Skip to content

Creeper

Adversaries Designed by Zhenshei • Art by Bryan Syme

Adversary overview

A walking plant that silently creeps up, exploding on its prey.

A walking plant that silently creeps up, exploding on its prey.

Stat block

Tier
1
Type
Skulk
Difficulty
11
HP
3
Stress
3
Attack mod
-1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
4
Major Damage — Mark 2 HP Major
Mark 2 HP
8
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Head Slam
Range: Melee
Damage: 1d4
Attack Mod: -1
Damage Type: Physical

Features

Passives

  • Hiss

    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.

  • Lightning Charge

    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.

Actions

Reactions

  • Creep

    When this adversary enters the scene without being spotted first, they can immediately move into Very Close range of a target.

  • Erupt

    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.

Motives & tactics

Creep Explode

Experiences

  • Camouflage +3

Creeper

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 :

Features

Hiss - Passive : 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.
Lightning Charge - Passive : 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.
Creep - Reaction : When this adversary enters the scene without being spotted first, they can immediately move into Very Close range of a target.
Erupt - Reaction : 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.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.