| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 10 | +0 | +0 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 12 | +1 | +1 |
| CHA | 12 | +1 | +1 |
Overgrow. While Bloodied, the Bulbasaur deals an additional 2 (1d4) points of damage when using its Vine Whip attack.
Multiattack. The Bulbasaur makes two Vine Whip attacks.
Vine Whip. Melee Weapon Attack: +2 to hit. Reach 10 ft., one target. Hit 3 (1d6) bludgeoning damage.
The Bulbasaur lashes out with shredding, vine-like appendages that strike at targets with pinpoint accuracy.
Sleep Powder. The Bulbasaur targets an area within 20 ft. of itself where it spreads a slumber inducing powder. Each creature of the Bulbasaur's choice in a 5-foot-radius Sphere centred on a point within range must succeed on a DC 11 Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell. A target that saves successfully against this ability is immune to it's effects for 1 hour.
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