Small Monstrosity, Chaotic Evil
Armor Class 12 (natural armor)
Hit Points 68 (5d10 + 43)
Speed 10 ft., Swim 40 ft.
STR
14 (+2)
DEX
11 (+0)
CON
13 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws STR +4, DEX +2, CON +3, INT +3, WIS +3
Damage Resistances Lightning
Condition Immunities Paralyzed
Senses Truesight 60 ft., Passive Perception 14
Languages Primordial, Telepathy 120 ft. but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Amphibious. The creeken can breathe air and water.

Freedom of Movement. The creeken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Siege Monster in Training. The creeken deals 1.5x damage to objects and structures.

Actions

Multiattack. The creeken makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a Tiny or smaller creature grappled by the creeken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the creeken, and it takes 42 (12d6) acid damage at the start of each of the creeken's turns.

If the creeken takes 10 damage or more on a single turn from a creature inside it, the creeken must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the creeken. If the creeken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The creeken has ten tentacles, all of which can grapple one target.

Fling. One Tiny or smaller object held or creature grappled by the creeken is thrown up to 15 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 2 (1d4) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage.

Static Storm. The creeken magically creates three bolts of electricity from the static in the air, each of which can strike a target the creeken can see within 25 feet of it. A target must make a DC 15 Dexterity saving throw, taking 4 (2d4) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

 

 

Lair and Lair Actions

A Creeken’s Lair

A creeken lives in shallow waters, usually a stream or a small river filled with detritus.

Lair Actions

On initiative count 20 (losing initiative ties), the creeken takes a lair action to cause one of the following magical effects:

  • A mild current moves through the creeken’s lair. Each creature within 10 feet of the creeken must succeed on a DC 10 Strength saving throw or be pushed up to 10 feet away from the creeken. On a success, the creature is pushed 0 feet away from the creeken.
  • Creatures in the water within 10 feet of the creeken have vulnerability to lightning damage until initiative count 20 on the next round.
  • The water in the creeken’s lair becomes electrically charged. All creatures within 25 feet of the creeken must succeed on a DC 15 Constitution saving throw, taking 2 (1d4) lightning damage on a failed save, or half as much damage on a successful one.

Regional Effects

The region containing a creeken’s lair is warped by the creature’s presence, creating the following magical effects:

  • The creeken can alter the weather at will in a 1/2-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Lesser water elementals coalesce within 1/2 mile of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5).
  • Aquatic creatures within 1 mile of the lair that have an Intelligence score of 2 or lower are charmed by the creeken and aggressive toward intruders in the area.

When the creeken dies, all of these regional effects fade immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
7/8/2019 9:56:47 PM
104
3
1.0
Coming Soon

Habitat: Underwater

Hide_the_Bodies

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