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Creep

Tiny aberration, neutral evil

Armor Class 10
Hit points 2 (1d4)
Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Condition Immunities blinded, deafened, prone
Senses tremorsense 60 ft., passive Perception 10
Languages Understands Common but can’t speak
Challenge 1/4 (50 XP)

Special Traits

  • Astral Nature. The creep does not breathe or sleep.
  • Detect Sentience. The creep can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Hive Mind. The creep is immune to the charmed and frightened conditions while within 30 feet of at least one other creep. Standing Leap. The creep’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Actions

  • Burrow. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the creep attaches to the target. While attached, the creep doesn’t attack. Instead, at the start of each of the creep’s turns, the target loses 3 (1d6) hit points as it burrows into the host. The creep can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the creep. Applying fire to the bite wound before the end of the target’s next turn deals 1 fire damage to the target and kills the creep. After this time, the creep is too far under the skin to be burned. If a target infested by creeps ends its turn with 0 hit points, it dies as the creep burrow into its brain. Any effect that cures disease kills all creeps infesting the target. A humanoid that dies from this damage rises 10 minutes later as a creep zombie.

About

Creeps are 1-inch long alien vermin from the Astral plane. They are a known throughout the universe as a horrible plague, except on Earth, where they are generally ignored until zombies start popping up.

Creeps immediately head for the brain of any victim and attempt to inhabit it so they can breed. They are also capable of animating corpses in this fashion – they have a short life cycle, approximately 24 hours. They take over the brain’s functions, turning the victim into a creep zombie with the sole purpose of spreading its contagion by spitting creeps into other bodies.

Section 15: Copyright Notice
5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.