White Pikmin (5e Creature)

From D&D Wiki
Jump to navigation Jump to search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Pikmin franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to Pikmin copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

White Pikmin[edit]

Tiny plant (pikmin), unaligned


Armor Class 18 (natural armor)
Hit Points 3 (1d4 + 1)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 12 (+1) 5 (-3) 19 (+4) 13 (+1)

Skills Acrobatics +8, Perception +6, Survival +6
Proficiency Bonus +2
Damage Immunities Poison
Condition Immunities charmed, poisoned
Senses passive Perception 16
Languages Pikmin, understands Common but can't speak it
Challenge 0 (10 XP)


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.

Poison Absorption. Whenever the White Pikmin is subjected to poison damage, it takes no damage and instead gains a number of hit points equal to the poison damage dealt.

Poisonous Blood when the white pikmin is reduced to 0 HP by a bite or swallow attack, the creature must make a constitution saving throw. the DC for creatures of a CR of 0 to 10 have a DC of 20, and creatures of a CR of 11 and higher is 10. on a fail, the creature takes poison damage equal to the creature's maximum HP.

ACTIONS

Slap. 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) Poison damage. on a success, the pikmin are thrown off.


5.00
(one vote)

Back to Main Page5e HomebrewCreatures