Medium Plant, Neutral Evil
Armor Class 12 Natural armor
Hit Points 18 (3d6 + 9)
Speed 25 ft.
STR
8 (-1)
DEX
14 (+2)
CON
16 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
6 (-2)
Skills Stealth +4
Damage Immunities Lightning
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Charged. If the creeper takes any lightning damage, it becomes charged. While charged, the creeper sheds dim light out to a 20-foot radius, and cannot use its silent stalker or camouflage trait.

Silent Stalker. The creeper's footsteps make no noise, and the creeper has advantage on all stealth checks.

Camouflage. The creeper can attempt to hide, even when it is only lightly obscured by plants or other foliage. 

Lumbering Form. The creeper's limbs are meant only for locomotion. The creeper cannot make any attacks of opportunity.

Ailurophobia. The creeper will become Frightened of any feline creatures, or tabaxi within its line of sight.

Actions

Explosion. The creeper uses its action to explode and spread its spores. Upon taking this action the creeper dies, and its corpse is destroyed. All creatures within a 10-foot radius sphere centered on the creeper must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 14 (4d6) fire damage, taking half on a success.

If the creeper is currently under the effects of its charged trait, an explosion instead deals 21 (6d6) lightning damage.

 

Description

Creepers are a common wandering blight which inhabit and animate humanoid corpses to spread their spores. They sprout long stalks from the bottom of their host's body, and reproduce by exploding with great force, implanting their spores into the bodies of any creatures they kill in the process. While, dangerous and stealthy, creepers are slow and weak monsters, incapable of complex thought or self preservation.

Habitat: ForestGrasslandSwamp

twolegmike

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