Medium Monstrosity
Armor Class 13 Natural armor
Hit Points 9 (2d8)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
10 (+0)
INT
3 (-4)
WIS
10 (+0)
CHA
5 (-3)
Skills Stealth +7
Senses Darkvision 60ft, Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Charged. If the creeper takes lightning damage and survives, it becomes charged. If charged when it explodes, the damage dealt is doubled

Silent Steps. The creeper's footsteps make no sound, regardless of the surface it is moving across. The creeper also has advantage on Dexterity (Stealth) checks that rely on moving silently

Actions

Explode. The creeper may use this action to ignite itself and explode at the start of its next turn as long as its intended target is still within range. The explosion kills the creeper and inflicts bludgeoning damage upon any creature or object within a certain radius. The damage inflicted depends upon how close the creature or object was to the explosion

1-5ft = 4d6 + 3

10ft = 3d6 + 3

15ft = 2d6 + 3

A creature may attempt a DC 13 Dexterity saving throw to instead take half damage.

Description

Creeper, aw man

 
itsmia2401

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