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Creeping Evil

Creature 8 (uncommon) — mindless, ooze, unholy

AnvilShadeLANDVERTICALoozeunholy

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 mo

Source: gatewalkers-bestiary

Perception +11; motion-sense 60 feet
Skills athletics +20, stealth +17
Str
+6
Dex
+0
Con
+6
Int
-4
Wis
+1
Cha
-5
AC 16 Fort +20 Ref +12 Will +13
HP 185
Immunities visual, bleed, critical-hits, mental, precision, unconscious
Resistances physical (except bludgeoning) 10
Weaknesses holy 10
Speed 20 feet, climb 20 feet

Offense

Melee Pseudopod +20, Damage 2d8+9 bludgeoning plus 2d6 void plus Grab

Abilities

Motion Sense — A creeping evil can feel nearby motion through vibration and air movement.
Slithering Strike — 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 (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 (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

WORKS WELL WITH

SniperLANDSniper delivers free damage against grabbed creatures while the Anvil holds them in place.
WeaverLANDWeaver layers debuffs on restrained targets and can amplify the Anvil's durability.
CrasherLANDCrasher capitalises on the off-guard condition from Slithering Strike to burst a key target.

PUNISHES

✖ melee reliance✖ low Will
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Adventure Path: Gatewalkers.

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