Creeper (5e Creature)
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Creeper[edit]
Medium monstrosity, chaotic evil Armor Class 15 (Natural Armor)
Saving Throws Str +4, Wis +0 Camouflage. The creeper has advantage on Dexterity (Stealth) checks made to hide. It can attempt to hide even when only lightly obscured. Self-Destruct. When the creeper is Incapacitated, and an enemy of the creeper is within 10 ft. of itself, it will immediately use the Explode bonus action. Inescapable Explosion. If a hostile creature provokes an opportunity attack from the creeper, the creeper can use its reaction to immediately use the Explode bonus action. TNT Charge. If the creeper takes lightning damage, it will become a charged creeper. The creeper retains most of its statistics, but with the following changes:
A charged creeper has a challenge rating of 4 ACTIONSCreep. The creeper gains advantage on Dexterity (Stealth) checks made to sneak up on a creature. After using this action, the creeper's speed is halved. BONUS ACTIONSExplode. The creeper will begin to hiss and its skin will flash white. It explodes at it's initiative minus 10. Each creature within a 15-ft. cube originating from itself must make a DC 15 Dexterity Saving Throw, taking 27(5d10) force damage on a failed save, or half as much damage on a successful one. Creatures more than 5 ft. away from the origin of the explosion can make this save with advantage.
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