Growth. The creeper grows rapidly, growing every faster the larger it gets, spreading its necrotic musk wherever it lingers. If the creeper has become a medium sized creature, it uses the following abilities: At the start of its turn, the creeper will spread 5 feet and heal or gain an additional 2d8 hit points. If the creeper takes fire or radiant damage, this trait doesn't function at the start of its next turn.
Necrotic Touch. Coming into contact with the creeper results in 3d8 necrotic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 12 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Yellow Musk (3/Day). The creeper's flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a DC 13 Constitution saving throw or choke on the musk for 1 minute. A creature effected in this way does nothing on its turn except move as close as it can to the creeper and take its bonus action. A creature affected by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Notes: “This violently yellow fauna seems to possess deadly abilities, likely modified somehow. The Wildmother would not intend for such a thing to exist. If I were you, I’d burn it and see the end of it.“ - Hellin Greenthumb, retired Alchemist in Port Damali.
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