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Creepers (4e Monster)

7,581 bytes added, 02:39, 1 March 2011
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..."
{{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 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.

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===Creeper===
{{4e Creature Top
|name=Creeper
|level=5
|role=Lurker
|size=Medium
|origin=Aberrant
|type=Magical Beast
|xp=50
|initiative=+10
|senses=Perception +2
|hp=51
|bloodied=25
|ac=19
|fortitude=14
|reflex=18
|will=14
|speed=5
}}
{{4e Creature Power
|type={{BM}}
|name=Ram
|action=standard
|recharge=at-will
|effect=+10 vs. AC; 1d6 +4 damage, and the target is pushed 1 square
}}
{{4e Creature Power
|type={{A}}
|name=Explosion
|action=free
|effect=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.
}}
{{4e Creature Power
|name=Self-Destruct
|action=minor
|recharge=when the creeper becomes bloodied or starts its next turn adjacent to a creature
|effect=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.
}}
{{4e Creature Bottom
|alignment=Unaligned
|languages=---
|skills=Stealth +11
|strength=10
|strbonus=+2
|dexterity=19
|dexbonus=+6
|wisdom=11
|wisbonus=+2
|constitution=15
|conbonus=+4
|intelligence=5
|intbonus=-1
|charisma=9
|chabonus=+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.

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===Creeper Firespitter===
{{4e Creature Top
|name=Creeper Flamespitter
|level=8
|role=Artillery
|size=Medium
|origin=Aberrant
|type=Magical Beast
|keywords=Fire
|xp=350
|initiative=+9
|senses=Perception +5
|aura1=Flaming Mass
|aurakeyword1=Fire
|aurarange1=1
|auraeffect1=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
|immune/resist/vulnerable='''Resist''' 5 Fire
|speed=5
}}
{{4e Creature Power
|type={{BM}}
|name=Ram
|action=standard
|recharge=at-will
|keywords=Fire
|effect=+15 vs. AC; 1d8 +5 damage, and the target is pushed 1 square and takes 1d6 Fire damage
}}
{{4e Creature Power
|type={{BR}}
|name=Fireball
|action=standard
|recharge=at-will
|keywords=Fire
|effect=+13 vs. Reflex; '''Ranged''' 10; 1d10 +5 Fire damage
}}
{{4e Creature Power
|type={{A}}
|name=Explosion
|action=free
|keywords=Fire
|effect=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.
}}
{{4e Creature Power
|name=Self-Destruct
|action=minor
|recharge=when the creeper becomes bloodied or starts its next turn adjacent to a creature
|effect=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.
}}
{{4e Creature Bottom
|alignment=Unaligned
|languages=---
|skills=Endurance +13; Stealth +14
|strength=11
|strbonus=+4
|dexterity=20
|dexbonus=+9
|wisdom=13
|wisbonus=+5
|constitution=16
|conbonus=+8
|intelligence=6
|intbonus=+2
|charisma=10
|chabonus=+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.

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===Rimeshard Creeper===
{{4e Creature Top
|name=Rimeshard Creeper
|level=12
|role=Elite Skirmisher
|size=Large
|origin=Aberrant
|type=Magical Beast
|keywords=Cold
|xp=1,400
|initiative=+13
|senses=Perception +8
|aura1=Chilling Aura
|aurakeyword1=Cold
|aurarange1=2
|auraeffect1=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
|immune/resist/vulnerable='''Resist''' 10 Cold
|savingthrow=+2
|speed=5
|actionpoint=1
}}
{{4e Creature Power
|type={{BM}}
|name=Ram
|action=standard
|recharge=at-will
|keywords=Cold
|effect=+17 vs. AC; 1d8 +5 damage, and the target is pushed 1 square and takes 1d10 Cold damage
}}
{{4e Creature Power
|type={{C}}
|name=Rimeshell Bomb
|action=standard
|recharge=at-will
|keywords=Cold
|effect=+13 vs. Reflex; '''Close burst''' 3; 2d6 +5 Cold damage, and the target is slowed until the start of the creeper's next turn.
}}
{{4e Creature Power
|type={{A}}
|name=Explosion
|action=free
|keywords=Cold
|effect=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.
}}
{{4e Creature Power
|name=Self-Destruct
|action=minor
|recharge=when the creeper becomes bloodied or starts its next turn adjacent to a creature
|effect=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.
}}
{{4e Creature Bottom
|alignment=Unaligned
|languages=Primordial
|skills=Endurance +15; Stealth +16
|strength=12
|strbonus=+7
|dexterity=21
|dexbonus=+11
|wisdom=14
|wisbonus=+8
|constitution=18
|conbonus=+10
|intelligence=7
|intbonus=+4
|charisma=12
|chabonus=+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.

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===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'')

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{{4e Creatures Breadcrumb}}

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