Crepit
Crepits are disembodied and reanimated humanoid limbs. Whether a whole arm or leg, or a smaller part of one, Crepits are usually created when a mage is experimenting with necromancy or animation magic (such as that needed to create a golem) but has not yet met with much success. Much like fungi, Crepits feed on decomposing matter, so they will continually seek out living creatures and bludgeon them to death if left to their own devices.
Crepit | |||||
|---|---|---|---|---|---|
| Monster Level: 1 | |||||
| Tiny. Abominable Undead | |||||
| STR | DEX | END | AWR | INT | CHA |
| -4 | 3 | 0 | 0 | -2 | -2 |
| Ref: 13 | Fort: 10 | Ant: 10 | Log: 8 | Will: 8 | |
| Armor Rating 13 | Resist Occult 3 | ||||
| Hit Points 10 | Vulnerable Radiant 2 | ||||
| Speed 15 ft, Climb 15 ft | Traits Immutable | ||||
| Features | |||||
| Creeping Horror. The Crepit can move up to 10 ft every round without needing to expend an action. | |||||
| Actions | |||||
The Crepit can MOVE and take ONE of the following action. | |||||
| Move. The Crepit moves up to its speed.
Scratch. Reach 5ft Natural Weapon. +3 vs AR. Hit: 6 (1d6+3) physical. | |||||
OR the Crepit can take the following action. | |||||
| Strangle. Reach 5ft Natural Weapon. +3 vs FORT. Hit: 6 (1d6+3) blunt, and target gains the Grappled (escape 13) and Suffocating conditions. While causing a target to suffocate, the Crepit gains +3 cover, cannot move, and cannot attack. When the target escapes the Grapple, it also ends the Suffocating condition. | |||||