An ancient, winged demon that emerges every 23rd spring for a 23-day feeding spree, The Creeper translates cleanly into the Cepheus Engine as a deadly, supernatural Apex Predator.
The Creeper
An immortal, flying horror that wears tattered human clothing (a wide-brimmed hat and trench coat) to pass for human at a distance.
UPP: 9C9561 (Str 9, Dex C, End 9, Int 5, Edu 6, Soc 1)
Attributes: Strength 9 (+1), Dexterity 12 (+2), Endurance 9 (+1),
Intelligence 5 (-1), Education 6 (+0), Social 1 (-2)
Skills:
Athletics (dexterity) 2, Melee (unarmed) 3, Melee (blade) 2,
Athletics (flyer) 3, Recon 3, Stealth 2, Survival 2,
Drive (wheel) 2, Gunsmithing/Craft 2, Demolitions 1
Armor: 6 (Leathery hide / supernatural resistance)
Movement: 9m (Ground), 24m (Flight)
Attacks:
* Claws/Talons: 3D6 Slashing
* Bone Shurikens / Knives: 2D6 Piercing (Range: 15m)
* Heavy Battle Axe: 4D6 Slashing
Special Abilities & Traits
Fear Scenting: The Creeper features extra nostrils that allow it to smell the adrenaline and terror of potential victims.
Characters who fail a Morale / Endurance check during an encounter suffer a -2 DM on all Stealth checks against the Creeper. It selectively targets victims who possess body parts it needs. Visceral Assimilation (Grafting): Upon devouring an intact organ or limb from a recently slain human, the Creeper completely regenerates its own matching organ within 1D6 rounds.
This restores 2D6 points to a damaged physical attribute (Str, Dex, or End) or instantly regrows missing limbs, eyes, or organs. Relentless Durability: Hits that drop an attribute to zero do not kill the Creeper. It continues operating until all three physical attributes (Str, Dex, End) are reduced to 0. Even if dismembered or decapitated, it remains functionally active for 1D6 rounds in a frenzy to grab and consume a replacement body part.
Bone Crafting: It crafts reusable, deadly throwing daggers, bone shurikens, and vehicle traps using the bone and sinew of past victims.
Encounter Behaviour & Tactics
Intimidation & Selection: The Creeper aggressively drives its armored vehicle to run targets off isolated roads, gauging their fear before committing to combat.
Ambush & Swoop: It uses its wings to drop from high perches, snatching target individuals and airlifting them away to isolate them from their squad.
Hibernation Cycle: The Creeper only hunts for 23 days every 23 years.
If the 23rd day expires mid-combat, it collapses into a hard catatonic hibernation, becoming immune to conventional damage until the next 23-year cycle begins.
The Creeper's COE Truck
A heavily modified, custom-armored 1941 Chevrolet Chevrolet/GMC COE (Cab Over Engine) delivery truck. Visually, it resembles a rusted junker bearing the license plate "BEATNGU", but beneath the rust lies an engine that accelerates like a modern muscle car and body panels reinforced with thick, bulletproof steel plate.
Vehicle: Armored COE Delivery Truck
Scale: Vehicle / Ground (Wheeled)
Speed (Max / Cruise): 160 km/h / 110 km/h
Armor: 18 (Heavy Steel Plating & Reinforced Undercarriage)
Structure: 35
Passage: 1 Driver (The Creeper) + 2 Cargo Passengers / Captives
Sensors: None (Standard headlights only)
Equipment: Custom Supercharged V8 Engine, Cow Catcher, Rear Harpoon/Winch
Custom Truck Features & Modifications
Supercharged Pursuit Acceleration: Despite its heavy steel armor, the truck gains a +2 DM to all Drive (wheel) checks made during high-speed chases or ramming maneuvers.
Heavy Cow Catcher & Reinforced Bumper: Designed specifically for PIT maneuvers and broadside ramming.
Ramming Damage: Deals 5D6 Vehicle Scale damage (or 5D6 x 10 Personal Scale damage) to target vehicles. The Creeper’s vehicle ignores the first 10 points of counter-ramming structural damage.
Rear Cargo Containment: The rear cargo bay is lined with reinforced steel, internal locks, and flesh hooks. Breaking out from the inside requires a Formidable (14+) Strength check or specialized heavy cutting tools.
Supernatural Intimidation: When the truck approaches at top speed while sounding its loud horn, all human drivers in target vehicles must make an immediate Routine (8+) Endurance or Willpower check or suffer a -2 DM on their next Drive skill check due to panic.
Vehicle Traps & Defenses
The Creeper utilizes handcrafted, visceral traps designed to immobilize fleeing vehicles and disable rescuers.
1. Bone-Spike Caltrops
Whittled from human thigh bones and teeth, these caltrops are deployed from the rear bed of the truck to blow out tires.
Trigger: Deployed in a 5-meter broad area across a roadway during a chase.
Effect: Driving through the zone forces a Difficult (10+) Drive (wheel) check.
Failure: 1D4 tires are instantly shredded. The target vehicle’s Speed drops to Crawl (max 20 km/h), and all future steering checks suffer a -4 DM.
Critical Failure: The target vehicle loses control, crashes, and suffers 3D6 Vehicle Scale rollover damage.
2. Custom Bone-Fletched Harpoon & Winch
A heavy spear welded to a high-tensile steel cable, fired from the rear or passenger window using a pneumatic launcher.
Range: 30 meters
Attack: Ranged (heavy weapons) 2
Damage: 2D6 Vehicle Scale damage
Special Rule (Vehicle Tethers): On a successful hit, the harpoon embeds into the target's frame or trunk. The Creeper can lock the heavy winch:
Towing / Dragging: The Creeper makes an Opposed Drive (wheel) check. If the Creeper wins, he can pull the target vehicle to a complete halt or force it to jackknife.
Boarding Action: The Creeper can lock the winch and climb the cable at normal flying/climbing speed to board the roof of the target vehicle while both are in motion.
3. Tailgate Shrapnel Trap
A spring-loaded hatch in the rear doors that releases rusty nails, metal scraps, and sharp bone fragments directly into the windshield of a trailing vehicle.
Range: 10 meters (directly behind the truck)
Effect: Drivers in trailing vehicles must make a Difficult (10+) Drive (wheel) check.
Failure: The windshield shatters, dealing 2D6 Personal Scale Piercing damage to the driver and front-seat passenger, and imparting a -3 DM to visibility-based Drive checks for the remainder of the chase.
This d100 random encounter table is designed for rural highways, desolate county roads, and isolated rest stops during the Creeper's 23-day feeding cycle. Roll 1d100 every 4 to 6 hours of travel, or whenever PCs make significant noise or pull over in remote areas.
d100 Rural Highway Encounter Table: The 23-Day Hunt
| d100 | Encounter Description | Mechanized / Narrative Impact |
| 01–05 | Ghostly Radio Broadcast. The vehicle radio bursts into life with distorted 1930s big-band music ("Jeepers Creepers"). | Signal interference causes a -1 DM to all electronic communication checks for 1 hour. |
| 06–10 | Carrion Crow Swarm. Hundreds of crows blanket a roadside fence, falling dead-silent as the party passes. | Recon 1+ check: Spotting a freshly severed human hand wired into a scarecrow’s arm. |
| 11–15 | Abandoned State Patrol Cruiser. A highway patrol car sits on the shoulder with its engine idling, doors open, and driver's seat soaked in blood. | Loot: Shotgun (2D6 damage) with 6 shells, functional radio, and standard police kit. |
| 16–20 | Stranded Motorists. A family or couple stands by a car with blown-out tires. | They were run off the road by a "black COE truck" 20 minutes ago. One passenger is hyperventilating in terror. |
| 21–25 | Roadside Billboard Warning. A rusted billboard painted with crude, dried-blood lettering reading: "HE SMELLS YOUR FEAR". | Drivers passing must make a Routine (8+) Willpower check or lose 1 point of temporary Morale. |
| 26–30 | Caltrop Field. Bone-spike caltrops litter a dark stretch of asphalt ahead. | Difficult (10+) Drive (wheel) check: Avoid tire destruction. Failure shreds 1d4 tires instantly. |
| 31–35 | The Distant Horn. A loud, multi-ton truck horn echoes across the farmland miles away, followed by absolute silence. | Builds tension; the Creeper is currently hunting another prey pool nearby. |
| 36–40 | Flesh-Wrapped Package. A bloody canvas bundle drops from above onto the party vehicle's hood while driving under an overpass. | Contains a human torso wrapped in barbed wire. Triggers immediate Morale / Endurance check. |
| 41–45 | Roadblock / Local Posse. Paranoid local farmers and a deputy have set up a tractor roadblock with hunting rifles. | Requires a Social (persuasion) 1+ check to prevent a tense standoff or accidental shootout. |
| 46–50 | Abandoned Church / Pipe Organ Echoes. An overgrown church off the highway leaks distant, haunting organ music. | Lair/Clue: A secondary roost containing 1d6 decaying bodies suspended from the ceiling rafters. |
| 51–55 | Tailgating Headlights. High beams appear suddenly in the rearview mirror, hovering less than a meter behind the PCs' bumper. | It's a panicked local driver fleeing the Creeper. A Drive check is needed to avoid a rear-end collision. |
| 56–60 | Decoy Body on the Road. What looks like a unconscious teenager lies in the center of the lane. | Ambush: Stopping to investigate allows the Creeper to drop from a treetop onto the vehicle roof. |
| 61–65 | Burning Wreckage. A pickup truck burns in the ditch. The driver’s side door has been torn off its hinges with supernatural force. | Survival/Recon check: Tracks reveal the driver was dragged into the cornfields on foot. |
| 66–70 | Shuriken Strike. A bone-crafted throwing star flies from the tree line and shatters a passenger side window. | Targets a random passenger (2D6 Piercing damage). Vehicle speed increases require a Drive check. |
| 71–75 | Spiked Road Hazard. A tree trunk has been pushed across the two-lane road, forcing the vehicle to stop. | Tactical Hazard: The Creeper watches from 50m out, smelling for the most terrified passenger. |
| 76–80 | The COE Truck Appears (High-Speed Chase). The rusted 1941 COE truck roaring down the highway directly toward the party head-on. | Enters high-speed chase/ramming combat (5D6 Vehicle Scale ram damage if head-on collision occurs). |
| 81–85 | Mid-Air Swoop Attack. The Creeper swoops down from above, latching onto the roof of the party's moving vehicle. | The Creeper attempts to peel back the vehicle roof plate (requires Str check or heavy melee weapon to dislodge). |
| 86–90 | Targeted Abduction. The Creeper smashes through a window, grabs the most terrified PC/NPC (lowest Willpower/Endurance), and attempts to airlift them away. | Contested Str/Athletics check: Break free before the Creeper reaches 20m altitude. |
| 91–95 | The Factory / Dungeon Roost. The party discovers the Creeper's primary processing lair (an abandoned Creeper-owned meatpacking plant or church cellar). | Contains 2d6 victims sewn into walls, unique bone weapons, and the Creeper's workshop. |
| 96–99 | Full Apex Assault. The Creeper utilizes its COE truck, harpoon winch, and winged flight simultaneously in an all-out effort to claim body parts. | Boss Encounter: The Creeper fights until it regrows a missing organ or takes 20+ damage. |
| 100 | The 23rd Day Countdown. The Creeper enters the final hours of its 23-day cycle, hunting with frantic, unhinged lethality. | Special Rule: The Creeper gets 2 actions per round, but collapses into dormant stone-like hibernation at midnight. |
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