Monsters / Dark Creeper
Dark Creeper
CR 2 - 600 XP - CN Small Humanoid
Stat block
AC16 (touch 14, flat-footed 13)HP19 (3d8+6)SavesFort +3, Ref +6, Will +1Meleedagger +6 (1d3/19-20 plus poison)Speed30 ft.AbilitiesStr 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8BAB / CMB / CMD+2 / +1 / 14Sensessee in darkness; Perception +4Environmentany underground
vulnerable light blindness
Combat brain - every behavior cites its line (5 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
pack-hunter (from lore)
Usually encountered in groups, dark creepers flee from bright light, but are quite brave in the dark.
Usually encountered in groups, dark creepers flee from bright light, but are quite brave in the dark.
ambush (from lore)
Dark creepers lurk in the black places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause may...
Dark creepers lurk in the black places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause may...
stalk (from lore)
For all the mayhem and trouble a pack of dark creepers can cause, this is nothing compared to the dangers a tribe led by the taller, even more sinister dark stalkers r...
For all the mayhem and trouble a pack of dark creepers can cause, this is nothing compared to the dangers a tribe led by the taller, even more sinister dark stalkers r...
flee-when-hurt (from lore)
Usually encountered in groups, dark creepers flee from bright light, but are quite brave in the dark.
Usually encountered in groups, dark creepers flee from bright light, but are quite brave in the dark.
skirmisher (from abilities)
abilities: Dex 17 over Str 11 - strike and slip away, never trade full attacks
abilities: Dex 17 over Str 11 - strike and slip away, never trade full attacks
On-hit riders and breath
sneak attack1d6
death throes1d6
From the entry
When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. Other dark creepers within 10 feet are automatically blinded for at least 1 round, due to their light blindness. The save is Constitution-based.
Dark creepers are skilled in the use of poison and never risk accidentally poisoning themselves. Dark creepers favor a foul-smelling black paste distilled from certain deep-underground fungi known as black smear.
A dark creeper's multiple layers of filthy rags function as leather armor when worn by one of their kind.
A dark creeper can see perfectly in darkness of any kind, including that created by deeper darkness.
Dark creepers lurk in the black places deep below the surface of the world, venturing forth at night or into...