Creeper of Cthulhu
Small aberration, unaligned
Armor Class 11 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 0 ft., fly 50 ft.
Skills Perception +2 Damage Vulnerabilities cold, fire
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 1/4 (50 XP)
Hive Mind. While the creeper is in range of the telepathy of a brain of Cthulhu, whenever it hits a creature with a melee attack, roll a d6 and consult the table below. The target is affected as shown until the end of its next turn.
1-2. The target is blinded.
3-4. The target is deafened.
5-6. The target is poisoned.
ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
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A large, disembodied eyeball with orange sclera and angrily pulsing veins. Manipulated by the brain of Cthulhu, creepers serve as its eyes and orbit around it for defense in numbers.
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