Creeper (5e Creature)
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. Inescapable Explosion. If a hostile creature provokes an opportunity attack from the creeper, the creeper can use its reaction to use Explode. TNT Charge. If the creeper takes lightning damage, it becomes a charged creeper. The creeper retains most of its statistics, but with the following changes:
A charged creeper has a challenge rating of 4 (1,100). ACTIONSCreep. The creeper gains advantage on Dexterity (Stealth) checks it makes until the end of its turn, but its speed is halved until the start of its next turn. BONUS ACTIONSExplode. The creeper hisses and its skin flashes white, preparing to explode. The creeper explodes at the start of its next turn. Each creature within a 15-foot cube originating from the creeper 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. A creature more than 5 feet away from the origin of the explosion makes this saving throw with advantage.
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Creepers roam the pristine wilderness of the Material Plane (Overworld). With their green hues, creepers can be mistaken for plants from a distance. Creepers have one goal in life, and that is to blow up humanoid creatures. This is because a creeper's spores are contained in their explosive organ, so when they explode the spores are released into the environment. The spores feed off carrion, iron (even iron in the form of steel), wood, and ores, so a creeper has to kill a creature, blow up a structure, or unearth ore to procreate. |
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