Creeper
A walking plant that silently creeps up, exploding on its prey.
Motives & Tactics: Creep, Explode
A walking plant that silently creeps up, exploding on its prey.
Whenever the Creeper is within Very Close range of a target, immediately place a token on its statblock. Remove a token when there are no longer any targets within range.
Whenever the Creeper takes damage from a source of electricity, it takes no damage and instead becomes Charged. When Charged, its ‘Erupt’ feature instead targets all creatures within Close range and deals direct damage.
When this adversary enters the scene without being spotted first, they can immediately move into Very Close range of a target.
The next time a PC Fails an action roll or rolls with Fear while the Creeper has a ‘Hisss’ token, it erupts in an explosion of vegetation and burning gas, destroying itself in the process. All creatures within Very Close range must succeed on an Agility Reaction Roll. Targets who fail take 1d12+8 physical damage. Targets who succeed take half damage.
Tier 1 skulk
A walking plant that silently creeps up, exploding on its prey.
Motives & Tactics: Creep, Explode
Difficulty: 11 | Thresholds: 4/8 | HP: 3 | Stress: 3
ATK: -1 | Head Slam: Melee | 1d4 Physical
Experience: Camouflage +3
HP:
STRESS:
A walking plant that silently creeps up, exploding on its prey.
Motives & Tactics: Creep, Explode
A walking plant that silently creeps up, exploding on its prey.
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No subclasses available.
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