Overgrow. Once the bulbasaur gets down to 25% of its health, the bulbasaur is immune to being grappled and poisoned and all of its ranged attacks deal an extra die of their damage. Once the bulbasaur heals back to more than 25% health, this effect ends.
Bite. Melee Weapon Attack: +3 to hit, reach 2 ft., 1 target. Hit: 2 (1d4+1) piercing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d6+2) bludgeoning damage. The bulbasaur must make a DC 13 Constitution saving throw or be knocked back 4 feet from its current location.
Vine Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 4 (1d6+2) bludgeoning damage. The bulbasaur can instead use this action to grapple the target if it is size Medium or smaller (escape DC 13 Strength to escape).
Razor Leaf. RangedWeapon Attack: +5 to hit, range 40/65 ft., The bulbasaur shoots put a twirling 40 to 60 foot long line of razor-sharp leaves whizzing through the air. Any target that is in the way must make a DC 12 Dexterity saving throw or take 8 (2d4+3) slashing damage on a failed save or one third as much on a success.
Leech Seed. RangedWeapon Attack: +4 to hit, range 20/30 ft., 1 target. Hit: 3 (1d4+2) bludgeoning damage. At the start of each of the target's turns and at the start of each of the bulbasaur's turns, the bulbasaur drains 1 hit point from the target. When this happens, the target automatically loses 1 hit point normally and the bulbasaur automatically gains back 1 hit point. THis effect ends after 1d4 rounds or immediately after the bulbasaur dies.
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