Ailurophobe. If the creeper is able to see a feline creature (DMs discretion), it immediately becomes frightened by it.
Combustible. If the creeper takes fire damage, it immediately explodes.
Lightning Absorption. Whenever the creeper is subjected to lightning damage, it takes no damage and gains a number of temporary hit points equal to the lightning damage dealt. It becomes charged, which doubles the radius and damage of its Explode attack.
Siege Monster. The creeper deals double damage to objects and structures.
Explode. When the creeper is within 15 feet of a creature, it may choose to begin exploding as a reaction. It hisses loudly and at the beginning of its next turn, it explodes. It can end this early without exploding, requiring no action, if a creature moves outside of the radius. Any creature within a 20-foot radius sphere centered on the creeper when it explodes must make a DC 12 Dexterity saving throw. On a failure, a creature takes 20 (4d10) thunder damage and is pushed back 10 feet. On a success, a creature takes half damage.
Description
These insidious plants live by one code: destroy. Their leafy bodies contain a ridiculously explosive compound, which launches creeper spores onto everything in the area. Creatures unfortunate enough to meet their end by this explosion slowly have their bodies digested by the spores, which sprout more creepers.
Destructive Instinct. The haunting hiss of the creeper is the stuff of nightmares to the distracted builder. The natural instinct of these creatures tends to cause massive accidental destruction to structures and the surrounding landscape.
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Posted Mar 22, 2025Aw man.