strawberryman
2011-08-25, 03:36 PM
I am completely shameless, that's why.
The Creeper (http://www.youtube.com/watch?v=k2rDbRUDkds#t=01m22s)
http://img51.imageshack.us/img51/2526/creeperminecraftbyamini.jpg (http://a-mini-boss.deviantart.com/art/Creeper-Minecraft-209060731)
Size/Type: Medium Plant
Hit Dice: 6d8+12 (39 hp)
Initiative: +6
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+5
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Explosion
Special Qualities: Darkvision 60 ft., immunity to arcane cold, electricity, and fire, low-light vision, plant traits
Saves: Fort +7, Ref +2, Will +0
Abilities: Str 12, Dex 15, Con 14, Int 8, Wis 11, Cha 9
Skills: Hide +14, Move Silently +18, Spot +8
Feats: Awareness, Improved Initiative, Stealthy
Environment: Temperate Forests
Organization: Solitary or herd (4-7)
Challenge Rating: 4
Treasure: Special; see below
Alignment: Always neutral
Advancement: 7-18 HD (Medium)
Level Adjustment: —
Quiet son, I heard something move by the barn. I'll not have wolves killing the stock again...
*crack, hissssssss*
What the!?
*BOOM*
No one knows whence The Creeper originated from. Some say it was made by vengeful druids. Some say it is a sadistic spirit of the woods. All that is known is that these vile beasts will destroy everything you hold dear to you, everything you put your life's work into, and you will never see them before they come for you.
The Creeper is despair wrought by nature incarnate. And it probably knows it.
Creepers possess no items, but if they are killed before they explode, they leave behind 1d4 ounces of highly volatile sulfur. One ounce of this sulfur used in the casting of a fireball spell empowers it without any spell level adjustment.
Combat
The Creeper always prowls silently towards unwelcome creatures (usually adventurers) silently, then detonates when it is within point-blank blast range. They usually attack with other creatures of the forest, as otherwise they are easily dispatched before they can explode, and they possess no other types of offense.
Explosion (Su)
The Creeper is an exploding mass of death that will invariably ruin your day. As a standard action, it explodes in a 20 foot burst that deals 6d12 damage. Creatures in the blast may attempt a Reflex save (DC 15) for half damage. The blast also destroys any nonliving matter in the area, and finally, the area is affected as if a plant growth (http://www.d20srd.org/srd/spells/plantGrowth.htm) spell (overgrowth option) were cast 1d4 minutes later, with a caster level equal to the creeper's hit die. The save is Constitution-based.
The damage dealt by the blast increases by one additional die for every hit die an advanced creeper possesses.
Immunity to Arcane Cold, Electricity, and Fire (Ex)
Creepers take no damage from cold, electricity, or fire dealt by arcane magic. When attacked with cold, a creeper's speed is halved, but they gain a enhancement bonus to natural armor equal to the spell level that deteriorates at 1 point per round. Creatures that strike it with natural weapons or unarmed strikes take 1d6 cold damage per remaining point of natural armor.
When attacked with electricity, the creeper gains 5 temporary hit points per level of the spell.
When attacked with fire, creepers gain a enhancement bonus to land speed equal to 5' times the spell level which deteriorates at 5' a round, and creatures that strike it with natural weapons or unarmed strikes take 1d6 fire damage per remaining 5'.
In any of these cases, the creeper's explosion is also modified; it deals an additional die of damage and its range is increased by 5 feet per level of the spell.
Skills
Creepers have a +6 racial bonus on Hide and Move Silently checks. *They have a +16 racial bonus on Hide checks when in a forested area.
Summon Nature's Ally: Creepers can be summoned with Summon Nature's Ally V.
The Creeper (http://www.youtube.com/watch?v=k2rDbRUDkds#t=01m22s)
http://img51.imageshack.us/img51/2526/creeperminecraftbyamini.jpg (http://a-mini-boss.deviantart.com/art/Creeper-Minecraft-209060731)
Size/Type: Medium Plant
Hit Dice: 6d8+12 (39 hp)
Initiative: +6
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+5
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Explosion
Special Qualities: Darkvision 60 ft., immunity to arcane cold, electricity, and fire, low-light vision, plant traits
Saves: Fort +7, Ref +2, Will +0
Abilities: Str 12, Dex 15, Con 14, Int 8, Wis 11, Cha 9
Skills: Hide +14, Move Silently +18, Spot +8
Feats: Awareness, Improved Initiative, Stealthy
Environment: Temperate Forests
Organization: Solitary or herd (4-7)
Challenge Rating: 4
Treasure: Special; see below
Alignment: Always neutral
Advancement: 7-18 HD (Medium)
Level Adjustment: —
Quiet son, I heard something move by the barn. I'll not have wolves killing the stock again...
*crack, hissssssss*
What the!?
*BOOM*
No one knows whence The Creeper originated from. Some say it was made by vengeful druids. Some say it is a sadistic spirit of the woods. All that is known is that these vile beasts will destroy everything you hold dear to you, everything you put your life's work into, and you will never see them before they come for you.
The Creeper is despair wrought by nature incarnate. And it probably knows it.
Creepers possess no items, but if they are killed before they explode, they leave behind 1d4 ounces of highly volatile sulfur. One ounce of this sulfur used in the casting of a fireball spell empowers it without any spell level adjustment.
Combat
The Creeper always prowls silently towards unwelcome creatures (usually adventurers) silently, then detonates when it is within point-blank blast range. They usually attack with other creatures of the forest, as otherwise they are easily dispatched before they can explode, and they possess no other types of offense.
Explosion (Su)
The Creeper is an exploding mass of death that will invariably ruin your day. As a standard action, it explodes in a 20 foot burst that deals 6d12 damage. Creatures in the blast may attempt a Reflex save (DC 15) for half damage. The blast also destroys any nonliving matter in the area, and finally, the area is affected as if a plant growth (http://www.d20srd.org/srd/spells/plantGrowth.htm) spell (overgrowth option) were cast 1d4 minutes later, with a caster level equal to the creeper's hit die. The save is Constitution-based.
The damage dealt by the blast increases by one additional die for every hit die an advanced creeper possesses.
Immunity to Arcane Cold, Electricity, and Fire (Ex)
Creepers take no damage from cold, electricity, or fire dealt by arcane magic. When attacked with cold, a creeper's speed is halved, but they gain a enhancement bonus to natural armor equal to the spell level that deteriorates at 1 point per round. Creatures that strike it with natural weapons or unarmed strikes take 1d6 cold damage per remaining point of natural armor.
When attacked with electricity, the creeper gains 5 temporary hit points per level of the spell.
When attacked with fire, creepers gain a enhancement bonus to land speed equal to 5' times the spell level which deteriorates at 5' a round, and creatures that strike it with natural weapons or unarmed strikes take 1d6 fire damage per remaining 5'.
In any of these cases, the creeper's explosion is also modified; it deals an additional die of damage and its range is increased by 5 feet per level of the spell.
Skills
Creepers have a +6 racial bonus on Hide and Move Silently checks. *They have a +16 racial bonus on Hide checks when in a forested area.
Summon Nature's Ally: Creepers can be summoned with Summon Nature's Ally V.