Yellow Pikmin (5e Creature)
Yellow Pikmin[edit]
Tiny plant (pikmin), unaligned Armor Class 17 (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. Lightning Absorption. Whenever the Yellow Pikmin is subjected to lightning damage, it takes no damage and instead gains a number of hit points equal to the lightning damage dealt. Hallow Bones the Yellow Pikmin can pass electricity through its bones, and when many Yellow Pikmin line up, they can pass electricity through each other. 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) Lightning damage. on a success, the pikmin are thrown off.
|
|
Back to Main Page → 5e Homebrew → Creatures