Size:
± Medium
Type:
± Monstrosity
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 19
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 10
Dexterity: 11
Constitution: 14
Intelligence: 6
Wisdon: 8
Charisma: 3
Skills
perception: +3
stealth: +4
Trait
Bizarre Physiology
The creeper can't take actions except for Dash, Disengage, Hide, and Search. It can't take bonus actions or reactions.
Trait
Creeper Head
When a creeper drops to 0 hit points from a charged creeper's explosion (see the Destruction trait), it dies and its head falls off. A creeper's fallen head is hollow and can be worn as a mask with eye and mouth openings.
Trait
Destruction
When it ends its turn within 10 feet of a Humanoid that it can see, the creeper stops moving and emits a hiss loud enough to be heard by creatures within 30 feet of itself.
If the creeper drops to 0 hit points before the start of its next turn, the hissing stops, and the creeper dies. Otherwise, at the start of the creeper's next turn, one of following things happens:
'I: I
'I: I
Trait
Electrical Charge
Whenever the creeper is subjected to lightning damage, it takes no damage and instead becomes charged for 1 minute. While charged, the creeper emits dim blue light in a 5-foot radius.
Trait
Fear of Felines
The creeper has the frightened condition whenever it starts its turn within 60 feet of a feline creature it can see. The condition lasts until the start of the creeper's next turn.
Trait
Passive Perception
13
Immunities
Damage Immunities
lightning
Immunities
Condition Immunities
exhaustion
Senses
darkvision 60 ft.
A creeper is a green, armless creature that emerges in darkness and silently prowls the Overworld on its four short legs. Its peculiar face bears no clue of its motives, but its destructiveness makes it one of the greatest threats to both life and property in the Overworld.
A creeper quietly shuffles toward Humanoid prey. When it gets close enough, it halts and begins to hiss like a burning fuse. Unless the creeper is defeated or its target gets far enough away that the creeper defuses itself, the creeper explodes a few short moments later, leaving a crater where it once stood.
Creepers have an uncanny ability to appear when least expected, and few places are safe from their explosive nature. Yet creepers have one strange weakness: they fear cats and do all they can to avoid them.
If a creeper is struck by lightning, rather than being harmed, it becomes charged with electrical power. In this charged state, the creeper gains a bluish aura and can explode with even greater power.
5e Tools
Actions/Abilities/Traits: D&D 5e
A creeper is a green, armless creature that emerges in darkness and silently prowls the Overworld on its four short legs. Its peculiar face bears no clue of its motives, but its destructiveness makes it one of the greatest threats to both life and property in the Overworld.
A creeper quietly shuffles toward Humanoid prey. When it gets close enough, it halts and begins to hiss like a burning fuse. Unless the creeper is defeated or its target gets far enough away that the creeper defuses itself, the creeper explodes a few short moments later, leaving a crater where it once stood.
Creepers have an uncanny ability to appear when least expected, and few places are safe from their explosive nature. Yet creepers have one strange weakness: they fear cats and do all they can to avoid them.
If a creeper is struck by lightning, rather than being harmed, it becomes charged with electrical power. In this charged state, the creeper gains a bluish aura and can explode with even greater power.
5e Tools