Creeper

CreatureMCV3MCp. 42014

Medium monstrosity, neutral evil

Armor Class
12 (natural armor)
Hit Points
19 (3d8 + 6)
Speed
30 ft.
Challenge
1/2 (100 XP)
STR
10
+0
DEX
11
+0
CON
14
+2
INT
6
-2
WIS
8
-1
CHA
3
-4
Skills
Stealth +4, Perception +3
Damage Immunities
lightning
Condition Immunities
exhaustion
Senses
darkvision 60 ft., passive Perception 13

Traits

Bizarre Physiology.

The creeper can't take actions except for Dash, Disengage, Hide, and Search. It can't take bonus actions or reactions.

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.

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:

  • If there are no Humanoids within 10 feet of the hissing creeper, it stops hissing. It then uses any available movement to approach the nearest Humanoid it can see.
  • If there are one or more Humanoids within 10 feet of the hissing creeper, the creeper explodes in a ball of energy that fills a 20-foot-radius sphere centered on itself. This energy spreads around corners. The creeper is destroyed, and every other creature in the explosion's area must make a DC 12 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. Increase this damage by 7 (2d6) if the creeper is charged (see "Electrical Charge" below). Objects in the area that aren't being worn or carried take 14 (4d6) lightning damage, or 21 (6d6) lightning damage if the creeper is charged.
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.

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.

Raw data
{
  "ac": [
    {
      "ac": 12,
      "from": [
        "natural armor"
      ]
    }
  ],
  "cr": "1/2",
  "hp": {
    "average": 19,
    "formula": "3d8 + 6"
  },
  "cha": 3,
  "con": 14,
  "dex": 11,
  "int": 6,
  "str": 10,
  "wis": 8,
  "name": "Creeper",
  "page": 4,
  "size": [
    "M"
  ],
  "type": "monstrosity",
  "skill": {
    "stealth": "+4",
    "perception": "+3"
  },
  "speed": {
    "walk": 30
  },
  "trait": [
    {
      "name": "Bizarre Physiology",
      "entries": [
        "The creeper can't take actions except for {@action Dash}, {@action Disengage}, {@action Hide}, and {@action Search}. It can't take bonus actions or reactions."
      ]
    },
    {
      "name": "Creeper Head",
      "entries": [
        "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."
      ]
    },
    {
      "name": "Destruction",
      "entries": [
        "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:",
        {
          "type": "list",
          "items": [
            "If there are no Humanoids within 10 feet of the hissing creeper, it stops hissing. It then uses any available movement to approach the nearest Humanoid it can see.",
            "If there are one or more Humanoids within 10 feet of the hissing creeper, the creeper explodes in a ball of energy that fills a 20-foot-radius sphere centered on itself. This energy spreads around corners. The creeper is destroyed, and every other creature in the explosion's area must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) lightning damage on a failed save, or half as much damage on a successful one. Increase this damage by 7 ({@damage 2d6}) if the creeper is charged (see \"Electrical Charge\" below). Objects in the area that aren't being worn or carried take 14 ({@damage 4d6}) lightning damage, or 21 ({@damage 6d6}) lightning damage if the creeper is charged."
          ]
        }
      ]
    },
    {
      "name": "Electrical Charge",
      "entries": [
        "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."
      ]
    },
    {
      "name": "Fear of Felines",
      "entries": [
        "The creeper has the {@condition 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."
      ]
    }
  ],
  "__prop": "monster",
  "immune": [
    "lightning"
  ],
  "senses": [
    "darkvision 60 ft."
  ],
  "source": "MCV3MC",
  "passive": 13,
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "AOE"
  ],
  "alignment": [
    "N",
    "E"
  ],
  "senseTags": [
    "D"
  ],
  "damageTags": [
    "L"
  ],
  "hasFluffImages": true,
  "alignmentPrefix": "typically ",
  "conditionImmune": [
    "exhaustion"
  ],
  "referenceSources": [
    "LK"
  ],
  "savingThrowForced": [
    "dexterity"
  ]
}