Creeping Evil

Level 8
Creature· mindlessUncommonMediumRemaster
AC 16
HP 185
Speed 20 ft.
Fort +20
Ref +12
Will +13
Perc +11
Size Medium
Uncommon
Immunities visual, bleed, critical hits, mental, precision, unconscious
Resistances physical 10 (except bludgeoning)
Weaknesses holy 10
Senses motion-sense 60 ft.
Speeds 20 ft., climb 20 ft.
Skills athletics +20, stealth +17
Recall Knowledge occultism or religion DC 26

Attacks

Melee Pseudopod +20/+15/+10
Damage: 2d8+9 bludgeoning + 2d6 void
Effect: grab

Abilities

Motion Senseinteraction

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

Slithering Strike◆◆offensive

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◆◆offensive(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 Volumeoffensive(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.

Graboffensive

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 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.

Description

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.