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<blockquote data-quote="trentonjoe" data-source="post: 6446777" data-attributes="member: 304"><p>Dark Creeper</p><p>Small Humanoid (underdark) , NE</p><p>Armor Class 16 (Rag Armor +2, Dex +4)</p><p>Hit Points 13 (3d6+3)</p><p>Speed 25 ft.</p><p>STR</p><p>DEX</p><p>CON</p><p>INT</p><p>WIS</p><p>CHA</p><p>8 (-1)</p><p>18 (+0)</p><p>12 (+0)</p><p>8 (-1)</p><p>12 (+1)</p><p>8 (-1)</p><p>Saving Throws: </p><p>Skills Stealth +7, Sleight of Hand +7 </p><p>Senses Darkvision 60 ft (see below)., passive Perception 11</p><p>Damage Vulnerabilities Sunlight (see below)</p><p>Damage Resistances Resistance</p><p>Damage Immunities Immunity</p><p>Condition Immunities Immunity</p><p>Languages Common</p><p>Challenge 1 (200 XP)</p><p>Superior Dark Vision. Dark Creepers can see in magical darkness out to 30’.</p><p></p><p>Sunlight Vulnerability. Dark Creepers have disadvantage on all attack rolls, saving throws, and ability checks when in direct sunlight.</p><p></p><p>Sneak Attack:. If the Dark Creeper has advantages on its attack the target takes an extra 7 (2d6) damage from the attack on one attack per round.</p><p></p><p></p><p>ACTIONS</p><p>Dagger. Melee (or range) Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.</p><p></p><p>Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.</p><p></p><p>Extinguish Flame: As a bonus action, Dark Creepers can extinguish any mundane light source or magical light created by a 1st level spell or cantrip</p></blockquote><p></p>
[QUOTE="trentonjoe, post: 6446777, member: 304"] Dark Creeper Small Humanoid (underdark) , NE Armor Class 16 (Rag Armor +2, Dex +4) Hit Points 13 (3d6+3) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 18 (+0) 12 (+0) 8 (-1) 12 (+1) 8 (-1) Saving Throws: Skills Stealth +7, Sleight of Hand +7 Senses Darkvision 60 ft (see below)., passive Perception 11 Damage Vulnerabilities Sunlight (see below) Damage Resistances Resistance Damage Immunities Immunity Condition Immunities Immunity Languages Common Challenge 1 (200 XP) Superior Dark Vision. Dark Creepers can see in magical darkness out to 30’. Sunlight Vulnerability. Dark Creepers have disadvantage on all attack rolls, saving throws, and ability checks when in direct sunlight. Sneak Attack:. If the Dark Creeper has advantages on its attack the target takes an extra 7 (2d6) damage from the attack on one attack per round. ACTIONS Dagger. Melee (or range) Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage. Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Extinguish Flame: As a bonus action, Dark Creepers can extinguish any mundane light source or magical light created by a 1st level spell or cantrip [/QUOTE]
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