Small Plant, Any Alignment
Armor Class 14 scales
Hit Points 14 (10d10)
Speed
STR
18 (+4)
DEX
9 (-1)
CON
17 (+3)
INT
10 (+0)
WIS
21 (+5)
CHA
11 (+0)
Senses Passive Perception 30
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Spellcasting.
1st level (1 slots): [Overgrow increases the power of grass type moves, plays must succeed a d20 throw over 14 and they must be grass type to get advantage throws.], [Overgrow]

Actions

Vine whip . strength modifier +1

Poison powder. roll d20 (modifier +4.) (Poison damage)

Solar Beam Ranged Weapon Attack: +5 to hit, range 30/50 ft., 1 target. Hit: strength plus modifier  [radiant damage] damage.

Reactions

Dodge.

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

Mythic Action Name. 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

There is a plant seed on its back right from the day this Pokémon is born. The seed slowly grows larger

While it is young, it uses the nutrients that are stored in the seed on its back in order to grow.

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.

LexBattleHunter