Large Plant, Unaligned
Armor Class 10
Hit Points 85 (10d10 + 30)
Speed 20 ft., Climb 20 ft.
STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
7 (-2)
WIS
15 (+2)
CHA
3 (-4)
Condition Immunities Blinded, Deafened, Frightened, Poisoned
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Corpses. When first encountered, a corpse creeper contains the corpses of 1d6+3 humanoids. A corpse creeper can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse creeper. If the corpse creeper dies, the corpses within it can be pulled free.
While it has at least one humanoid corpse in its body, the corpse creeper can use a bonus action to do one of the following:

  • The corpse creeper digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse creeper in its space.
  • The corpse creeper animates one dead humanoid in its body, turning it into a yellow musk zombie. The zombie appears in an unoccupied space within 5 feet of the corpse creeper and acts immediately after it in the initiative order.

Spider Climb. The corpse creeper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d8) psychic 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 24 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). Each creature that starts its turn within 60 feet of the corpse flower or one of its zombies must make a DC 12 Wisdom saving throw, unless the creature is a construct or undead. On a failed save, the creature is charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Consume Corpse. The corpse creeper digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse creeper in its space.

MrZwij

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