
Crawler
Crawler
Medium undead, chaotic evil
- Armor Class 11
- Hit Points 27 (6d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 11 (+0) 3 (-4) 6 (-2) 5 (-3)
- Damage Immunities. poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages understands all languages it spoke in life but can't speak
- Challenge 1/4 (50 XP)
Spider Climb. The crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap. The crawler's long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.
ZED Time. If the crawler suffers a critical hit, the attacker can either make one attack as a bonus action, or move up to half its speed before the end of its turn.
Actions
Rake. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
"I've heard the term creepy crawlies many times. Never has it been more appropriate."
- Pietr the bloodless, aspiring entomologist.
Crawlers, the result of Horzine's experiments combining elements of humanoids, beasts, and insects, could be considered a success.
Crawlers move on all fours, skittering across floors, walls, ceilings, and any other surface they need to in order to position themselves for a leaping strike at their enemies. Unusually fast among Horzine's experiments, they sacrifice raw physical power for manoeuvrability.
Able to leap deceptively far, and appear from unexpected locations, while not particularly threatening, the crawler holds a specific place in the Horzine repertoire as a terrible nuisance.
Created by u/1d6Adventurers for /r/MonsteraDay
Artwork: © Tripwire Interactive