Checking "type" of "Collider" in C#

I have objects of type “Creep” that are colliding into a trigger to be destroyed. At first, I assigned them a tag and used this conditional (which does work):

void OnTriggerEnter(Collider other) {
	if (other.gameObject.tag == "Creep")

But I’ve decided I’d rather check for the type of the object colliding so I don’t have to tag all future objects. I’ve been searching around and tried all of the following methods, none of which have worked:

if (other.GetType().ToString() == "Creep")
if (other.GetType() == Creep)
if (other is Creep)
if (other.GetType() == typeof(Creep))

Is there another way to do this that I’m not aware of? Or should one of these work and perhaps something else is causing the trouble?

other is of Collider type.

The other.GameObject varoab;e is a GameObject type with a component of “Creep” on it. You will need to use GetComponent, otherwise it’s a GameObject that ultimately derives at the bottom from UnityEngine.Object.

You will take a hit using GetComponent, but only you know how much it’s called and whether it will be a real performance hit.

This is the code I ended up using (for anyone who stumbles upon this later down the road):

if (other.gameObject.GetComponent<Creep>())

It checks to see if the object has a component of type Creep (i.e., it has a Creep.cs script attached).

How to check local collider not other???