Revision as of 02:39, 1 March 2011 by Xeadin(talk | contribs)(Created page with "{{Author |author_name=Xeadin |date_created=2-28-11 |status=<!-- what's left to be done? --> }} ==Creepers== Creatures that resemble green slimes that seem harmless at first, but...")
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
Medium Aberrant Magical Beast
XP 50
Initiative +10
Senses Perception +2
HP 51; Bloodied 25
AC 19; Fortitude 14, Reflex 18, Will 14
Speed 5
Ram (standard; at-will)
+10 vs. AC; 1d6 +4 damage, and the target is pushed 1 square
Explosion (free)
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.
Self-Destruct (minor; when the creeper becomes bloodied or starts its next turn adjacent to a creature)
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.
Alignment Unaligned
Languages ---
Skills Stealth +11
Str 10 (+2)
Dex 19 (+6)
Wis 11 (+2)
Con 15 (+4)
Int 5 (-1)
Cha 9 (+1)
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 Flamespitter
Level 8 Artillery
Medium Aberrant Magical Beast (Fire)
XP 350
Initiative +9
Senses Perception +5
Flaming Mass (Fire) aura 1; Any creature within the aura at the start of the creeper's next turn takes 2d6 Fire damage
HP 70; Bloodied 35
AC 20; Fortitude 20, Reflex 21, Will 17
Resist 5 Fire
Speed 5
Ram (standard; at-will) ♦ Fire
+15 vs. AC; 1d8 +5 damage, and the target is pushed 1 square and takes 1d6 Fire damage
Fireball (standard; at-will) ♦ Fire
+13 vs. Reflex; Ranged 10; 1d10 +5 Fire damage
Explosion (free) ♦ Fire
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.
Self-Destruct (minor; when the creeper becomes bloodied or starts its next turn adjacent to a creature)
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.
Alignment Unaligned
Languages ---
Skills Endurance +13; Stealth +14
Str 11 (+4)
Dex 20 (+9)
Wis 13 (+5)
Con 16 (+8)
Int 6 (+2)
Cha 10 (+4)
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
Large Aberrant Magical Beast (Cold)
XP 1,400
Initiative +13
Senses Perception +8
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.
HP 280; Bloodied 140
AC 28; Fortitude 24, Reflex 25, Will 20
Resist 10 Cold
Speed 5
Ram (standard; at-will) ♦ Cold
+17 vs. AC; 1d8 +5 damage, and the target is pushed 1 square and takes 1d10 Cold damage
Rimeshell Bomb (standard; at-will) ♦ Cold
+13 vs. Reflex; Close burst 3; 2d6 +5 Cold damage, and the target is slowed until the start of the creeper's next turn.
Explosion (free) ♦ Cold
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.
Self-Destruct (minor; when the creeper becomes bloodied or starts its next turn adjacent to a creature)
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.
Alignment Unaligned
Languages Primordial
Skills Endurance +15; Stealth +16
Str 12 (+7)
Dex 21 (+11)
Wis 14 (+8)
Con 18 (+10)
Int 7 (+4)
Cha 12 (+7)
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.