Small Plant (Lizardfolk), Unaligned
Armor Class 11 Natural Armor
Hit Points 18 (1d4 + 4)
Speed 20 ft.
STR
4 (-3)
DEX
3 (-4)
CON
6 (-2)
INT
6 (-2)
WIS
2 (-4)
CHA
2 (-4)
Saving Throws INT +0
Skills Nature +12
Damage Vulnerabilities Fire
Damage Resistances Lightning, Poison
Condition Immunities Poisoned
Senses Passive Perception 6
Languages Common *Can only say its own name
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Overgrow: When Bulbasaur is at a third of maximum hp, it gains advantage on all attacks for one hour.

Chlorophyll: During bright sunlight, Bulbasaur doubles it's speed.

Hit Points: Hit Point Die Count increases by 1 every 3 exp counters Bulbasaur has.

Evolve: Each time Bulbasaur defeats an enemy, it gains a exp counter. When Bulbasaur reaches 16 exp counters, it can evolves into a Ivysaur.

 Bulbasaur may only have 4 actions action of the given list.  Once a action is forgotten it cannot be relearned.

Any actions that have a limit may be recovered by a long rest

Actions

Tackle (1st level). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+3) bludgeoning damage. 

Growl (2rd level). All targeted creatures within 30 feet must make a DC 13 Wisdom saving throw or gain disadvantage on their next attack roll on a failed save.

Leech Seed (7th level). Target enemy creature within 10 feet must make a DC 13 Wisdom saving throw or be embedded by a seed on a failed save. An embedded creature loose 4 hit points at the start of its turn and Bulbasaur regains 2 hit points. The target can repeat the saving throw at the end of its turn, losing the seed on a success.

Vine Whip (9th level). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (2d4+3) bludgeoning damage. 

Razor Leaf (12th level). Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: 5(1d6+3) slashing damage. Attack critically hits on 19-20 rolls.

Take Down (15th level). Melee Weapon Attack: +5 to hit, charges 10 ft., one target. Hit: 5 (1d8+3) bludgeoning damage but Bulbasaur takes 1/4 of the damage as recoil.

Seed Bomb (18th level). Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 7 (1d8+3) poison damage.

Sweet Scent (21st level). All enemy creatures within 30 feet must make a DC 13 Wisdom saving throw or be charmed.

Growth (25th level). As a bonus action, Bulbasaur can add an additional damage die to its next action.

Synthesis (Limit 2) (27rd level). Bulbasaur heals its injuries. Recover half of Bulbasaur's hit points.

Double-Edge (33th level). Melee Weapon Attack: +5 to hit, charge forward 10 ft., one target. Hit: 7 (1d12+3) Bludgeoning damage but Bulbasaur takes 1/4 of the damage as recoil.

Solar Beam (Limit 2) (36th level). Ranged Weapon Attack: +7 to hit, range 20 ft., Hit: 7 (3d8+3) poison damage. Bulbasaur charges up his action when used.  On his next turn Bulbasaur cannot move and unleashed the Solar Beam in a 20 ft line hitting ally and enemy creatures.

Description

Bulbasaur is a small, quadruped Pokémon that has blue-green skin with darker patches. It has red eyes with white pupils, pointed, ear-like structures on top of its head, and a short, blunt snout with a wide mouth. A pair of small, pointed teeth are visible in the upper jaw when its mouth is open. Each of its thick legs ends with three sharp claws. On its back is a green plant bulb, which is grown from a seed planted there at birth. The bulb provides it with energy through photosynthesis as well as from the nutrient-rich seeds contained within.

Monster Tags: plant

Habitat: ForestGrassland

shanefalco343

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