Alternate Nature. A Creeper does not breathe, see, eat, or drink.
Spellcasting. The Creeper is a 7-level spellcaster. Its spellcasting ability is [Intelligence] (spell save DC 17, +5 to hit with spell attacks). The Creeper has following Wizard spells prepared:
Cantrips (at will): Acid Splash, [Eldritch Blast], [Sapping Sting]
1st level (4 slots): [Cause Fear], [Color Spray], [Magnify Gravity], [Catapult]
2nd level (3 slots): [Blindness/Deafness], [Crown of Madness], [Detect Thoughts]
3rd level (2 slots): [Counterspell], [Pulse Wave]
4th level (1 Slot): [Evard's Black Tentacles]
The Creeper makes two attacks per round OR makes one attack and uses material meld.
Rend. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: # (1d6 + 8) Slashing damage.
If it hits with both Rend attacks, the target is grappled and will be pulled to the Creeper's Maw.
Psychic Disruption. Ranged Weapon Attack: +8 to hit, range 30/60 ft., 1 target. Hit: # (2d10 + 8) [psychic] damage.
Material Meld. The Creeper can use its action to meld itself into any solid material and move up to 20' within it. The movement used in meld is not deducted from its total movement.
Maw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: # (3d8 + 8) Piercing damage.
As a bonus action, the Creeper can use Material Meld if it within 5' of any SOLID material excluding water. If the Creeper is not touching the ground as the result of magical or physical reasons (Levitation, etc.), it cannot use this bonus action.
Or
A grappled creature will be pulled towards the stomach maw of the Creeper and it will make a MAW attack,
Maw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: # (3d8 + 8) Piercing damage.
Phase. Once per round the Creeper is able to phase into a space between space-time to avoid one attack.
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Description
An aberration from the outer planes, a Window Creeper is not made of flesh and bone. It is instead made of a conglomeration of substances that it assembles into materials that are similar to flesh and bone, but react differently to damages inflicted upon it giving it resistance to all damage but force. radiant, and psychic. If a condition would affect it physically, it is immune to it as well. Due to its alien nature, it is VULNERABLE to psychic damage.
The Cosmic Creeper is a search and destroy iteration of the Cancer itself. It is attracted to individuals possessing any kind of Psionic type of abilities it may have via class or race. In addition, any use of a spell that uses or taps into thought or deals psychic damage will attract it as well. It's sole purpose is to consume the intellect of its victims to assist in the growth of the Cancer.
The only way to dispose of a Creeper is to either immolate its remains or to banish it. If neither of these things is done, ANY non-charred material left behind will eventually begin to form a new Creeper. If a Creeper is formed in this manner and it faces the creatures that "killed" it in the first place, it will have advantage on its attack rolls and the "killers" will have disadvantage due to the fact that the Creeper will retain the memory of EVERYTHING that was used against it.
(Once a plane is infected with the "Cosmic Cancer", the only way to be rid of it completely is to BANSIH the SEEDING MASS. Once the Seeding Mass is banished, all other elements of the Cancer will die off within 1 hour after going into a killing frenzy of any lifeforms it may be near.)
This evolution is 3 levels removed from the highest level of evolution that the "Cosmic Cancer" can assume.
Tier 2 Cancer Form: Cosmic Creeper
Tier 3 Cancer Form: Astral Assassin
Tier 4 Cancer Form: Deep Destroyer
Tier 5 Cancer (Boss Form): Malignant Master
Lair and Lair Actions
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Posted Sep 6, 2026Looks like we'll have to upgrade the defenses of sites that contain psionic/psychic/telekinetic/ontokinetic* beings and objects...
*Ontokinesis is the kinetic ability to manipulate reality. It is different than Thuamaturgy (magic).