Medium Swarm of Medium beasts, Neutral Good
Armor Class 12 Natural
Hit Points 100 (5d8)
Speed 25 ft., Climb 25 ft.
STR
3 (-4)
DEX
13 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
7 (-2)
CHA
1 (-5)
Saving Throws DEX +3, INT +2
Skills Nature +12, Sleight of Hand +15, Stealth +15
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision, Tremorsense, Passive Perception 8
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Pikmin. The swarm can't regain hit points or gain temporary hit points

Distraction Any livin creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save (CON) or be nauseated for 1 round. 

Actions

Headbutt (> Half HP) Melee Weapon Attack +3 to hit, reach 0 ft, 1 target in the swarm's space. Hit: (4d4) bludengeoning damage

Headbutt (< Half HP) Melee Weapon Attack +3 to hit, reach 0 ft, 1 target in the swarm's space. Hit: (2d4) bludengeoning damage

Launch Pikmin. RangedWeapon Attack: +4 to hit, range 25/50 ft., # target. Hit: (2d4 + 2) bludengeoning damage.

 

Reactions

Controlled Hive Mind. Pikmin will typically avoid all larger creatures unless they are being controlled by the Pikmin Whistle. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Pikmin are Tiny humanoid plant-like monsters that come in a variety of different colors and forms. They typically live in colonies of 100 Pikmin and are usually docile and predator-aversive. However, if an Adventurer uses a Pikmin whistle, they may be compelled to attack and do the Master's bidding.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ForestGrasslandHill

HorsewithHands

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