Tiny Plant, Unaligned
Armor Class 12 Natural Armor
Hit Points 15 (4d4 + 5)
Speed 25 ft.
STR
12 (+1)
DEX
14 (+2)
CON
10 (+0)
INT
6 (-2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +4
Skills Acrobatics +4, Athletics +3
Damage Immunities Lightning
Condition Immunities Exhaustion, Grappled, Paralyzed
Senses Darkvision 60ft, Passive Perception 10
Languages Druidic, Sylvan Can understand languages, but only speak as "Talk to Plants".
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Natural Followers. The Bulbin follow a leader and listen to them unconditionally, even in the case of causing themselves life threatening injury. They cannot be charmed by another as long as their leader is within 60ft with line of sight.

Natural Growth. The Bulbin regain 1D4 HP and recover from 1 exhaustion for every 10 min spent in sunlight.

Flowering. Bulbin start their lives with a leaf on their head. As they grow they get a bud and a flower on their head. This evolution happens if they are given an entire jar of nectar, or if they remain in direct sunlight for 2 consecutive hours. For every 2 hours in direct sunlight you make have your Bulbin move from leaf to bud to flower; gaining the following benefits:

  • BUD = +1 AC, +5ft movement speed
  • FLOWER = +1 AC, +5ft movement speed

Swarm-like. Bulbin can group up into swarms of 5 to occupy the same space. They cannot gain hit points from means other than from their Natural Growth feature. They can also move through and occupy the same square as enemies and allies to accomidate their short stature and reach.

Shock Absorbers. Yellow Bulbin are not just immune to lightning damage, but they also heal from it. They regain HP equal to half the damage that would have been dealt as lightning damage.

Long Leap. Yellow Bulbin are super light. They can be thrown twice as far as normal (based on the one throwing them) and they do not take fall damage for the first 80ft they fall.

Actions

Charge (5+ in Swarm). If the Bulbin moves at least 20 ft. straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is prone, the Bulbin can make one slam attack against it as a bonus action.

Slam. Melee Weapon Attack: +3 to hit, reach 0 ft., 1 target within the Bulbin's space. Hit: 5 (2d4 + 1) bludgeoning damage. 

Bomb Flower (Recharge 4-6). Using an action the Yellow Bulbin collect dirt and minerals into a ball that can be thrown 30ft into any space it can see. The sphere explodes on impact causing every creature within 5ft of it to make a DC 13 Dexterity saving throw, taking 10 (4d4) fire damage on a failed save, or half as much on a successful one. 

Description

Bulbin are a breed of communal plant like creatures who must work together to survive (similar in the nature to that of ants). Bulbin come in many different shapes and sizes, with many strengths and weaknesses; their existence as part of the larger family of Bulbin is all that really ties them together.

Every Bulbin is tiny in stature (usually only about 1ft tall at most), have small beady eyes, and have either a leaf, bulb, or flower attached to their head. Yellow Bulbin have a static field around them at all times, they have long elf like ears, and have a yellow skin tone. Their flowers when they bloom are white petaled.

Monster Tags: plant

Habitat: ForestMountain

SipcoGames

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