Amorphous Limbs. The creeker's limbs can move through a space as narrow as 1 inch wide without squeezing. The limbs may stretch only down flowing bodies of water by coating the floor of the river/creek. At the furthest from the core, these can be as small as 1 inch, but closer they can almost take up the entire river. A limb may be severed from the core if 25 damage is inflicted to it in the same location.
Transparent Limbs. If submerged in water, it takes a successful DC 16 Wisdom (Perception) check to spot a creeker's limbs that have neither moved nor attacked. This trait is nullified if a creature is currently trapped by a limb.
Adhesive Limbs. The limbs of a creeker adhere to anything that touches them. A Huge or smaller creature adhered to the limb is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage.
Water Reliance. The creeker can only breathe underwater. If it is without a source of water for longer than 1 hour, it begins to dissolve into a resin that eventually crumbles to dust.
Pseudopod. Melee Weapon Attack +7 to hit, reach 10 ft., 1 target. Hit: 7 (1d6 + 4) bludgeoning damage, plus 2d6 (7) acid damage on a hit. The target is subjected to the creeker's Adhesive trait. If performed by a limb, that limb cannot perform Pseudopod on another target until the grapple is broken. If performed by a limb, that limb cannot perform Pseudopod on another target until the grapple is broken.
Snatch & Submerge. If Pseudopod is successful, and performed by a limb of the creeker rather than it's core, the creeker may attempt to submerge drown the target. The Creeker makes a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If the creeker manages to pull it's captured target into the center of the body of water, it will hold the target underwater with the assistance of the current.
Engulf. A medium or smaller creature within 5 ft. of the creeker's core must make a DC 11 dexterity saving throw. On a successful save the creature may move up to 15 ft. away from the creeker's core as a reaction. On a failed save, the creature takes 13 (3d8) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 27 (8d6) acid damage at the start of each of the creeker's turns.
An engulfed creature can try to escape by taking an action to make a DC 16 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the creeker's core.
The creeker can hold only up to 3 Medium or smaller creatures inside it at a time.
Description
The body of a creeker exists with the assistance of a pure source of water. These ooze spawn from spores that rise up from the inner caves of the underdark, spreading to the surface and taking root at the edge of light. Once rooted to a suitable habitat, the spore begins to grow and spread until it has swelled to fill the space it has chosen as it's lair.
This core has a visible appearance to a translucent puffball, it's form shimmering with reflections of any light that may touch it similar to water on a river. The body in pure darkness, however, is very hard to spot.
Once rooted, the creeker begins to extend long, translucent limbs with the aide of running water. The limbs begin to spread out from the water source, creeping along the bottom of rivers and creeks, before gradually coating the entire bottom.
While not prehensile in this form, the tendrils are essentially a trap. Some of these tendrils can stretch as far as 5km from the core as long as there is proper depth. The tendrils filter the water of any debris, causing it to be coated in it instead and blend in to the floor of the river or creek. The presence of a creeker can be noticed by the purity of the water.
The tendrils of the creeker, as mentioned, are a trap. Any creature that steps into the river or creek where one exists will find themselves unable to free their limb from the bottom. The creeker limb then will shift, throwing the victim off balance if possible, and pull them underwater. The creeker relies on the current of the water to assist in subduing prey, as it aims to drown it's victim. This leads to many creekers going unnoticed for long periods, and the water where they lurk is just noted as a place where many go missing or drown and are pulled down.
When a victim has been captured, the creeker releases the debris attached to it's tendril, causing the water to become murky. It is with this cloudiness of the water that the victim is pulled up through the current to the core where it is slowly dissolved by the creeker's core.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/19/2019 4:35:45 AM
|
26
|
1
|
A
|
Coming Soon
|
|
|
7/19/2019 4:40:27 AM
|
26
|
1
|
B
|
Coming Soon
|
Comments