Feline Phobia. If the creeper sees a cat within 60 feet of itself on the start of its turn, it must make a DC 12 Wisdom saving throw or become frightened until it can no longer see the cat.
Volatile. If the creeper takes fire damage, it immediately uses the detonate action.
Detonate. The creeper explodes, reducing itself to 0 hit points and creating an explosion with a radius of 10 feet. Targets within that radius must make a DC 15 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much on a successful one. A creature wearing a shield and facing the creeper has advantage on this save.
Description
A creature of unknown origin and nature, a creeper exists only to destroy both themselves and any humans they come into contact with. Curiously, they ignore all other forms of life they encounter, entirely placated so long as a human is nowhere to be seen.
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Posted May 4, 2023Worthy of note that I uploaded this before the compendium came out. Probably gonna leave it up, anyway.