Armor Class
13
(Natural Armor)
Hit Points
39
(6d8 + 12)
Speed
30 ft., Climb 30 ft.
STR
10
(+0)
DEX
17
(+3)
CON
15
(+2)
INT
9
(-1)
WIS
11
(+0)
CHA
11
(+0)
Skills
Stealth +9
Senses
Darkvision 60 ft., Passive Perception 10
Languages
--
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Natural Camouflage. The creeper has advantage on Stealth checks made in forests.
Actions
Detonate. If the creeper is within 15 ft. of an enemy, it blows up, reducing itself to 0 hit points. All creatures in a 20 ft. radius of the creeper must succeed on a DC ## Dexterity save, taking 36 (8d8) force damage on a fail, or half as much on a success. Characters do not receive xp if the creeper dies in this way.
Reactions
Light the Fuse. If the creeper takes fire damage, it immediately takes it detonate action.
Description
A creeper is a green monster that blends into its surroundings and moves silently. When enemies come to close to it, it will blow itself up in an attempt to take out its enemies at the same time.
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