Elder Aberrant Creeper

gargantuan aberration, lawful evil
Elder Aberrant Creeper
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
Armor Class: 14 (natural armor)
Hit Points: 450 ()
Speed: 30 ft, swim 60 ft

STR24(+7)DEX16(+3)CON26(+8)INT22(+6)WIS16(+3)CHA16(+3)
Saving Throws: Intelligence +12, Wisdom +9, Strength +13
Skills: Perception +9, Stealth +9, Deception +9, Intimidation +9
Damage Vulnerabilities: force
Damage Resistances: all nonmagical damage
Damage Immunities: poison, psychic
Condition Immunities: grappled, paralyzed, poisoned
Senses: Truesight 120 ft., Passive Perception 18
Languages: Telepathy 10 miles, understands all languages
Challenge: 22 (41,000 XP)

Legendary Resistance (3/Day): If the elder aberrant creeper fails a saving throw, it can choose to succeed instead.
Water breathing: The elder aberrant creeper can only breathe under water.
Mind sense: The elder aberrant creeper can sense the presence and location of any creature within 10 miles of it that has an Intelligence score of 4 or higher, if the creature is in the same body of water as the elder aberrant creeper. The range of this sense is reduced to 250 feet if the creature is not in the same body of water as the elder aberrant creeper.

Actions

Multiattack: The elder aberrant creeper can make two sting attacks or two grappling tentacles attacks.
Sting: Melee Weapon Attack: +10 to hit, reach 20 ft., one creature. Hit: 11 () piercing damage, and the target must make a DC 19 Constitution saving throw, taking 28 () poison damage on a failed save, or half as much damage on a successful one.
Grappling Tentacles: The elder aberrant creeper can use its tentacles to grapple a creature within 30 feet of it. The target must succeed on a DC 18 Strength saving throw or be grappled. The aberrant creeper can grapple up to four creatures at a time.
Paralyzing Toxin: The elder aberrant creeper's tentacles can inject a paralyzing toxin into all creature it grapples. The targets must succeed on a DC 20 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.
Mind Blast: The elder aberrant creeper projects a psychic blast at a creature within 120 feet of it. The target must make a DC 20 Intelligence saving throw, taking 24 () psychic damage on a failed save, or half as much damage on a successful one. If the save is failed and the target is concentrating on a spell, the concentration is broken.
Psychic Wave: The elder aberrant creeper projects a wave of psychic energy in a 120-foot cone. Each creature in the area must make a DC 20 Intelligence saving throw, taking 30 () psychic damage on a failed save, or half as much damage on a successful on
Summon Creepers (Recharge 6): The elder aberrant creeper can use an action to summon aberrant creepers. The creepers appear in unoccupied spaces within 60 feet of the elder aberrant creeper. The creepers are friendly to the elder aberrant creeper and obey its commands.

Legendary Actions

The Elder Aberrant Creeper can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Elder Aberrant Creeper regains spent legendary actions at the start of her turn.
Psychic Blast: The elder aberrant creeper unleashes a powerful psychic blast in a 60-foot cone. Each creature in that area must make a DC 20 Intelligence saving throw, taking 22 () psychic damage on a failed save, or half as much damage on a successful one.
Teleport: The elder aberrant creeper magically teleports up to 60 feet to an unoccupied space it can see. It can bring along objects it's carrying or any creatures it has grappled.
Mind Control: The elder aberrant creeper targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Wisdom saving throw or be charmed by the elder aberrant creeper until the end of its next turn. While charmed in this way, the creature is under the elder aberrant creeper’s control. The elder aberrant creeper can have only one creature charmed at a time.

Lair Actions

On initiative count 20 (losing initiative ties), the elder aberrant creeper can take a lair action to cause one of the following effects:
Psychic Link: The elder aberrant creeper creates a psychic link with one creature it can see within 120 feet of it. The creature must succeed on a DC 20 Intelligence saving throw or be charmed by the elder aberrant creeper until the end of its next turn. The elder aberrant creeper can communicate telepathically with the charmed creature and influence its actions.
Bio Flash: The elder aberrant creeper causes a surge of bioluminescent light to flash from its body. Each creature within 60 feet of the elder aberrant creeper that can see it must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn.
Wave of Terror: The elder aberrant creeper causes a wave of psychic energy to ripple through the water. Each creature within 60 feet of the elder aberrant creeper must succeed on a DC 20 Wisdom saving throw or be frightened until the end of its next turn.

Regional Effects

The region containing the elder aberrant creeper’s lair is warped by its presence, creating one or more of the following effects:
Tainted Waters: The water within 6 miles of the lair is tainted with traces of the elder aberrant creeper’s paralyzing toxin. Any creature that drinks or swims in the water must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. A creature that is poisoned in this way has disadvantage on Strength and Dexterity checks and saving throws.
Detect Intelligence: The elder aberrant creeper can sense the presence and location of any creature within 6 miles of the lair that has an Intelligence score of 4 or higher. The elder aberrant creeper can also communicate telepathically with any such creature.
Minor Illusions: The elder aberrant creeper can create minor illusions within 1 mile of the lair. These illusions are usually harmless and meant to lure or confuse potential prey, but they can also be used to scare off intruders or warn allies. The illusions last for 1 minute and can be seen through with a successful DC 15 Intelligence (Investigation) check.

Notes

The elder aberrant creeper is the oldest and most powerful of its kind. It is the leader and master of its colony, and the source of its hive mind. The elder aberrant 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.
The elder aberrant creeper is a massive creature, measuring up to 50 feet in diameter. It has hundreds of tentacles that can extend up to 100 feet long. Its body is covered with bioluminescent spots that glow in different colors, depending on its mood and intentions. The elder aberrant creeper’s eyes are large and piercing, capable of seeing in the darkest depths of the ocean.
The elder aberrant creeper is a formidable foe and should be avoided at all costs. It is extremely intelligent and cunning, and has a vast knowledge of the ocean and its secrets. It can communicate telepathically with any creature within a 10-mile radius, and can influence their emotions and thoughts. It can also create powerful illusions and nightmares that can drive its enemies insane.
The elder aberrant creeper is a voracious predator and will eat anything it can catch, including fish, squid, whales, and even other creepers. It is also capable of using its paralyzing toxin to subdue its prey. The toxin is delivered through its tentacles, which can inject a lethal dose with a single touch. The toxin causes intense pain and paralysis, leaving the victim helpless as the elder creeper devours them.
The elder aberrant creeper has a mysterious and unfathomable goal that drives its actions. It is obsessed with finding and unlocking the secrets of the ancient civilization that once ruled the ocean, before it was destroyed by a cataclysmic event. The elder creeper believes that by uncovering these secrets, it will be able to ascend to a higher plane of existence and become one with the ocean.
The elder aberrant creeper is feared and respected by all creatures that dwell in the ocean. It has many allies and enemies among them, and often manipulates them to serve its interests. The elder creeper is especially wary of magic and magic users, as it considers them a threat to its plans and to the balance of life in the ocean.
The elder aberrant creeper is a rare and elusive creature that rarely shows itself to outsiders. It prefers to remain hidden in its colony, where it is protected by its loyal followers. Only those who are brave or foolish enough to venture into its domain will have a chance to encounter it.
Tags:grappledparalyzedlawfulevilaberrationforcetruesightswimmingperceptionstealthdeceptionintimidationvulnerabilityresistanceimmunitylegendary actionslair actionsregional effects

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