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− | [[Category:Creature]] | + | [[Category:Monster]] |
Latest revision as of 07:26, 5 June 2011
Creepers[edit]
Creatures that resemble green slimes that seem harmless at first, but once they get close to another creature, they ignite and turn into a living time bomb-- exploding right after. They get their name from their near-silent footfalls.
Creeper[edit]
Creeper Level 5 Lurker
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Medium Aberrant Magical Beast XP 50
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Initiative +10
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Senses Perception +2
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HP 51; Bloodied 25
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AC 19; Fortitude 14, Reflex 18, Will 14
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Speed 5
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Ram (standard; at-will)
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+10 vs. AC; 1d6 +4 damage, and the target is pushed 1 square
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Explosion (free)
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Must use self-destruct on the same turn. If self-destruct is interrupted, the creeper cannot use Explosion and must initiate self-destruct once again; +6 vs. Reflex; Area Blast 2; 3d10 +4 damage, and the creeper is instantly reduced to 0 hit points. If the creeper wasn't bloodied, it deals an additional 1d10 damage.
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Self-Destruct (minor; when the creeper becomes bloodied or starts its next turn adjacent to a creature)
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The creeper enters self-destruct mode. At the end of its turn, the creeper uses Explode if it is not interrupted. Self-destruct mode can be interrupted by a successful opportunity attack, which is triggered when the creeper enters this state.
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Alignment Unaligned
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Languages ---
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Skills Stealth +11
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Str 10 (+2)
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Dex 19 (+6)
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Wis 11 (+2)
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Con 15 (+4)
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Int 5 (-1)
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Cha 9 (+1)
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Creeper Tactics[edit]
Creepers attempt to get as close to any sentient creature as possible and enter self-destruct mode when they stick by such creatures.
Creeper Firespitter[edit]
Creeper Firespitter Level 8 Artillery
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Medium Aberrant Magical Beast (Fire) XP 350
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Initiative +9
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Senses Perception +5
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Flaming Mass (Fire) aura 1; Any creature within the aura at the start of the creeper's next turn takes 2d6 Fire damage
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HP 70; Bloodied 35
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AC 20; Fortitude 20, Reflex 21, Will 17
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Resist 5 Fire
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Speed 5
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Ram (standard; at-will) ♦ Fire
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+15 vs. AC; 1d8 +5 damage, and the target is pushed 1 square and takes 1d6 Fire damage
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Fireball (standard; at-will) ♦ Fire
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+13 vs. Reflex; Ranged 10; 1d10 +5 Fire damage
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Explosion (free) ♦ Fire
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Must use self-destruct on the same turn. If self-destruct is interrupted, the creeper cannot use Explosion and must initiate self-destruct once again; +11 vs. Reflex; Area Blast 2; 3d10 +5 Fire damage plus ongoing 10 Fire damage (save ends), and the creeper is instantly reduced to 0 hit points. If the creeper wasn't bloodied, it deals an additional 1d10 Fire damage.
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Self-Destruct (minor; when the creeper becomes bloodied or starts its next turn adjacent to a creature)
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The creeper enters self-destruct mode. At the end of its turn, the creeper uses Explode if it is not interrupted. Self-destruct mode can be interrupted by a successful opportunity attack, which is triggered when the creeper enters this state.
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Alignment Unaligned
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Languages ---
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Skills Endurance +13; Stealth +14
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Str 11 (+4)
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Dex 20 (+9)
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Wis 13 (+5)
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Con 16 (+8)
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Int 6 (+2)
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Cha 10 (+4)
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Creeper Firespitter Tactics[edit]
Similar to standard creepers, only their body is made of a naturally occurring napalm mixture. They spit wads of mucous-like napalm pellets at distant creatures. When they explode, they spread this mixture around-- burning the skin of other nearby creatures.
Rimeshard Creeper[edit]
Rimeshard Creeper Level 12 Elite Skirmisher
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Large Aberrant Magical Beast (Cold) XP 1,400
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Initiative +13
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Senses Perception +8
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Chilling Aura (Cold) aura 2; All creatures within aura treats each square as difficult terrain, and takes 2d6 Cold damage at the start of the creeper's turn.
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HP 280; Bloodied 140
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AC 28; Fortitude 24, Reflex 25, Will 20
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Resist 10 Cold
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Speed 5
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Ram (standard; at-will) ♦ Cold
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+17 vs. AC; 1d8 +5 damage, and the target is pushed 1 square and takes 1d10 Cold damage
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Rimeshell Bomb (standard; at-will) ♦ Cold
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+13 vs. Reflex; Close burst 3; 2d6 +5 Cold damage, and the target is slowed until the start of the creeper's next turn.
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Explosion (free) ♦ Cold
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Must use self-destruct on the same turn. If self-destruct is interrupted, the creeper cannot use Explosion and must initiate self-destruct once again; +11 vs. Reflex; Area Blast 2; 4d10 +5 Cold damage and the target is immobilized (save ends), and the creeper is instantly reduced to 0 hit points. If the creeper wasn't bloodied, it deals an additional 1d10 Cold damage.
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Self-Destruct (minor; when the creeper becomes bloodied or starts its next turn adjacent to a creature)
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The creeper enters self-destruct mode. At the end of its turn, the creeper uses Explode if it is not interrupted. Self-destruct mode can be interrupted by a successful opportunity attack, which is triggered when the creeper enters this state.
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Alignment Unaligned
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Languages Primordial
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Skills Endurance +15; Stealth +16
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Str 12 (+7)
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Dex 21 (+11)
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Wis 14 (+8)
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Con 18 (+10)
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Int 7 (+4)
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Cha 12 (+7)
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Rimeshard Creeper Tactics[edit]
Creepers with frozen bodies, they are larger than most other creepers. They send out balls of fragile ice at their opponents-- exploding into millions of razor-sharp ice crystals. When the creeper explodes, they freeze their enemies to the spot.
Creeper Lore[edit]
A character knows the following information with a successful Nature check.
- DC 15: SSSSSSSSSssssss... BOOOM!
- DC 20: Creeper Firespitters and Rimeshards are a result of the far realm's influence upon different creatures. Many types of creepers exist, but these types are most commonly encountered.
Encounter Groups[edit]
Most creepers arne't encounter solo. There can be clusters of creepers, and some may even have friends in high places.
Level 5 Encounter (XP 1,000)[edit]
- 5 Creepers (Level 5 Lurker)
Level 7 Encounter (XP 1,700)[edit]
- 4 Fire Beetles (Level 1 Brute)
- Young Red Dragon (Level 7 Solo Soldier)
- 2 Creeper Firespitters (Level 8 Arillery)
Level 14 Encounter (XP 4,200)[edit]
- 2 Rimeshard Creepers (Level 12 Elite Skirmisher)
- Ice Archon Hailscourge (Lavel 16 Artillery)
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