Armor Class
12
(natural armor)
Hit Points
10
(3d10 + 3)
Speed
30 ft., Walk 40 ft.
STR
15
(+2)
DEX
12
(+1)
CON
13
(+1)
INT
2
(-4)
WIS
10
(+0)
CHA
5
(-3)
Senses
Darkvision 30 ft., Passive Perception 10
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Aggressive. As a bonus action, the Creep can move up to its speed toward a hostile creature that it can see.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Description
Creeps lack any animal equivalent. These Grimm have no forelimbs, only hindlimbs. Said hindlimbs are dual-clawed and are inverted at the knee joints. They also possess tails, which are used for combat.
Their skulls are rather stubby and have four eye sockets. Like all Grimm, they feature a dark black color, with white external bone all over the body, alongside deep red eyes and accents.
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