Hangman Creeper

Huge plant, unaligned

Armor Class 14 (natural armor)
Hit Points 144 (17d10 + 51)
Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 3 (-4) 10 (+0) 3 (-4)

Condition Immunities blinded, deafened, prone
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • False Appearance. While the creeper remains motionless, it is indistinguishable from an ordinary tangle of vines.
  • Reaching Vines. The creeper can have up to four vines at a time. Each vine can be attacked (AC 16; 10 hit points; resistance to bludgeoning and piercing damage). Destroying a vine deals no damage to the creeper, which regrows any severed vines at the beginning of its next turn. A vine can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. If a vine is destroyed while it has a creature grappled, the grapple ends.

ACTIONS

  • Multiattack. The creeper makes four attacks with its choking vines and one with its bite. If it has a creature grappled, it can replace its bite attack with its swallow.
  • Choking Vine. Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15) and lifted 10 ft. into the air. Until the grapple ends, the target cannot breathe, speak, or cast spells that require verbal components, and the creeper can’t use the same vine on another target. A creature grappled in this way must succeed on a DC 15 Constitution saving throw at the start of its next turn or run out of breath and begin to suffocate.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target grappled by the creeper. Hit: 20 (3d10 + 4) piercing damage.
  • Swallow. The creeper makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the creeper, and it takes 21 (6d6) acid damage at the start of each of the creeper’s turns. If the creeper takes 20 damage or more on a single turn from a creature inside it, the creeper must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 ft. of it. If the creeper dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

BONUS ACTIONS

  • Relentless Draw. On its turn, the creeper can use a bonus action to pull each creature grappled by it up to 30 ft. straight toward it.
Section 15: Copyright Notice

The Gates of the Shadowmage © 2020, The Eldritch Press; Authors Fletcher Haug and Guy Corey

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