electric explosion:
when a Creeper is struck with lightning, it becomes supercharged and deals 2d8 damage instead of the former while also instead of exploding within 15 ft. of the target, it is increased to 20 ft.
Explosion:
when a creeper is within 15 ft. of a target, it spontaneously combusts. dealing 2d6 damage and knocking the targets in the vicinity back 5 ft. the Creeper died when he explodes. (xp is not dropped Apon death if the creeper explodes)
if the adventurers kill the creeper, before it explodes, it can be set on fire to explode it manually
the creeper has quick reaction time and can sense anyone trying to sneak around
Description
the Creeper has a tall and bulky body with a head about a foot bigger than the body, it has 4 thin and pointy spikes for his legs on all 4 sides of his body, the legs zig zag to the ground like a lightning bolt from the sky. its skin has a leathery feel like the skin of a snake. its color is dark green with light green speckled throughout the body
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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