Bulbasaur is a small, quadrupedal amphibian Pokémon that has blue-green skin with darker patches. It has red eyes with white pupils, pointed, ear-like structures on top of its head, and a short, blunt snout with a wide mouth. A pair of small, pointed teeth are visible in the upper jaw when its mouth is open. Each of its thick legs ends with three sharp claws. On Bulbasaur's back is a green plant bulb, which is grown from a seed planted there at birth. The bulb also conceals two slender, tentacle-like vines and provides it with energy through photosynthesis as well as from the nutrient-rich seeds contained within.
It is found in grasslands and forests, it is hard to come by in the wild. It has been observed that a Bulbasaur's bulb will flash blue when it is ready to evolve. If it does not want to evolve, it struggles to resist the transformation. Many Bulbasaur gather every year in a hidden garden to evolve into Ivysaur in a ceremony led by a Venusaur.
Bulbasaur
There is a plant seed on its back right from the day they are born. The seed slowly grows larger as Bulbasur grows.
Armor Class | 13 (natural armor) |
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Hit Points | 3d6+3 |
Speed | 30ft. |
Strength | 8 (-1) |
Dexterity | 14 (+2) |
Constitution | 13 (+1) |
Intelligence | 4 (-3) |
Wisdom | 10 (+0) |
Charisma | 6 (-2) |
Saving Throws | Intelligence d20+2 | Wisdom d20+3 |
Damage Vulnerabilities | Fire |
Damage Resistances | Poison |
Condition Immunities | Poisoned |
Senses | Darkvision 60 ft. | Passive Perception 11 |
Languages | Terran | Understands Common but cannot speak it |
Challenge | 1/4 (50 XP) |
Special 1 | Innate Spellcasting | The Bulbasaur's spellcasting ability is Wisdom | (spell save DC 11, d20+3 to hit with spell attacks). |
The Bulbasaur can innately cast the following spells | without using any components. |
Spells 1 | Poison Spray | Thorn Whip | False Life |
Special 2 | Regeneration | The Bulbasaur regains 5 hit points at the start of its | turn as long as it is in direct sunlight. |
This ability stops working if the | Bulbasaur is reduced to 0 hit points |
Action 1 | Vine Whip | Melee Weapon Attack | d20+4 to hit |
Reach 10 ft., one target | Hit 1d6+2 slashing |
Action 2 | Tackle | Melee Weapon Attack | d20+4 |
Reach 5 ft., one target | Hit 1d6+2 bludgeonig damage |
Action 3 | Slam | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 bludgeoning damage |
Ivysaur is a quadrupedal amphibian Pokémon that has blue-green skin with darker patches. On top of its head are pointed ears with black insides and it has narrow red eyes. Ivysaur has a short, rounded snout with a wide mouth and two pointed teeth in its upper jaw. Each of its feet has three claws on them. The bulb on its back has bloomed into a large pink bud. A short brown trunk surrounded by leafy green fronds supports the bud.
The weight of the plant prevents Ivysaur from running fast and standing on its hind legs and forces its legs to grow sturdy. When its flower is ready to bloom, it gives off a distinct, strong sweet-smelling aroma and starts swelling. Ivysaur will also start spending more time in sunlight in preparation for its upcoming evolution. Exposure to sunlight adds to the strength of both Ivysaur and its plant. Ivysaur's natural habitat is plains.
Ivysaur
When the bulb on its back grows large, it appears to lose the ability to stand on its hind legs.
Armor Class | 15 (natural armor) |
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Hit Points | 9d6+36 |
Speed | 25 ft. |
Strength | 10 (+0) |
Dexterity | 14 (+2) |
Constitution | 18 (+4) |
Intelligence | 12 (+1) |
Wisdom | 16 (+3) |
Charisma | 12 (+1) |
Saving Throws | Intelligence d20+3 | Wisdom d20+5 |
Damage Vulnerabilities | Fire |
Damage Resistances | Poison |
Senses | Darkvision 60 ft. | Passive Perception 12 |
Languages | Terran | Understands Common but doesn't speak it |
Challenge | 3 (700 XP) |
Special 1 | Innate Spellcasting | The Ivysaur's spellcasting ability is Wisdom | (spell save DC 12). |
The Ivysaur can innately cast the following spells | without using any components |
Spells (3/day) | Poison Spray | Thorn Whip | Entangle |
False Life | Fog Cloud |
Special 2 | Chlorophyll | While in bright sunlight, | the Ivysaur has an advantage on |
initiative checks and attack rolls |
Special 3 | Regeneration | The Ivysaur regains 10 hit points at the start of its turn | as long as it is in direct sunlight. |
This ability stops working if it is reduced to 0 hit points |
Special 4 | Stability | The Ivysaur gains advantage on saving throws | to avoid being tripped or moved against its will |
Action 1 | Multi Attcak | The Ivysaur makes two vine whip attacks |
Action 2 | Tackle | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 2d6 bludgeoning damage |
Action 3 | Energy Ball | Ranged Spell Attack | d20+5 to hit |
Range 20/60 ft, one target | Hit 2d8+3 force damage |
Action 4 | Vine Whip | Melee Weapon Attack | d20+5 to hit |
Reach 10 ft., one target | Hit 2d4+4 slashing damage. | If the target is a creature it must succeed on a | DC 12 Constitution saving throw |
or take an additional 2d8 poison damage | and be poisoned for 1 minute. | The target can repeat the saving throw | at the end of each of its turns, |
ending the effect on a success |
Action 5 | Razor Leaf | Ranged Weapon Attack | d20+4 to hit |
Range 30 ft., one target | Hit 3d6+1 slashing damage. | If the target is a creature it must make | a DC 12 Constitution saving throw |
or take an additional 5 points | of damage from blood loss |
Action 6 | Leech Seed (Recharge 6) | The Ivysaur targets one creature | within 30 feet of it that it can see. |
The target must make a DC 12 Dexterity saving throw | to avoid being dusted with a special form of pollen. | On a failed saving throw, | the affected target takes 1d10 poison damage |
at the beginning of each of their turns | and the Ivysaur heals the same amount of hit points. | The effect lasts for 3 rounds. |
Venusaur is a squat, quadrupedal amphibian Pokémon with bumpy, blue-green skin. It has small, circular red eyes; a short, blunt snout; and a wide mouth with two pointed teeth in the upper jaw and four in the lower jaw. On top of its head are small, pointed ears with reddish pink insides. It has three clawed toes on each foot. The bud on its back has bloomed into a large pink, white-spotted flower. The flower is supported by a thick, brown trunk surrounded by green fronds. A female Venusaur will have a seed in the center of its flower.
Venusaur uses its flower to catch the sun's rays to convert them into energy, which causes the flower to become more vibrant. The flower releases a soothing scent that attracts Pokémon and calms emotions. This scent becomes stronger after a rainy day. Venusaur has demonstrated the ability to manipulate nature, release several vines from its back, and lead evolution ceremonies for Bulbasaur and Ivysaur. This Pokémon is rarely found in the wild, but it has been known to inhabit grasslands.
Venusaur
Its plant blooms when it is absorbing solar energy. It stays on the move to seek sunlight.
Armor Class | 17 (natural armor) |
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Hit Points | 16d8+80 |
Speed | 30 ft. |
Strength | 20 (+5) |
Dexterity | 12 (+1) |
Constitution | 18 (+4) |
Intelligence | 4 (-3) |
Wisdom | 12 (+1) |
Charisma | 6 (-2) |
Saving Throws | Intelligence d20+5 | Wisdom d20+7 |
Damage Vulnerabilities | Fire |
Damage Resistances | Poison | Lightning | Thunder |
Senses | Passive Perception 11 |
Languages | Terran | Understands Common but can't speak it |
Challenge | 6 (2,300 XP) |
Special 1 | Innate Spellcasting | The Venusaur's spellcasting ability is Wisdom | (spell save DC 12). |
The Venusaur can innately cast the following spells | without using any components |
Spells (at will) | Fog Cloud | Poison Spray | Thorn Whip |
Entange | Spike Growth | False Life |
Special 2 | Chlorophyll | While in bright sunlight, the Venusuar | has an advantage on initiative checks and attack rolls |
Special 3 | Overgrown | While the Venusuar is below 50 hit points, | its Frenzy Plant attack automatically |
recharges at the beginning of its turns |
Special 4 | Regeneration | The Venusauar regains 15 hit points | at the start of its turns as long as it is in direct sunlight. |
This ability stops working if it is reduced to 0 hit points |
Special 5 | Supreme Stability | The Venusaur cannot be tripped or moved against its will |
Action 1 | Multiattack | The Venusaur makes two slam attacks or two vine whip attacks |
Action 2 | Tackle | Melee Weapon Attack | d20+4 to hi |
Reach 5 ft., one target | Hit 2d6+1 bludgeoning damage |
Action 3 | Frenzy Plant (Recharge 5-6) | Ranged Spell Attack | d20+7 to hit |
Range 300 ft., one target | Hit 6d8+4 force damage |
Action 4 | Slam | Melee Weapon Attack | d20+9 to hit |
Reach 10 ft., one target | Hit 2d10+5 bludgeoning damage |
Action 5 | Vine Whip | Melee Weapon Attack | d20+9 to hit |
Reach 10 ft., one target | Hit 2d4+4 slashing damage. | If the target is a creature it must succeed on a |
DC 16 Constitution saving throw or take an | additional 2d10 poison damage and be poisoned for 1 minute. | The target can repeat the saving throw at the end of each of its turns, | ending the effect on a success |
Action 6 | Solar Beam (Recharge 5-60 | The Venusaur fires a ray of solar energy 60 feet long and 5 feet wide. | Each creature in that line must make a |
DC 16 Dexterity saving throw or | take 8d10 radiant damage on a failed save, | or half as much on a successful one |
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