Armor Class 14 Natural Armor
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws CON +5, WIS +4
Skills Perception +4, Survival +4
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 60, Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Overgrow. When Bulbasaur is reduced to half its hit points or fewer, its Grass-type attacks become empowered. Bulbasaur deals an additional 1d6 damage whenever it deals damage with Vine Whip, Razor Leaf, or Seed Bomb.

Chlorophyll. Bulbasaur's speed increases to 40 ft while in bright sunlight.

Natural Recovery. At the start of its turn, if Bulbasaur has at least 1 hit point and is standing on natural earth or vegetation, it regains 3 hitpoints.

Thick Hide. Bulbasaur has advantage on saving throws against effects that would knock it prone.

Actions

Multiattack. Bulbasaur makes two attacks, using Vine Whip or Tackle.

Vine Whip. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 1d8 + 2 bludgeoning damage plus 1d6 poison damage. The target must succeed on a DC 12 Strength saving throw or be pulled up to 10 feet toward Bulbasaur.

Tackle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8 + 1 bludgeoning damage.

Razor Leaf (Recharge 5–6). Bulbasaur launches a storm of razor-sharp leaves. Each creature in a 15ft cone must make a DC 13 Dexterity saving throw, taking 4d6 slashing damage  on a failed save, or half as much on a success.

Leech Seed (1/Day). Bulbasaur launches a seed at one creature within 30 feet.

The target must succeed on a DC 13 Dexterity saving throw or become affected by Leech Seed for 1 minute. At the beginning of each of the affected creature's turns, it takes 1d6 necrotic damage, and Bulbasaur regains hit points equal to the damage dealt.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Bonus Actions

Sleep Powder (1/Day). Bulbasaur releases a cloud of sleep-inducing spores in a 15ft radius sphere centered on a point it can see within 30 feet. Each creature in the area must succeed on a DC 13 Constitution saving throw or become unconscious for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that succeeds on the saving throw is immune to Bulbasaur's Sleep Powder for 24 hours.

DungeonDDive

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