Explosive Creeper
The Underdark is home to a variety of strange plants, but none are as well known and terrifying to explorers as the Explosive Creeper. These hardy plants stalk in the shadows, relying on a stealthy approach to get close to creatures and explode. They appear as tall, tightly bound, pale green stalks supported by four prehensile vines with which they shamble about. Within the stalk are millions of seeds packed tighly together, which explodes out with deadly force when the plant finally blooms.
Explosive Plants. Explosive Creepers spread their seeds far by exploding. They try to detonate near creatures in the hopes of either guaranteeing their seeds reach fertile ground or killing them and using their corpses as fertilizer.
Invasive Fey. Explosive Creepers wander deep caves and tunnels aimlessly today, but their origins trace back to the fey. Originally the Explosive Creepers were created as a means of growing more flora into the Underdark, but as the Underdark became more densely populated with flora and fauna, the Explosive Creepers weren't as necessary for ecological growth, and were left to do as they pleased.
Diet. Explosive Creepers were introduced into the Underdark before many other plants and creatures existed there, and as such they walked for most if not all of their lives to find either a bioluminescent plant or a creature to bloom near.
Explosive Creeper
Medium Plant, Unaligned
- Armor Class 16
- Hit Points 30
- Speed 20ft
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 8 (-1) 10 (+0) 10 (+0) 6 (-2)
- Saving Throws Constitution +1
- Skills Perception +2, Stealth +4
- Damage Vulnerabilities Fire, Force
- Damage Immunities Poison
- Senses Blindsight 60ft
- Languages Abyssal
- Prof. Bonus +2
Black Powder Belly. If the creeper takes 10 or more damage from a single attack targeting its belly, it immediately uses its Explosive Body.
Actions
Slam, +2 to hit, 5ft reach, one target. Hit: 1d4 Bludgeoning damage.
Booming Bloom. The creeper explodes in a 15ft radius. Creatures in this zone must make a DC 16 Dexterity saving throw, taking 6d6 Force damage on a failed save, or half as much on a success. Once used, the creeper is instantly reduced to 0 hit points. This ability is nullified until the end of the creeper's next turn when the creeper takes Cold damage.
Frightening Hiss. The creeper hisses a frightening sound. All creatures that can hear the creeper within 30ft must make a DC 15 Wisdom saving throw or become Frightened. Creatures can repeat this save on their turns, ending the effect on a successful save. Once a creature succeeds this save, it can't be affected by the creeper's Frightening Hiss again until it completes a long rest.