Explosiveness. If a creeper is within 30ft of a creature, it will charge for 1 round and then explode, dealing 3d4 damage within 5 ft of itself. This damages decreases by 1d4 every 10 feet. This also blows up any blocks nearby that are breakable up to an iron pickaxe.
Knockback. Upon being hit, the creeper is knocked back 5 ft. This knockback can increase with enchantments.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Creeper. AW MAN.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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