Aberrant Creeper

medium aberration, lawful evil
Aberrant Creeper
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
Armor Class: 14 (natural armor)
Hit Points: 135 ()
Speed: 30 ft, swim 60 ft

STR10(+0)DEX16(+3)CON14(+2)INT18(+4)WIS12(+1)CHA16(+3)
Saving Throws: Intelligence +10, Wisdom +6
Skills: Perception +5, Stealth +5, Deception +5, Intimidation +5
Damage Vulnerabilities: force
Damage Resistances: all nonmagical damage
Damage Immunities: poison, psychic
Condition Immunities: grappled, paralyzed, poisoned
Senses: darkvision 120 ft., passive Perception 15
Languages: Telepathy 120 ft, understands all languages
Challenge: 10 (5,900 XP)

Loyalty: Aberrant creepers are fiercely loyal to their colony and will defend it to the death. They are also highly intelligent and manipulative, and they will use their telepathy to sow discord and fear among their enemies.

Actions

Multiattack: The aberrant creeper can make two sting attacks or two grappling tentacles attacks.
Sting: Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 () piercing damage, and the target must make a DC 14 Constitution saving throw, taking 21 () poison damage on a failed save, or half as much damage on a successful one.
Grappling Tentacles: The aberrant creeper can use its tentacles to grapple a creature within 10 feet of it. The target must succeed on a DC 14 Strength saving throw or be grappled. The aberrant creeper can grapple up to three creatures at a time.
Paralyzing Toxin: The aberrant creeper's tentacles can inject a paralyzing toxin into all creature it grapples. The targets must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psychic Blast: The aberrant creeper projects a psychic blast at a creature within 60 feet of it. The target must make a DC 16 Wisdom saving throw, taking 14 () psychic damage on a failed save, or half as much damage on a successful one. If the save is failed, the target is also unable to make reactions until the start of its next turn.

Notes

Aberrant creepers are a race of intelligent jellyfish-like creatures that live in the deep ocean. They are highly adaptable and can survive in a variety of environments, from warm tropical waters to cold polar seas.
Aberrant creepers live in large colonies, sometimes numbering in the thousands. These colonies are connected by a shared consciousness, like a hive mind. The dominant creeper in a colony is the oldest and most powerful. It controls the other creepers through the hive mind. The creepers are fiercely loyal to the dominant creeper and will do anything it commands.
Aberrant creepers are highly intelligent and manipulative. They use their telepathy to communicate with each other and to sow discord and fear among their enemies. They can also sense the emotions and thoughts of other creatures, making them excellent at deception and persuasion. Aberrant creepers often lure unsuspecting victims into their traps by pretending to be friendly or helpless.
Aberrant creepers are predators and will eat anything they can catch, including fish, squid, and even other creepers. They are also capable of using their paralyzing toxin to subdue their prey. The toxin is delivered through their tentacles, which can extend up to 10 feet long. The toxin causes intense pain and paralysis, leaving the victim helpless as the creeper devours them.
Aberrant creepers are a dangerous foe and should not be underestimated. They are cunning and resourceful, and they will stop at nothing to achieve their goals. Their goals are often mysterious and unfathomable to other creatures, as they are influenced by the dominant creeper’s whims and visions.
Aberrant creepers have a strong sense of community. They work together to build their colonies and to defend themselves from predators. Their colonies are made of organic materials that they secrete from their bodies, forming intricate structures that resemble coral reefs or underwater forests. The dominant creeper resides in the center of the colony, where it is protected by its loyal followers.
Aberrant creepers are highly ritualistic. They have elaborate ceremonies for birth, death, and other important events. These ceremonies involve chanting, dancing, and offering sacrifices to the dominant creeper. The dominant creeper is revered as a godlike figure by the other creepers, who believe that it has a direct connection to the source of all life in the ocean.
Aberrant creepers are scared of magic and magic users. The use of spells or magical items is strictly forbidden among them, as they consider it an unnatural and dangerous force that corrupts and destroys life. Aberrant creepers will attack any creature that uses magic in their presence, or that possesses any magical item or artifact.
Aberrant creepers are deeply suspicious of outsiders. They will rarely trust a creature that is not a creeper, unless it proves itself to be useful or harmless. Aberrant creepers will often test outsiders by asking them difficult questions or making them perform tasks that serve the dominant creeper’s interests. Outsiders who fail these tests or who betray the creepers’ trust will be swiftly eliminated.
Tags:lawfulevilaberrationforcedarkvisionswimmingperceptionstealthdeceptionintimidationvulnerabilityresistanceimmunity

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