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An almost humanoid form appears from the underbrush. This creature appears to be made of dried green leaves and stands with a head holding two sunken eye-sockets and an indentation resembling an open and frowning mouth, a torso made of a tall leafy stalk, and four stubby legs around the base.
Creeper CR 5Back to Top
XP 2,400
N Medium plant
Init +3; Senses low-light vision, tremorsense 60 ft.; Perception -1
Defense
AC 16, touch 14, flat-footed 12 (+1 dodge, +2 natural, +0 size, +3 Dex)
hp 31 (7d8+0)
Fort +5, Ref +5, Will +1
Defensive Abilities Immune plant traits
Offense
Speed 30 ft.
Space 5 ft., Reach 0 ft.
Special Attacks explode
Statistics
Str 8, Dex 16, Con 11, Int 2, Wis 8, Cha 2
Base Atk +5; CMB +4; CMD 17 (21 vs. trip)
Feats Dodge, Following Step, Stealthy, Step Up
Skills Perception -1, Stealth +15
SQ camouflage
Ecology
Environment any (forests and jungles)
Organization solitary, conflagration (2-8)
Treasure none
Special Abilities
Camouflage (Ex) Creepers are experts at hiding in plain daylight using silence and camouflage. Creepers can make Stealth checks in areas of abundant greenery such as forests and jungles even while observed and receive a +10 circumstance bonus to their check.
Explode (Ex) Creepers become excited spontaneously combust in large explosion when near their target. Creepers can explode as a standard action, dealing 7d8 points of damage to all creatures within 20 feet and killing the creeper. Creatures within range are allowed to make a DC 15 Reflex save as an immediate to perform one of two actions. The creatures can either move up to its movement speed towards the nearest unoccupied space outside of the creeper's range before the blast or they can move up to half their movement speed towards the creeeper and attempt a single attack of opportunity. This counts towards their limit of attacks of opportunity per round and they cannot make the attack of they were unable to take an attack of opportunity. This movement provokes attacks of opportunity except from creatures who took the immediate action and attempted the save. After every other creature's actions are resolved, if the creeper is still alive, the creeper may choose attempt a DC 11 Reflex save to cancel their explosion. On a successful save, or if the creeper was slain, the explosion is negated. On a successful save, the creeper also survives. Beginning to explode breaks stealth and the creeper cannot make a new Stealth check until after surviving the explosion.
Charged Creeper (CR 8)Back to Top
Through various means a creeper can become charged. A charged creeper glows with a flickering blue light that illuminates them and their surroundings as faerie fire. Charged creeepers possess a significantly potent explosion that deals 14d8 points of damage to creatures within 40 feet. Charged creeper explosions also have the uncanny ability to decapitate victims. Creatures which roll a natural 1 on their save against a charged creepers explosion have their head removed as by the vorpal weapon property. Any creature which dies to a charged creeper's explosion have their head decapitated which remains otherwise unharmed.
This stat block goes with the Minecraft setting.