Mudkip (5e Creature)

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Small beast, lawful good

Armor Class 13 (natural armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.

12 (+1) 10 (+0) 12 (+1) 8 (-1) 6 (-2) 10 (+0)

Saving Throws Str +3, Con +3
Damage Vulnerabilities Lightning
Damage Resistances Fire
Senses passive Perception 8
Languages Understands Common, but cannot speak it
Challenge 1 (200 XP)

Torrent. When the Mudkip has less than 1/3 of it's maximum Hit Points, it's attack rolls will be with advantage.


Tackle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Bludgeoning damage.

Water Gun. Ranged Weapon Attack: +2 to hit, reach 15ft., one target. Hit: 4 (2d4 +2)

Mud Slap. Ranged Weapon Attack: +2 to hit, reach 10ft., one target. Hit: 4 (1d4 +2) When Mudkip hit's Mud Slap in a creature, the target must make a DC=12 Dexterity Saving Throw, if the target fail he gets blinded until Mudkip's next turn.

A wild Mudkip, Game Freak, [1]

Mudkip has a large head with a blue fin on top and a light-blue tail fin. It has black, beady eyes and orange, star-shaped gills on its cheeks. By using the fin on its head, Mudkip can detect changes in air and water currents as well as bodies of water.

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