Tiny Plant, Unaligned
Armor Class 10
Hit Points 3 (1d4 + 1)
Speed 30 ft., Swim 30 ft.
STR
1 (-5)
DEX
11 (+0)
CON
12 (+1)
INT
3 (-4)
WIS
10 (+0)
CHA
10 (+0)
Damage Immunities Acid
Senses Passive Perception 10
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Amphibious. The pikmin can breathe both air and water.

Multi-Stage. The pikmin has a flower atop its head while it has 3 or more hit points. If the pikmin is reduced to 2 hit points, the flower reverts to a bud and the pikmin’s speed is reduced by 10 feet. If the pikmin is reduced to 1 hit point, the flower or bud reverts to a leaf and the pikmin’s speed is reduced by an additional 10 feet for a total reduction of 20 feet.

Pack Tactics. The pikmin has advantage on an attack roll against a creature if at least one of the pikmin’s allies is within 5 ft. of the creature and the ally isn't incapacitated.

Standing Leap. The pikmin has a long jump of 20 feet and a high jump of 10 feet with or without a running start.

Actions

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: The pikmin attaches itself to the target. The target takes 2 (1d4) bludgeoning damage at the end of each of the pikmin’s turns while the pikmin is attached. The target can detach the pikmin as an action.

Description

This blue Pikmin walks around with its mouth ajar. At home in the water, they're very helpful when objects are submerged and need retrieving.

Newb_DM

Comments

Posts Quoted:
Reply
Clear All Quotes