Yunauth:GMNotes
Creatures
Creeper
{{{appearance}}}
Creeper CR 4 |
|---|
| XP 1200 |
| N Medium Aberration |
| Init +2; Senses Darkvision 60 ft.; Perception {{{perception}}} |
| DEFENSE |
| AC 15, touch 13, flat-footed 12 (+3 dex, +2 natural) |
| hp 37 (5d8+15) |
| Fort +4, Ref +4, Will +5 |
| Defensive Abilities none; DR none; Immune electricity |
| OFFENSE |
| Speed 30 ft. |
| Melee {{{melee-list}}} |
| Space {{{space}}}; Reach {{{reach}}} |
| Special Attacks {{{special-attacks}}} |
| Spell-Like Abilities {{{spell-like}}} |
| STATISTICS |
| Str 8, Dex 16, Con 16, Int 4, Wis 12, Cha 8 |
| Base Atk +3; CMB {{{cmb}}}; CMD {{{cmd}}} |
| Feats {{{feats}}} |
| Skills {{{skills}}} Perception {{{perception}}} |
| ECOLOGY |
| Environment {{{environment}}} |
| Organization {{{organization}}} |
| Treasure special |
| SPECIAL ABILITIES |
| Immunity to Electricity (Ex) A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.
Explosion (Ex) A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. It can choose to discontinue its attack at any point. Any creature killed by a creeper's explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this. |
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