Small Plant
Armor Class 9
Hit Points 45 (9d20)
Speed
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
21 (+5)
WIS
21 (+5)
CHA
10 (+0)
Senses Passive Perception 4
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Type: Grass/Poison

Abilities:

Overgrow: Overgrow increases the power of Grass-type moves by 50% (1.5×) when the ability-bearer's HP falls below a third of its maximum

Chlorophyll: Chlorophyll doubles the ability-bearer's Speed during bright sunshine.

Evolves at Level 1, at 6

 

 

Actions

Level 0

1. Tackle: A physical attack in which the user charges and slams into the target with its whole body. 5ft range, Hit +Str Mod (Level+1d6) Normal Type, Physical

 3. Growl: The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Strength Mod by 1. 5ft AOE, Hit +0, Normal Type, Status

7. Leech Seed: A seed is planted on the target. It steals some HP from the target every turn. 10ft range, Hit +0 steal 2d4, Grass Type, Status

9. Vine Whip: The target is struck with slender, whiplike vines to inflict damage. 10ft line, Hit +Str Mod (Level+2d6) Grass Type, Physical

Level 1

3. Poison Powder: The user scatters a cloud of poisonous dust that poisons the target. 10ft range, Hit+0, Poison Type, Status

3. Sleep Powder: The user scatters a cloud of soporific dust that puts the target to sleep. 10ft range, Hit+0, Grass Type Type, Status

5. Take Down: A reckless full-body charge attack for slamming into the target. This also damages the user a little. 15ft line, Hit +Str Mod (Level+1d10) User takes half the damage dealt, Normal Type, Physical

9. Razor Leaf: Sharp-edged leaves are launched to slash at opposing Pokémon. This move has a heightened chance of landing a critical hit. 5ft line, Hit +Str Mod (Level+2d6) 1d20 for raised crit chance, Grass Type, Physical

Level 2

1. Sweet Scent: The user releases a scent that gives you advantage on those targets. 5ft AOE, Hit+0, Normal Type, Status

5. Growth: The user’s body grows all at once, boosting it's Str and Int Mods by +1. Normal Type, Status

7. Double Edge: A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot. 10ft Line, Hit +Str Mod (Level+1d12) User takes half the damage dealt, Normal Type, Physical

Level 3

1. Worry Seed: A seed that causes worry is planted on the target. It prevents sleep by making the target’s Ability only Insomnia. 10ft range, Hit +0, Grass Type, Status

3. Synthesis: The user restores its own HP. The amount of HP regained varies with the weather. 2d10 in neutral, 2d6 in Rain, Hail, Sandstorm, 2d20 in sun light, Grass Type, Status

3. Power Whip: The user violently whirls its vines, tentacles, or the like to lash the target. 15ft line, Hit + Str Mod (Level+2d12) Grass Type, Physical

6. Solar Beam: The user gathers light on the first turn, then blasts a bundled beam on the next turn. 20ft Line, Hit + Int Mod  (Level +2d12) Grass Type, Special

7. Seed Bomb: The user attacks by slamming a barrage of hard-shelled seeds down on the target from above. 10ft range & 5ft AOE from target, Hit +Str Mod (Level+2d8) Grass Type, Physical

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Level 10

Legendary Actions

 

 

Mythic Actions

 

 

Description

Extremely Effective (x4): 

Super Effective (x2): Fire, Ice, Flying, Psychic 

Neutral (x1): Normal, Poison, Ground, Bug, Rock, Ghost, Dragon, Dark, Steel

Not Very Effective (x1/2): Water, Electric, Fighting, Fairy

Nearly Ineffective (x1/4): Grass

Immune:

 

Lair and Lair Actions

 

 

Shadow_elf121

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