Exposed Fuse. Whenever the Creeper takes Fire damage, the creeper explodes as if it had just used its 'Detonate' action. the explosion is immediate instead of happening at the start of the creeper's next turn.
Grassland Camouflage. Whenever the Creeper stands still, It is indistinguishable from an ordinary bush or plant
Charging. Whenever the creeper would take lightning damage, it instead is absorbed into the creeper, causing a blue aura to surround it. while this aura lasts (20 mins), the range of the creeper's detonate ability is doubled, it does 7d10 fire damage instead of 3d10 and its AC is reduced by 5. if the creeper is already surrounded by the aura, the damage is not absorbed.
Detonate. The creeper lights its fuse, which runs out at the start of its next turn, unless there are no creatures within 15ft of the creeper. when the fuse runs out, the creeper explodes in a 15ft radius sphere. each creature in the area must make a DC13 dex save to half 3d10 [fire] damage and 1d10 [bludgeoning] damage. this attack also kills the Creeper.
Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 1) [bludgeoning] damage.
Description
For some unknown reason, the only purpose a creeper sees in its existence is to destroy the poor life of an adventurer, even if it takes itself with it. Its main strategy is to sneak up on adventurers and detonate its fuse, destroying the adventurer and the creeper with it. Creepers do have a weakness, however. A creeper's fuse is very easy to light, making it efficient for combat, but also making it so that a creeper detonates if it survives any sort of intense heat, such as the firebolt spell.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/20/2023 5:04:33 PM
|
10
|
0
|
--
|
Coming Soon
|
|
|
1/4/2024 10:43:33 PM
|
18
|
2
|
--
|
Coming Soon
|
Comments