I was recently asked by someone to come up with my version of a Yellow Musk Creeper and as there is not a lot of monster activity at the moment I thought I would tentatively open up a monster request and discussion thread to see if anyone was interested.
Yellow Musk Creeper
The yellow musk creeper is a plant usually found in the Feywild that attacks any creatures that wander into its reach and attempts to impregnate them with a mind affecting poison that ultimately turn them into yellowish zombie like creatures. The creeper is a large, light green climbing plant with leaves like ivy that conceal a large mass of thick roots beneath. A creeper is usually identified by its sweet entrancing odour and the shape of its bright yellow flowers that seem to sparkle beneath its luscious green leaves.
Depending on how successful a creeper has been it may be found by itself, or in clumps of up to three separate plants. An encounter would usually also contain one to four previously dominated victims of the creeper who may acts to try and lure further victims in. These dominated creatures retain their standard stats but can be identified as being under the influence of the yellow musk creeper by a slight yellow tinge to their skin and green veins in their eyes, possibly a DC15 perception check to notice and a DC20 arcana check to recognise as musk dominate.
Yellow Musk Creeper Level 5 Elite Controller
Large Fey Beast (blind, plant) XP 400
Initiative +2 Senses Perception +7, blindsight 20
HP 124; Bloodied 62
AC 19; Fortitude 18, Reflex 15, Will 16
Immune gaze, poison, push/pull/slide;
Vulnerable 5 fire
Saving Throws +2
Speed 0
Action Points 1
Root Slam (Standard; at-will)
Reach 2; attack +8 vs. AC; 1d6+2 damage; target is pushed 2 squares
Pollen Spray (Move; recharge 

) ♦ poison, charm
Area Burst 2, within 15; does not provoke opportunity attacks; attack +9
vs. Will; 1d4+4 poison damage; on hit target is pulled 5 squares and
immobilised until the end of Creepers next turn
Brain Drain (Standard; at-will) ♦ poison, charm
1 target inside burst 10; attack +10 vs. AC (+12 vs. AC against
immobilised targets); 1d8+4 damage; on hit secondary attack +9 vs.
Fortitude on hit target gains a Musk Point and takes 5 ongoing poison
damage (save ends)
Double Drain (Standard; at-will)
Creeper makes a Brain Drain attack against 2 different targets
Threatening Reach
Creeper has threatening reach (2) with its Root Slam attack
Musk Points
Any creature with Musk Points gains the following effects:
1 Musk Point: target is slowed (no save)
2 Musk Points: target is slowed and takes a -1 penalty to attack rolls (no save)
3 Musk Points: target is slowed, takes a -1 penalty to attack rolls and is
dominated (no save)
An adjacent ally may take a standard action to make a heal check with
the following results 18-22 target loses 1 Musk Point, 23 or more target
loses 2 Musk Points, if the target of the heal check has a bonus to saving
throws vs. Charm effects the healer gains this as a bonus to its roll
Alignment Unaligned
Str 18 (+6) Dex 10 (+2) Wis 10 (+2)
Con 14 (+4) Int 3 (-2) Cha 12 (+3)
edit: added optional rules from idea by Primitive Screwhead
Musk Zombie Optional Rules:
Musk Infestation (level 5 disease)
All creatures who have 1 or more Musk Points at the end of an encounter with a Yellow Musk Creeper develop Musk Infestation at a stage equal to the number of Musk Points they have.
At the end of each encounter starting with the initial encounter (or daily upon waking if the PCs are not involved in strenuous activity) each infected character must make an endurance check, or receive a heal check by an ally (note each PC may only make 1 heal check in this case, and assisting in a heal check is considered that PCs use of the skill).
Endurance Check
15 or less – worsen
16 to 18 – maintain
19 or more – improve
Heal Check
14 or less – worsen
15 to 17 – maintain
18 or more – improve
Disease Track
-1 cured
Target has broken free of the disease
0 dormant
Infected has a slight yellowing of the skin but is otherwise unaffected
+1 infected
Targets skin takes on a definite yellow hue which is more pronounced around the eyes, ears, nostrils and mouth
Target takes a -2 penalty to speed and cannot run
+2 serious infection
In addition to the yellowing of the skin the targets eyes are riddled with green veins which are also visible under the skin around the targets eyes, ears, nostrils and mouth
Target takes a -2 penalty to speed, cannot run, takes a -1 penalty to attack rolls and a -2 penalty to all rolls involving social interaction
+3 consuming infection
In addition to the previous yellowing of skin the green veins become much more pronounced and extensive while the targets eyes become solid mottled green in colour
Target takes a -2 penalty to speed, cannot run, takes a -1 penalty to attack rolls, takes a -5 penalty to social skills (and tries to avoid speaking). Also in this state the infected only goal is to return to the Yellow Musk Creeper (or the place where it died) and try to nurture it back to life, the infected will defend the location or remains of the plant to the death or until the disease loses its hold over them.
I hope you find it interesting.
If anyone has any monsters they want some help with or me to have a go at stating them then please ask away.
Yellow Musk Creeper
The yellow musk creeper is a plant usually found in the Feywild that attacks any creatures that wander into its reach and attempts to impregnate them with a mind affecting poison that ultimately turn them into yellowish zombie like creatures. The creeper is a large, light green climbing plant with leaves like ivy that conceal a large mass of thick roots beneath. A creeper is usually identified by its sweet entrancing odour and the shape of its bright yellow flowers that seem to sparkle beneath its luscious green leaves.
Depending on how successful a creeper has been it may be found by itself, or in clumps of up to three separate plants. An encounter would usually also contain one to four previously dominated victims of the creeper who may acts to try and lure further victims in. These dominated creatures retain their standard stats but can be identified as being under the influence of the yellow musk creeper by a slight yellow tinge to their skin and green veins in their eyes, possibly a DC15 perception check to notice and a DC20 arcana check to recognise as musk dominate.
Yellow Musk Creeper Level 5 Elite Controller
Large Fey Beast (blind, plant) XP 400
Initiative +2 Senses Perception +7, blindsight 20
HP 124; Bloodied 62
AC 19; Fortitude 18, Reflex 15, Will 16
Immune gaze, poison, push/pull/slide;
Vulnerable 5 fire
Saving Throws +2
Speed 0
Action Points 1

Reach 2; attack +8 vs. AC; 1d6+2 damage; target is pushed 2 squares




Area Burst 2, within 15; does not provoke opportunity attacks; attack +9
vs. Will; 1d4+4 poison damage; on hit target is pulled 5 squares and
immobilised until the end of Creepers next turn

1 target inside burst 10; attack +10 vs. AC (+12 vs. AC against
immobilised targets); 1d8+4 damage; on hit secondary attack +9 vs.
Fortitude on hit target gains a Musk Point and takes 5 ongoing poison
damage (save ends)

Creeper makes a Brain Drain attack against 2 different targets
Threatening Reach
Creeper has threatening reach (2) with its Root Slam attack
Musk Points
Any creature with Musk Points gains the following effects:
1 Musk Point: target is slowed (no save)
2 Musk Points: target is slowed and takes a -1 penalty to attack rolls (no save)
3 Musk Points: target is slowed, takes a -1 penalty to attack rolls and is
dominated (no save)
An adjacent ally may take a standard action to make a heal check with
the following results 18-22 target loses 1 Musk Point, 23 or more target
loses 2 Musk Points, if the target of the heal check has a bonus to saving
throws vs. Charm effects the healer gains this as a bonus to its roll
Alignment Unaligned
Str 18 (+6) Dex 10 (+2) Wis 10 (+2)
Con 14 (+4) Int 3 (-2) Cha 12 (+3)
edit: added optional rules from idea by Primitive Screwhead
Musk Zombie Optional Rules:
Musk Infestation (level 5 disease)
All creatures who have 1 or more Musk Points at the end of an encounter with a Yellow Musk Creeper develop Musk Infestation at a stage equal to the number of Musk Points they have.
At the end of each encounter starting with the initial encounter (or daily upon waking if the PCs are not involved in strenuous activity) each infected character must make an endurance check, or receive a heal check by an ally (note each PC may only make 1 heal check in this case, and assisting in a heal check is considered that PCs use of the skill).
Endurance Check
15 or less – worsen
16 to 18 – maintain
19 or more – improve
Heal Check
14 or less – worsen
15 to 17 – maintain
18 or more – improve
Disease Track
-1 cured
Target has broken free of the disease
0 dormant
Infected has a slight yellowing of the skin but is otherwise unaffected
+1 infected
Targets skin takes on a definite yellow hue which is more pronounced around the eyes, ears, nostrils and mouth
Target takes a -2 penalty to speed and cannot run
+2 serious infection
In addition to the yellowing of the skin the targets eyes are riddled with green veins which are also visible under the skin around the targets eyes, ears, nostrils and mouth
Target takes a -2 penalty to speed, cannot run, takes a -1 penalty to attack rolls and a -2 penalty to all rolls involving social interaction
+3 consuming infection
In addition to the previous yellowing of skin the green veins become much more pronounced and extensive while the targets eyes become solid mottled green in colour
Target takes a -2 penalty to speed, cannot run, takes a -1 penalty to attack rolls, takes a -5 penalty to social skills (and tries to avoid speaking). Also in this state the infected only goal is to return to the Yellow Musk Creeper (or the place where it died) and try to nurture it back to life, the infected will defend the location or remains of the plant to the death or until the disease loses its hold over them.
I hope you find it interesting.
If anyone has any monsters they want some help with or me to have a go at stating them then please ask away.
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