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Creeping EvilCreature 8


UncommonMediumMindlessOozeUnholy
Source Pathfinder Adventure Path: Gatewalkers
Perception +11 (motion sense (precise) 60 feet)
Languages none
Skills Athletics +20, Stealth +17
Str +6, Dex +0, Con +6, Int -4, Wis +1, Cha -5

AC 16; Fort +20; Reflex +12; Will +13;
HP 185
Speed 20 feet (climb 20 feet)
Immunities visual, bleed, critical hits, mental, precision, unconscious
Weaknesses Holy 10
Resistances Physical 10

Pseudopod One Action +20 (+15, +10) to hit 2d8+9 Bludgeoning

Motion Sense

A creeping evil can feel nearby motion through vibration and air movement.

Slithering Strike Two Actions

The creeping evil Strides twice, then makes a pseudopod Strike. The target is Off-Guard against this Strike unless it has seen a Slithering Strike before.

Stir Doubts Two Actions (concentrate, emotion, fear, mental)

The creeping evil reaches psychically into a creature's innermost thoughts, taking hold of that creature's insecurities and bringing them to front of mind. One creature Grabbed or Restrained by the creeping evil takes 4d8 mental damage (DC 28 will save). A creature that fails the save is also Frightened 1 (or Frightened 2 on a critical failure).

Variable Volume One Action (concentrate, move)

The creeping evil squeezes itself into a container or other space large enough to fit a Tiny creature. It can exit the container by taking this action again, immediately returning to its normal size. If creatures or objects would occupy the creeping evil's space, it automatically pushes those creatures and objects out of the way to fill a space.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Religious philosophers have noted that while the virtuous are often filled with a righteous conviction that inures them from hopelessness and fear, the wicked are beset by constant doubt, driving them to commit even greater atrocities in an effort to stave off their insecurities. Sometimes, when this cycle reaches a crisis point, persistent doubt can even break from the psyche that created it, adopting a physical form known as a creeping evil.

While demons, devils, and other fiends are those most likely to spawn a creeping evil, a mortal tyrant gripped by constant fear of rebellion or a murderer compelled to kill again in order to cover up their previous crimes can manifest one as well. Often, a creeping evil will linger near the creature that created it, sparing their life but lurking in the shadows as a constant reminder of their failures. Only when the creature summons their courage and finally confronts their fear head-on does the creeping evil turn on them. Other creeping evils abandon their creators as soon as they spawn, slithering down lightless alleyways or into abandoned sewer tunnels to search for new souls to corrupt.

Though its body has the consistency of flowing tar, a creeping evil's predator-like cunning and unnatural ability to vary its volume at a whim set it apart from the living oozes often encountered by adventurers.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Ooze

Oozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.