its wings are free to move.

It loses this protection while grappled, restrained, or otherwise unable to interpose its wings.

Winged Terror:
The first time in an encounter the Creeper dramatically unfolds its wings, leaps into flight, or swoops down on its prey, all creatures within 2" who can see it must make a Fear check at –2.

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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