Medium Monstrosity, Typically Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 20 (2d8)
Speed
STR
11 (+0)
DEX
18 (+4)
CON
10 (+0)
INT
2 (-4)
WIS
7 (-2)
CHA
2 (-4)
Senses Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Creep. The creeper has advantage on Dexterity (Stealth) checks, and makes no noise while moving.

Camouflage. If the creeper is in a place matching its natural skin tone, a successful DC 10 Wisdom (Perception) check is needed to spot it.

Ailurophobia. Creepers are afraid of cats, and will not go within a 20-foot radius of feline monsters.

Actions

Ignite. The creeper can spend an action to ignite itself, in which it will explode, and damage every living entity in a 15-foot radius, dealing damage depending on how close the entity(ies) were to the creeper. 

5-feet away - 2d10 + 1

10-feet away - 1d10

15-feet away - 1d4 + 1

The creeper must be 5 feet away from a living entity in order to activate this action.

Description

Creepers are plant-like monsters with forever-lasting frowns on their faces. They are hard to see, and try to use the element of surprise in order to kill adventurers. However, there is one drawback - they are killed when they attempt to damage people. When they are killed, there are no bodily remains left. It is currently unknown how they reproduce.

Previous Versions

Name Date Modified Views Adds Version Actions
3/6/2022 11:16:06 PM
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