Mine Creeper (3.5e Monster)
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|Size/Type:||Medium Plant||Medium Plant|
|Hit Dice:||5d8+10 (55 hp)||15d8+75 (142 hp)|
|Speed:||20 ft.||30 ft.|
|Armor Class:||18 (+4 dex, +4 natural), touch 14, flat-footed 14||28 (+8 dex, +10 natural), touch 18, flat-footed 20|
|Attack:||Slam +7 melee (1d6+1, 20/x2)||Slam +19 melee (1d6+3, 20/x2)|
|Full Attack:||Slam +7 melee (1d6+1, 20/x2)||Three Slams +19 melee (1d6+3, 20/x2)|
|Space/Reach:||5 ft./5 ft.||5 ft./5 ft.|
|Special Attacks:||Explode (10d6 plus seed), Seed||Explode (30d6 plus seed), Seed|
|Special Qualities:||Blindsense 60 ft, Camouflage, Darkvision 60 ft, Low-Light Vision, Plant Traits||Blindsense 60 ft, Camouflage, Darkvision 60 ft, DR 10/magic and slashing, Low-Light Vision, Plant Traits, SR 25|
|Saves:||Fort +6, Ref +5, Will +3||Fort +13, Ref +13, Will +13|
|Abilities:||Str 13, Dex 18, Con 14, Int 6, Wis 14, Cha 8||Str 17, Dex 26, Con 18, Int 8, Wis 20, Cha 10|
|Skills:||Hide +15, Move Silently +12, Spot +10||Hide +31, Move Silently +28, Spot +23|
|Feats:||Improved InitiativeB, Weapon FinesseB, Skill Focus (hide), Run||Improved InitiativeB, Weapon FinesseB, Skill Focus (hide), Run, Improved ToughnessCW, Stealthy, Iron Will, Combat Reflexes|
|Environment:||Plains, Underground||Plains, Underground|
|Alignment:||Always True Neutral||Always True Neutral|
|Advancement:||6-10 HD (Medium)||16-30 HD (Medium)|
Suddenly behind you there is a loud HSSSSSSSSSSSSSSSSSSS...
Creepers are a bizarre mobile plant which appears to be a green stalk upon four stumpy root-legs, and a vaguely humanoid face on the top of its stalk stuck in perpetual frown. It reproduces through spores growing upon corpses it usually produces upon its explosive death. An ambush predator, creepers are only a threat when unseen, and by then its too late. Some druids use creepers are living traps and land mines protecting an area. In spite of their green bodies creepers no not appear to require sunlight to survive, and a great deal are found in underground mines posing hazard to miners everywhere.
Creepers do not speak, but they understand sylvan and druidic.
Creepers stay hidden for long periods of time pretending to be immobile plants, until a viable living prey comes near. It will hide and creep closer to its target, then charge and explode in sudden ambush. It rarely uses its slam attack, choosing to detonate at nearest opportunity. However it is intelligent enough to try and get as many people as possible in its explosion, and will use limited tactics.
Camouflage (Ex): Creepers always have maximum ranks in Hide and Move Silently.
Explode (Ex): Creepers self-destruct by mixing two chemicals within their body, and the resulting explosion may kill anyone standing close, and covers the newly made corpse in seeds. Even those who survive will be hampered as the seeds attempt to grow anyway. The explosion deals 2d6 points of damage per HD in a 20 ft. radius with a DC 14 Reflex save for half. Explode is a standard action, but it can be made at the end of a charge attack, in which case it gains +2 to the DC. The save is Constitution-based.
Seed (Ex): Those who took any damage from Explode must make a DC 14 Fortitude save or take 1 point of Con damage and become fatigued for 24 hours, save negates. The saving throw occurs each day until the victim makes two consecutive saves to negate the seeds growing within them. Remove Disease can also remove the seeds. Corpses who are seeded generate 1d4 small sized creepers which rapidly scatter and grow up. The save is Constitution-based.
Great Creepers are creepers who were mutated and came out stronger. They have the following changes.