Charged. If the Creeper takes lightning damage and survives it becomes charged, if charged when it explodes, the damage is doubled
Silent Steps. the Creeper's footsteps make no sound regardless of the surface it's moving across. the Creeper also has advantages on stealth checks
Explode. The Creeper takes this action to ignite itself and will explode at the start of its next turn if the target is still within range. explosion kills the Creeper and does bludgeoning damage to all creatures and objects in range, damage depends on how close the target is to the explosion:
1-5 ft: 4d6 +3
6-10 ft: 3d6 +3
11-15 ft: 2d6 +3
a creature may attempt a DC 13 Dexterity saving throw to take half the damage
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
An experiment that has gone wrong to make an artificial pig
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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