Creeper

The Creeper is a green, near-silent, ambush/kamikaze mob that was first introduced in Survival Test version. Upon getting close enough to the player, it will let out a loud hissing sound and detonate after 1.5 seconds. Rarely creepers do have an idle sound; it sounds similar to a dying creeper (not exploding/people often mistake this for a spider). They do not catch fire when in direct sunlight, unlike Zombies and Skeletons which means that after a night there can still be dangers of running into a creeper in full sunlight.

Creepers possess a reputation among players, mostly because they can destroy player-made shelters and structures. In addition, their dangerous nature and strange appearance has made them a widely-recognisable icon for Minecraft.

Behavior
A creeper's path-finding algorithm seems to be a little more complex than most other hostile mobs. They will avoid directly approaching the player whenever possible, and seem to prefer standing in an alcove or around a corner from the front door of a fort or staircase. They likely determine this position by calculating where the player goes most often, and find a hiding spot nearby. The creeper will then rush in and ambush the player the next time they can find a path. Creepers are also capable of climbing ladders and swimming up waterfalls, although only when the pathfinding runs them right into one.

Although creepers cannot see through walls like spiders, many players mistake them to be able to see through walls. Because of their traffic-map like ability, they appear to path near your base, or wherever you are the most. Consequently, they are hard to avoid, and mostly blow up what you work on the most first.

Multiple creepers targeting one area will choose different hiding spots as the closest ones fill up, so ambushes with 2 - 5 creepers hiding in different places will often occur. If the player is just barely out of the creeper's sight (about 3 blocks) and shoots the creeper with an arrow, the creeper will notice the player and charge at him/her.

Creepers have no associated idle sound (unlike all other mobs), meaning the only way they can be distinguishably heard is to listen for landing or damage sounds.

Like all other mobs, creepers can be lit on fire.

A creeper's explosion is 1/4 less powerful than TNT, with an explosive power of 3.

A creeper's detonation can be halted if the player moves out of its blast radius. It will stop hissing, and gradually reset its timer at the same rate that it counts down (for example, if it has been counting down for 1 second, it will take 1 second to "cool down"). A bug may also halt the creeper, without resetting the timer, by closing a door when its "counting down", this will make the creeper (if the door was closed as it inflated) to not return to its normal shape, or remain white, but this has only been seen in multiplayer. Killing a creeper before the countdown starts or finishes will not cause the creeper to detonate.

A creeper will still blow up with a wall one block thick between you, though the creeper must be able to see you to detonate.

If a glass wall or window one block thick exists between the a creeper and the player, the creeper's detonation sequence will not be triggered. Glass walls around entrances will reveal the creepers' nasty habit of hiding in ambush around corners, the disadvantage of this is that glass is not very durable should the creeper explode.

As of the beta 1.5 update, a creeper that has been struck by lightning will have a blue aura around it, becoming a charged/electrified creeper. A charged creeper will have a much more powerful explosion. They cannot be spawned naturally, though it's possible that a charged creeper can wander it's way down from the surface into a deep labyrinth which the player is in and destroy them. This makes setting up walls/no passing zones with Soul Sand or death traps before unlit areas a more desired preemptive so the player can continue focusing on their projects with less to fear from charged creepers in caves than on the surface.

There is an oddity with a creeper if the player manages to block a creeper behind a Soul Sand one-way entrance. The player can approach up to two blocks without the creeper hissing, but if the player suddenly goes into sneak position, the creeper will hiss and initialize his count-down timer. This shows that creepers currently countdown farther away if the player is at a lower elevation, and will only countdown if much closer to the player while they are at a higher elevation. This is probably because players can outrun explosions at a higher altitude and be shielded from the blast thanks to the floor.

Strategy
Due to the stealthy nature of creepers, the player must remain vigilant at all times, but especially when exploring caves and in forest biomes. Underground, creepers can spawn at any time, and at the surface, creepers will spawn at night or in dark shadowed locations (Light level 7 or less). When confronting a creeper, the safest way to fight one is from a distance, using a bow and a stock of arrows. It takes five arrows to kill.

Creepers make a foot stepping noise while walking so it is possible for an experienced FPS player to locate where they are coming from and if it is a creeper or not.

For close combat, players can take advantage of the creeper's count-down cancellation by hitting the creeper, retreating and hitting it again until it is defeated. The player can also get close enough to a creeper from above to hit it with a melee weapon without the detonation sequence being activated.

Alternatively, due to their straight-forward path finding, the player can dig three-block-deep pits to lure the creeper into and then strike from above. While two blocks may seem sufficient, there is a risk of having the creeper "boosted" up out of the pit when struck. If the player would like to finish off the creeper quickly, carrying a diamond sword would be essential, as it only takes two hits to be defeated and the "retreat-hit" maneuver in accordance with the weapon would guarantee safety.

As with TNT, all drops in the explosion radius will be destroyed - something to consider if the player is killed.

In terms of environmental damage, the harder the material caught in an explosion, the less damaging the explosion will be. Secure homes should be built with multiple layers of highly explosion-resistant materials.

Another alternative is to use a diamond sword and strike them twice, one right after the other. Mobs, like the player, have a 0.5 second buffer zone from being hit to being able to strike again. This is not recommended if there is multiple creepers in close proximity, though this works wonders in caves should a creeper suddenly fall down behind you. Remember, keys 1-9 correspond to using the item in that inventory slot so be ready to switch the moment you hear them hissing. If you are cornered with a diamond sword, this is the easiest way to deal with them. Run at them and keep tapping the attack button until they die. This technique also works with an Iron sword, though harder.

Electrified Creepers
Charged Creepers are the latest of monsters that players especially need to be on the lookout for, should a lightning storm brew. Although extremely rare, one lightning bolt is all it takes to charge them. Do not attempt to fight them without a diamond sword, because the increased damage and radii of the explosion could kill you in one shot (guaranteed death on normal or hard). Luckily, they are easy to find by the glow surrounding them. The player should consider these special mobs as their new #1 priority; Either run away and wait for them to despawn, get a Skeleton to distract them, kill them using the standard creeper strategy above, or simply encase them and don't return until some time has passed and they have despawned. If you and/or the creeper are under a tree or other object that obstructs rain after it get shocked by lightning, the creeper may die from fire damage, so long as it's fire doesn't get put out by rain or water. Remember, normal Creeper explosions usually cause manageable damage, but charged explosions can ruin a good day's work in a matter of seconds. Even if the player is using Cobblestone or an equivalent in terms of Explosion Resistance, a charged creeper can peel through it like regular creepers do with Dirt. The player's shelter is only safest when using Obsidian. Due to the increased blast radius, there's no outrunning a charged explosion should the creeper continue to swell up. The only hope is to run or dig yourself an emergency exit and seal the hole behind you.

Music Discs
If a creeper is killed by a skeleton's arrow, it will drop a Music Disc. How the creeper gets hurt before does not matter, as long as the final blow is made by a skeleton. The easiest way to achieve this is to hit a creeper with four arrows, and have a skeleton shoot it after. However, if the creeper is hit but not killed, and near the skeleton, it will attack the skeleton by exploding, and therefore will not drop a disc.

Besides from a creeper, the only way to acquire a music disc is from a dungeon.

History


In Survival Test, the creeper's default look was a darker shade of green and flashed to a lighter green upon being hit. It behaved much like a zombie, except its attack dealt only two hearts worth of damage rather than three of the zombie, or the more recent 8+. After taking some damage, it would flash, indicating that it was about to detonate. Upon being killed, it caused a 4x4x4 spherical explosion, leaving a small crater, destroying plenty of blocks and hurting any players if they were in the way. However, this did not destroy stone, so it was not possible to blow up the map. Before they saw the player their heads would "droop" down.

The creeper was worth 250 points when killed. This was later decreased to 200 points.

Drops
Survival Test:
 * No dropped items
 * 200 points

Alpha and Beta:
 * 0-3 units of Gunpowder
 * 1 Music Disc (when killed by a skeleton)

Trivia

 * Creepers are capable of climbing ladders even though they have no arms.
 * The creeper design is based on a failed attempt to make a pig model, hence the four legs.
 * Notch has described creepers as "being crunchy, like dry leaves".
 * The Minecraft profile picture on Facebook is that of a Creeper's face.
 * Like all explosions, if a creeper detonates whilst surrounded/in water, its explosion has no effect on blocks, but will still cause damage to players and other mobs.
 * It is entirely possible to detonate a creeper without taking damage.
 * If the creeper's countdown starts, and you turn the difficulty mode to peaceful, the creeper won't explode. Rather, it will just despawn.
 * Creepers were given a new taking damage sound after the Halloween Update.
 * Creepers swell up and skew in size before exploding.
 * Creepers are the only mob that Wolves won't attack once they are tame.
 * As of Beta 1.4, the 'A' in 'Minecraft' on the launcher shows a Creeper face.
 * Creepers currently have a bug that occurs in both SSP and SMP where if they see you and were close enough to start their fuse, then before they defuse lose sight of you, they will hold their fuse until they see you again. And in most cases they will hide behind a corner, and when they light their fuse they ALWAYS move to their right. So they will stay behind that corner until you come close enough for them to see you again, by then it is too late to get away.
 * A charged creeper can instantly kill you by exploding on hard, often on normal as well.
 * There is a bug in SSP in which creepers sometimes use the sounds of other mobs, which can cause confusion in players. Cause unknown.

Creeper Creeper