Armor Class 12 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft.
Skills Perception +3, Stealth +4
Damage Immunities lightning
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1/2
Bizarre Physiology. The creeper can't take actions except for Dash, Disengage, Hide, and Search. It can't take bonus actions or reactions.
Creeper Head. When a creeper drops to 0 hit points from a charged creeper's explosion (see the Destruction trait), it dies and its head falls off. A creeper's fallen head is hollow and can be worn as a mask with eye and mouth openings.
Destruction. When it ends its turn within 10 feet of a Humanoid that it can see, the creeper stops moving and emits a hiss loud enough to be heard by creatures within 30 feet of itself. If the creeper drops to 0 hit points before the start of its next turn, the hissing stops, and the creeper dies. Otherwise, at the start of the creeper's next turn, one of following things happens:
Electrical Charge. Whenever the creeper is subjected to lightning damage, it takes no damage and instead becomes charged for 1 minute. While charged, the creeper emits dim blue light in a 5-foot radius.
Fear of Felines. The creeper has the frightened condition whenever it starts its turn within 60 feet of a feline creature it can see. The condition lasts until the start of the creeper's next turn.
MCV3MC, p. 4