Ice Pikmin (5e Creature)
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Ice Pikmin[edit]
Tiny plant (pikmin), unaligned Armor Class 18 (natural armor)
Skills Acrobatics +7, 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. Icey Body when the Ice Pikmin comes into contact with water, the water freezes, able to hold 200 pounds on this new sheet of ice. cold Absorption. Whenever the Ice Pikmin is subjected to cold damage, it takes no damage and instead gains a number of hit points equal to the cold damage dealt. 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) Cold damage. on a success, the pikmin are thrown off.
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