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.
A creeper is a green, armless creature that emerges in darkness and silently prowls the Overworld on its four short legs. Its peculiar face bears no clue of its motives, but its destructiveness makes it one of the greatest threats to both life and property in the Overworld.