Tiny Construct, Typically Neutral Evil
Armor Class 13 (natural armor)
Hit Points 4 (1d4 + 2)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
3 (-4)
Skills Perception +3, Stealth +4
Damage Immunities Lightning
Condition Immunities Exhaustion
Senses Darkvision 60 ft., Passive Perception 13
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Bizarre Physiology. The creeper capsule can’t take actions except for Dash, Disengage, Hide, and Search. It can’t take bonus actions or reactions.

Creeper Shatter . When a creeper capsule drops to 0 hit points from a charged creeper capsule’s shattering (see the Destruction trait), it dissolves into nothing.

Destruction. When it ends its turn within 10 feet of a Humanoid that it can see, the creeper capsule stops moving and emits a hiss loud enough to be heard by creatures within 30 feet of itself.

If the creeper capsule drops to 0 hit points before the start of its next turn, the hissing stops, and the creeper capsule dies. Otherwise, at the start of the creeper capsule’s next turn, one of following things happens:

  • If there are no Humanoids within 10 feet of the hissing creeper capsule, it stops hissing. It then uses any available movement to approach the nearest Humanoid it can see.
  • If there are one or more Humanoids within 10 feet of the hissing creeper, the creeper shatters into a cloud of gas that fills a 20-foot-radius sphere centered on itself. This gas spreads around corners. The creeper capsule is destroyed, and every other creature in the gas cloud's area must make a DC 12 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. Increase this damage by 7 (2d6) if the creeper capsule is charged (see “Electrical Charge” below). Objects in the area that aren’t being worn or carried take 14 (4d6) necrotic damage, or 21 (6d6) necrotic damage if the creeper capsule is charged.
  • Electrical Charge. Whenever the creeper capsule is subjected to lightning damage, it takes no damage and instead becomes charged for 1 minute. While charged, the creeper capsule emits dim blue light in a 5-foot radius.

 

Description

Creeper Capsules are hovering green diamonds imbued with the power of a creeper. Instead of exploding, they shatter in a cloud of deadly necrotic gas.

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