Keen Hearing. The pikmin has advantage on Wisdom (Perception) checks using hearing.
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 25 feet and a high jump of 15 feet with or without a running start.
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.
Variant: Bomb Rock (1/day). The pikmin throws a bomb rock at a point it can see up to 30 feet away. Each creature within 5 feet of that point must make a DC 10 Dexterity saving throw. A creature takes 4 (1d8) thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the explosion’s area.
Description
A type of Pikmin. Take a nutrient-rich pellet to a flying saucer known as an Onion, and it will produce the mysterious beings known as Pikmin. Yellow ones fly higher than other Pikmin when tossed. Unlike other Pikmin, they're also highly resistant to electricity, which makes them invaluable when battling enemies like anode dweevils.







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