Medium Construct (Any Race), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 58 (5d12 + 25)
Speed 40 ft.
STR
16 (+3)
DEX
17 (+3)
CON
20 (+5)
INT
7 (-2)
WIS
14 (+2)
CHA
3 (-4)
Saving Throws CON +10
Damage Vulnerabilities Radiant
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Necrotic, Poison, Psychic
Condition Immunities Blinded, Exhaustion, Poisoned
Senses Blindsight 60 ft., Passive Perception 14
Languages Understands languages it knew in life, but cannot speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Sleeper. Outside of combat, the creaker remains in a sleeplike motionless state. If anything physically disturbs the creaker or if any loud non-natural noise is made within 100 ft. of the creaker, it will slowly rise from its sleep over the course of 30 seconds.

Undead Fortitude. If damage reduces creaker to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the creaker drops to 1 hit point instead.

Sunlight Sensitivity. While in sunlight, the creaker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks.

Eyeless. The creaker is blind and will automatically fail any Wisdom (Perception) checks relying on sight.

Keen Listener. The creaker has advantage on Wisdom (Perception) checks relying on hearing.

Actions

Multiattack. The creaker makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) slashing damage.

Rusted Fangs. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 23 (3d10 + 7) piercing damage and 8 (1d8 + 3) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or become infected with Rust Blight. Over the course of three days, Rust Blight will slowly cause a new creaker to grow within the infected host's body, eventually killing them and turning them into a creaker. Rust Blight can be cured by use of the greater restoration spell.

Scream of Agony. The creaker lets loose a piercing scream that can be heard from 200 ft. away. Any creature that can hear the scream must succeed on a DC 18 Wisdom saving throw or become frightened and paralyzed for one turn. If any sleeping creakers are within 60 ft., they instantly wake up on a DC 16 Wisdom (Perception) check.

Description

Creakers are humanoid creatures made of rusty metal scraps that live only to spread their corruption. They build their nests beneath ancient crypts or in the sewers of populated towns, only venturing outside under cover of darkness to steal away unsuspecting travelers or civilians and infect them with their Rust Blight, a horrifying condition which slowly drives the infected host to madness over the course of three days, eventually causing a creaker to form inside of them and tear away the flesh of the previous host. They may be sightless, but their heightened sense of hearing has allowed them to evolve past the need for eyes, causing many of them to claw their eyes out before they become creakers.

Previous Versions

Name Date Modified Views Adds Version Actions
11/4/2021 1:30:32 AM
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Monster Tags: undeadconstructfiend

Habitat: MountainUnderdarkUrban

hero2a11

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