Creeper (5e Creature)

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Creeper[edit]

Medium monstrosity, chaotic evil


Armor Class 15 (Natural Armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 15 (+2) 2 (-4) 6 (-2) 5 (-3)

Saving Throws Str +4, Wis +0
Skills Stealth +5
Damage Resistances Lightning, Thunder, Bludgeoning from nonmagical attacks
Condition Immunities Charmed, Exhaustion, Unconscious
Senses darkvision 60 ft., tremorsense 60 ft., Passive Perception 8
Languages
Challenge 2 (450 XP)


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:

  • The creeper's explosion radius increases to 50 ft.
  • The creeper's explosion damage increases to 55(10d10) force damage
  • It's movement speed increases by 10 ft.

A charged creeper has a challenge rating of 4

ACTIONS

Creep. 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 ACTIONS

Explode. 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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