Creeper swarmscuttling insects with an insatiable hunger for flesh
Diminutive Vermin (swarm) Hit Dice: 2d6+2 Initiative: +3 (+3 dexterity) Speed: 40 ft, burrow 5ft AC: 20 (+3 dexterity, +6 size, +1 natural) Base Attack/Grapple: +0/+0 Attack: swarm (2d6+burrow) Full Attack: swarm (2d6+burrow) Space/Reach: 10 ft/0 ft Special Attacks: burrow Special Qualities: immunity to weapon damage, swarm traits Saves: Fort:+4 Will:+3 Ref:+2
Abilities: Str:4 Dex:16 Con:14 Int:-- Wis:2 Chr:2 Skills: none Feats: none
Environment: ruins, underground, warm forests, warm deserts Orgranisation: swarm(1 swarm), rot (2-3 swarms+1-2 centipede swarms) , infestation (13-20 swarms+8 centipede swarms CR: 4 Treasure: none Alignment: always nuetral Advancement: -- Level Adjustment: -- burrow (ex): creepers burrow beneath the flesh of their victims, laying eggs and eating the flesh of their host from the inside out. Creatures taking damage from a creeper swarm must make a DC 32 Fortitude save or suffer the following effects until healed by a DC 20 heal check. If the heal check fails, the afflicted charachter takes 1d20 damage and the check DC for repeat heal attempts increases by 4. Even if the check is successful, the afflicted charachter takes 1d10 damage from the acids required to kill the bugs. Without these acids (all commonly available, costing 1gp, charachters with healing kits are assumed to have sufficent quantities for many uses) the check DC is increased to 32, and there is a 50% chance that leftover eggs hatch 24 hours after the check is successful and the symptoms resume:
1d6 damage per round
DC 20 Will save or lose all spells
3 Dexterity damage per hour
1 Strength damage per hour
Creepers look like small, scuttling, green beetles with a metallic sheen. They emit a scraping noise as the scuttle or burrow. They have no wings and cannot fly. Creeper eggs are small and white, resembling grains of rice. Creepers remain in their larval state (harmless, but disgusting and rather large, maggots) for 2-3 days before metamorphisizing into adults. Adult creepers do not grow, but can live for 20-30 years, giving birth to thousands of baby creepers each year. Because of their rapid birth rate and long lifespan, creeper infestations can pose a very large threat to human settlements and livestock. Creepers tend to remain near their nest (usually an abandoned room) except when foraging for food. Adult creepers cannot eat bones, but larval creepers can. The area near a creeper infestation is rife with natural traps caused by the creepers' burrowing. The ground is often unstable and will collapse when stepped on, dropping startled adventurers onto the creepers beneath. Ceilings and tree branches are often left barely suspended in the air, ready to collapse at the slightest vibration. Treasure often is interspersed with creeper eggs, giving those who would claim it an unwelcome suprise. While the creepers themselves are unintelligent, these traps have a habit of going off at the worst possible time if undetected. Creeper traps require a DC 10 detect trap check to discover and a DC 25 disable device check to disable without alerting the creepers inside. Obviously, if the adventurers do not mind fighting creepers, they could just trigger the traps from a distance. Eggs interspersed with treasure require a DC 22 knowledge(nature) check to identify.
Author: AlienKittyInc |