Page 238 - Tomb of Annihilation
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dead offal. H the zombie is destroyed before the creeper
YELLOW MUSK C REEPER AND Z OMBIE
emerges, the creeper withers and dies.
A yellow musk creeper is an unholy vine whose flowers Small Yellow Musk Zombies. A Medium humanoid
resemble an orchid's. Bright yellow with splashes of transformed into a yellow musk zombie uses the stat
purple, these flowers expel a musk that attracts prey. block presented in this section. A Small humanoid
A yellow musk creeper clings to walls, pillars, grave- transformed into a yellow musk zombie becomes a
stones, door frames, or statuary in shadowy locations, Small undead with 27 (6d6 + 6) hit points, but otherwise
remaining motionless until it strikes. has the same statisticsg.
Humanoid Hosts. A yellow musk creeper destroys
the minds of humanoids, then implants bulbs in those
it kills. Twenty-four hours after being implanted, a
bulb sprouts a creeper vine that magically animates
the host corpse, turning it into a yellow musk zombie
under the young vine's control. In addition to protect-
ing the defenseless plant, the zombie acts as fertilizer
for the young creeper vine, which grows to full size in
seven days. Once it is fully grown, the new yellow musk
creeper becomes mobile and bursts from its zombie
host, whereupon the zombie collapses into a mound of
YELLOW MUSK CREEPER
Medium plant, unaligned
Armor Class 6
Hit Points 60 {lld8 + 11)
Speed S ft., climb S ft.
STR DEX CON INT WIS CHA
12 (+l) 3 (- 4) 12{+1) l {-5) 10 {+O) 3 {-4)
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
languages-
Challenge 2 (450 XP) ..
False Appearance. While the creeper remains motionless, it is YELLOW MUSK
Indistinguishable from an ordinary flowering vine. CREEPER llNO ZOMBIE
Regeneration. The creeper regains 10 hit points at the start of
its turn. If the creeper takes tire, necrotic, or radiant damage, YELLOW MUSK ZOMBIE
this trait doesn't fu nction at the start of its next turn. The
Medium undead, unaligned
creeper dies only if it starts its turn with 0 hit points and
doesn't regenerate.
Armor Class 9
Hit Points 33 (Gd& + 6)
ACTIONS
Speed 20 ft.
Touch. Melee Weapon Attack: +3 to hit, reach S ft., one creature.
Hit: 13 (3d8) psychic damage. If the target is a humanoid that STR DEX CON INT WIS CHA
drops to 0 hit points as a result of this damage, it dies and is 13 (+l) 9 (- 1) 12 (+l ) l (-5) 6 (- 2) 3 (- 4)
implanted with a yellow musk creeper bulb. Unless the bulb is
destroyed, the corpse animates as a yellow musk zombie after Condition Immunities charmed, exhaustion
being dead for 24 hours. The bulb is destroyed if the creature is Senses !:>lindsight 30 ft., passive Perception 8
raised from the dead before it can transform into a yellow musk Languages-
zombie, or if the corpse is targeted by a remove curse spell or Challenge 1/4 (SO XP)
similar magic before it animates.
Undead Fortitude. If damage reduces the zombie to 0 hit
Yellow Musk (3/Day). The creeper's flowers release a strong
musk that targets all humanoids within 30 feet of it. Each target points, it must make a Constitution saving throw with a DC of 5
+the damage taken, unless the damage is fire or from a critical
must succeed on a DC 11 Wisdom saving throw or be charmed
hit. On a success, the zombie drops to l hit point instead.
bythe creeper for 1 minute. A creature charmed ln this way
does nothing on its turn except move as close as it can to the
ACTIONS
creeper. A creature charmed by the creeper can repeat the sav-
ing throw at the end of each of its turns, ending the effect on Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
itself on a success. Hit: S (ld8 + 1) bludgeoning damage.
APPENDIX D I MONSTERS AND NPCS
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