Filthy, reeking black rags wrap this small humanoid from head to toe, leaving only its hands and pale white nose visible.
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8
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—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
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.