Designtober 30 - Jeeper Creeper

Jeeper Creeper.png

JEEPER CREEPER

A terrifying monster that awakens every 23 springs for 23 days to feed on the flesh of man. It strikes fear into all that it comes near, preferring to eat victims who are the most afraid. It needs to eat mortal flesh and ingest their bodies because its own body, while immortal, decays over time and worn out limbs and organs must be replaced every few years. It is capable of bringing itself back from the brink of death by devouring other creatures and enjoys nothing more than slowly stalking its victims to gain the body parts is covets the most. After a 23 day killing spree it will retire to its underground cavern where it lays dormant until its body once again begins to atrophy and it must start the hunt anew.

 JEEPER CREEPER                                 CREATURE 16

RARE LE LARGE ABERRATION

Perception +30; darkvision, fearsense (precise) 120 feet

Skills Acrobatics +33, Athletics +29, Medicine +28, Intimidate +28, Stealth +34

Str +8, Dex +9, Con +6, Int +5, Wis +7, Cha +4

Fearsense (divination, occult) The jeeper creature chooses its victims through fear and can taste fear in the air. It can sense any creature with a frightened or fleeing condition within the listed range.

AC 41; Fort +27, Ref +31, Will +28

HP 240, negative healing; Immunities death effects, disease, paralyzed, poison Resistances bludgeoning 15, piercing 15 Weaknesses slashing 15

Attack of Opportunity (reaction)

Frightful Presence (aura, emotion, fear, mental) 120 feet, DC 36

Stolen Parts When the jeeper creeper is dealt damage from a critical Strike, one of its stolen appendages is destroyed by the blow. The GM must roll a d6. 1. The jeeper creeper is not seriously wounded. 2. The blow destroys the jeeper creepers sight and it is permanently given the blind condition. 3. The blow damages a leg, the jeeper creeper’s movement speed is reduced to 10 feet. 4. The blow damages the jeeper creeper’s wing, it loses it fly speed. 5. The blow damages the creatures arm, it loses its surgical claw ability. 6. The blow damages the jeeper creeper’s stolen organs, the jeeper creeper gains 10 persistent bleed damage.

Speed 30 feet; fly 60 feet

Melee (single action) claw +28 (agile, reach 10 feet, fatal d12), Damage 3d8+18 slashing plus 5 persistent bleed damage

Melee (single action) wing +32, Damage 3d6+15 slashing plus grab

Ranged (single action) bladed bone +30 (agile, magic, range increment 40 feet), Damage 3d10+15 piercing

Feed on Flesh (single action) (occult, necromancy, manipulate) Requirements The jeeper creeper has grabbed another creature. Effect The jeeper creeper attempts to heal itself by ingesting a creature’s body. The jeeper creeper makes a claw strike against the target, if successful the target must succeed on a DC 36 Fortitude save or the Jeeper Creeper heals HP for as much damage as it dealt.

Replace Bodypart (two actions)(occult, necromancy) Requirements The jeeper creeper has grabbed a humanoid creature. Effect The jeeper creeper replaces some of its body parts with its victim’s body parts. The jeeper creeper makes a +31 attack against the targets Fortitude DC. If successful the jeeper creeper may replace its own abilities with the targets own abilities. The defending creature must succeed on a DC 36 Fortitude save or die immediately, on a success the penalty placed on the creature is based on what body part the jeeper creeper chooses to take. The jeeper creeper may choose to take movement speed, the target permanently gains the prone codition. The jeeper creeper may take the target’s senses, the target permanently gains the deaf and/or blind conditions. The jeeper creeper may choose to take a melee strike such as horn or jaws, changing the kind of damage its strikes cause, the target permanently loses access to those Strikes. The jeeper creeper may choose to restore its fly speed, the target gains the drained 6 and 15 persistent bleed damage conditions.

Sneak Attack The jeeper creeper deals 3d6 extra precision damage to flat-footed creatures.

Surprise Attacker On the first round of combat, creatures that haven’t acted yet are flat-footed against the jeeper creeper.