Glow Pikmin (5e Creature)
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Glow Pikmin[edit]
Tiny plant (pikmin), unaligned Armor Class 18 (natural armor)
Skills Acrobatics +8, Perception +6, Survival +6 Whistle Respond. When a creature blows a whistle within 60 ft from the pikmin the pikmin will run to the creature and follow it, and when told to do an action, it will do so. Radiant Absorption. Whenever the Glow Pikmin is subjected to radiant damage, it takes no damage and instead gains a number of hit points equal to the radiant damage dealt. Sunlight Sensitivity. While in sunlight, the Glow Pikmin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Bioluminescence the Glow Pikmin emanates dim light 30ft around it, and it gains disadvantage on stealth checks it makes. Ghostly Body when a Glow Pikmin dies, It does not truly die, but instead transports to an onion closest to it, and it needs 1 hour in order to be fully healed to leave again. in the same aspect, when a Glow Pikmin finishes a task or when it gets lost, it can teleport up to 120 ft around. It can do this 3 times a day, needing a long rest to regain its uses. 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 2 (1d4) radiant damage. on a success, the pikmin are thrown off.
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