Blue Pikmin (5e Creature)
Blue Pikmin[edit]
Tiny plant (pikmin), unaligned Armor Class 18 (natural armor)
Skills Acrobatics +7, Perception +6, Survival +6 Amphibious. The pikmin can breathe air and water. Cold Absorption. Whenever the pikmin is subjected to cold damage, it takes no damage and instead gains a number of hit points equal to the cold damage dealt. Whistle Respond. When a creature blows a whistle within 60 feet from the pikmin the pikmin will run to the creature and follow it, and when told to do an action, it will do so. ACTIONSSlap. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Jump. The pikmin who has been thrown onto an enemy or the pikmin has charged, the pikmin tries to get on the creature. The creature must make a dexterity saving throw of a DC of 10 for charge, and 18 for throw. when succeeds, the pikmin is now on the creature. on the start of each of the creatures turns, the creature makes a strength saving throw of a DC of 16, or the pikmin stay, and each pikmin deals 3 (1d4 + 1) slashing damage. on a success, the pikmin are thrown off.
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