Creepers
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
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
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
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
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
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
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
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
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)
- 5 Creepers (Level 5 Lurker)
Level 7 Encounter (XP 1,700)
- 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)
- 2 Rimeshard Creepers (Level 12 Elite Skirmisher)
- Ice Archon Hailscourge (Lavel 16 Artillery)
Template:4e Creatures Breadcrumb