Burmy is a small, larval Pokémon with a black segmented body and a coiled antenna on top of its head. It has a beak-like mouth and yellow eyes. Burmy has six stubby legs: the first two pairs are black, while the back pair is yellow. There are also two white spots on its cheeks. However, Burmy's legs and cheek spots are only visible on a Burmy without a cloak.
It can uncoil the antenna on its head and wrap it around its opponent. Remoraid is a natural predator of Burmy.
Burmy has three forms: Plant Cloak, Sandy Cloak, and Trash Cloak.
Burmy is normally covered by a cloak, with three known variants that consist of either twigs and leaves, sand and mud bound by its own silk, or dust and garbage resembling pink building insulation. It will not hesitate to collect nearby materials to construct a new cloak if the old one breaks or falls off. Even if it is born where there are no cocooning materials, it somehow always ends up with a cloak. The cloak protects it from the cold and will become thinner when the weather is hot.
Burmy
Burmy is normally covered by a cloak, with three known variants that consist of either twigs and leaves, sand and mud bound by its own silk, or dust and garbage resembling pink building insulation.
Armor Class | 12 |
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Hit Points | 3d6+3 |
Speed | 10 ft. Walking | 10 ft. Climbing |
Strength | 10 (+0) |
Dexterity | 10 (+0) |
Constitution | 12 (+1) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Fire | Flying | Rock |
Damage Resistances | Grass | Ground | Fighting |
Senses | Darkvision 20 ft. |
Saving Throws | Constitution d20+1 |
Skills | Nature d20-2 | Survival d20+1 |
Languages | Terran |
Challenge | ¼ (50 XP) |
Special 1 | Shed Skin | If Burmy is affected by a negative status ailment | Burmy can roll a d4 at the end of each turn |
On a result of 4 Burmy is cured |
Special 2 | Overcoat | Burmy does not take damage from weather-related moves or phenomena | like hail, weather ball, etc |
Action 1 | Protect | Burmy guards itself from damage until the start of the next turn | The next time Burmy is targeted with a hostile move |
It does nothing and protect ends | This move can’t be used consecutively |
Action 2 | Tackle | Melee Weapon Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 1d6+0 normal damage | Burmy slams into a target using its whole body |
Action 3 | Bug Bite | Melee Weapon Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 1d6+0 bug type | Burmy bites a target within range |
Wormadam is a black, bagworm-like Pokémon with a coat of plants, sand, or garbage, the last of which resembles building insulation. It has oval eyes, a long pointed beak, and a long antenna with a coiled tip. The beak is tipped with varying colors depending on the coat. The coat forms a pair of arm-like structures near this Pokémon's head. It is a female-only species, with Mothim as its male counterpart.
Wormadam has three separate forms: Plant Cloak, Sandy Cloak, and Trash Cloak.
The Plant Cloak form has several white flowers covering it and gives Wormadam a green-tipped beak and large leaves for arms. It will be dotted with reddish-brown rocks, and have chains of pebbles for arms and a brown tipped beak if it has the Sandy Cloak. When covered by the Trash Cloak, it has a pink-tipped beak and long, dark pink ribbons for arms. Wormadam that evolve on cold days are said to form thicker cloaks.
Unlike Burmy, Wormadam's cloak is a part of its body, with the fusion being suspected to have been caused by the energy generated by its evolution. Its cloak acts similar to fur and skin and never sheds. Sandy Cloak Wormadam's cloak is an effective defense, capable of repelling a Starly's pecking with ease, whereas Trash Cloak Wormadam uses its cloak as camouflage, as it helps it hide from predators.
Wormadam (Plant Cloak)
The Plant Cloak form has several white flowers covering it and gives Wormadam a green-tipped beak and large leaves for arms.
Armor Class | 15 |
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Hit Points | 5d10+5 |
Speed | 15 ft. Walking | 15 ft. Climbing |
Strength | 12 (+1) |
Dexterity | 12 (+1) |
Constitution | 15 (+2) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Fire | Flying | Poison |
Rock | Ice | Bug |
Damage Resistances | Electric | Fighting | Grass |
Ground | Water |
Senses | Darkvision 30 ft. |
Saving Throws | Constitution d20+2 |
Skills | Nature d20-2 | Survival d20+2 |
Languages | Terran |
Challenge | 6 (2,300 XP) |
Special 1 | Overcoat | Wormadam does not take damage from weather-related moves or phenomena | like hail, weather ball, etc |
Action 1 | Protect | Wormadam guards itself from damage until the start of the next turn | The next time Wormadam is targeted with a hostile move |
It does nothing and protect ends | This move can’t be used consecutively |
Action 2 | Tackle | Melee Weapon Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 1d6+0 normal damage | Wormadam slams into a target using its whole body |
Action 3 | Bug Bite | Melee Weapon Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 1d6+0 bug type | Wormadam bites a target within range |
Action 4 | Razor Leaf | Range Weapon Attack | Range 120 ft., one target |
d20+1 to hit | Hit: 2d8+1 grass damage | Wormadam launches sharp-edged leaves at a target |
Action 5 | Leaf Storm | Range Weapon Attack | Range 90 ft., one target |
d20+1 to hit | Hit: 8d8+1 grass damage | Wormadam whips up a storm of leaves around a target | The target must make a DEX DC11 saving throw. |
On a success, the target takes half the damage |
Action 6 | Psybeam | Range Weapon Attack | Range 60 ft., one target |
d20+2 to hit | Hit: 2d8+2 psychic damage | Wormadam attacks using a peculiar ray | that target must make a WIS DC12 saving throw or become confused |
Wormadam (Sand Cloak)
Dotted with reddish-brown rocks, and have chains of pebbles for arms and a brown tipped beak if it has the Sandy Cloak.
Armor Class | 16 |
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Hit Points | 5d10+5 |
Speed | 15 ft. Walking | 15 ft. Climbing |
Strength | 12 (+1) |
Dexterity | 11 (+0) |
Constitution | 16 (+3) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Fire | Flying | Ice |
Water |
Damage Resistances | Fighting | Ground | Poison |
Damage Immunities | Electric |
Senses | Darkvision 30 ft. |
Saving Throws | Constitution d20+3 |
Skills | Nature d20+2 | Survival d20-2 |
Languages | Terran |
Challenge | 6 (2,300 XP) |
Special 1 | Overcoat | Wormadam does not take damage from weather-related moves or phenomena | like hail, weather ball, etc |
Action 1 | Protect | Wormadam guards itself from damage until the start of the next turn | The next time Wormadam is targeted with a hostile move |
It does nothing and protect ends | This move can’t be used consecutively |
Action 2 | Tackle | Melee Weapon Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 1d6+0 normal damage | Wormadam slams into a target using its whole body |
Action 3 | Bug Bite | Melee Weapon Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 1d6+0 bug type | Wormadam bites a target within range |
Action 4 | Rock Blast | Ranged Weapon Attack | Range 15 ft., one target |
d20+1 to hit | Hit: 1d4+1 rock damage | Wormadam hurls several hard rocks at a target | On a hit d6 on a 2 or higher you deal 1d4 again |
Continue this process of raising the number until the roll fails |
Action 5 | Fissure | Range Self | Wormadam rips open a massive fissure in the ground | |
This consumes everything that falls into it | The fissure is a straight line up 90 ft., 15 ft. wide and 60 ft., deep | Each target that falls into this must make a DEX DC 11 saving throw | On a failed save it falls into the fissure and faints |
on a save it moves out of the way to the nearest unoccupied space |
Action 6 | Psybeam | Range Weapon Attack | Range 60 ft., one target |
d20+2 to hit | Hit: 2d8+2 psychic damage | Wormadam attacks using a peculiar ray | that target must make a WIS DC12 saving throw or become confused |
Wormadam (Trash Cloak)
When covered by the Trash Cloak, it has a pink-tipped beak and long, dark pink ribbons for arms.
Armor Class | 16 |
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Hit Points | 5d10+5 |
Speed | 15 ft. Walking | 15 ft. Climbing |
Strength | 12 (+1) |
Dexterity | 13 (+1) |
Constitution | 14 (+2) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Fire |
Damage Resistances | Bug | Dragon | Fairy |
Grass | Ice | Normal | Psychic |
Steel |
Damage Immunities | Poison |
Senses | Darkvision 30 ft. |
Saving Throws | Constitution d20+3 |
Skills | Nature d20+2 | Survival d20-2 |
Languages | Terran |
Challenge | 6 (2,300 XP) |
Special 1 | Overcoat | Wormadam does not take damage from weather-related moves or phenomena | like hail, weather ball, etc |
Action 1 | Protect | Wormadam guards itself from damage until the start of the next turn | The next time Wormadam is targeted with a hostile move |
It does nothing and protect ends | This move can’t be used consecutively |
Action 2 | Tackle | Melee Weapon Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 1d6+0 normal damage | Wormadam slams into a target using its whole body |
Action 3 | Bug Bite | Melee Weapon Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 1d6+0 bug type | Wormadam bites a target within range |
Action 4 | Mirror Shot | Ranged Weapon Attack | Range 90 ft., one target |
d20+0 to hit | Hit: 2d6+0 Steel damage | Wormadam lets loose a flash of energy |
Action 5 | Flail | Melee Weapon Attack | Range 5 ft., one target |
d20+1 to hit | Hit: 4d6+1 normal damage | Wormadam flails about aimlessly to attack | If Wormadam’s current HP is less than half max the damage becomes 8d6+2 |
Action 6 | Psybeam | Range Weapon Attack | Range 60 ft., one target |
d20+2 to hit | Hit: 2d8+2 psychic damage | Wormadam attacks using a peculiar ray | that target must make a WIS DC12 saving throw or become confused |
Mothim is a moth-like Pokémon with two pairs of wings, one pair larger than the other is. The wings are primarily tan with an orange, oval marking on each. The tips of the wings split into small, orange squares; there are three on the larger pair and two on the smaller pair. Mothim spreads steel-colored scales whenever it flaps its wings. Mothim's head has orange semi-circular eyes with gray, orange-tipped antennae running along the edges before extending and widening at the top. Its body is black with a patch of orange on the underside and a gray stripe down its back. It also has four gray legs and a small black tail that splits into two squares.
Mothim is a nomadic, nocturnal Pokémon that always remains on the move, searching for flower honey and nectar. It has often been seen traveling in fields and mountains. Despite its diet, Mothim is never seen near any flower gardens. This is because, instead of gathering honey on its own, Mothim raids the hives of Combee for honey. It is a male-only species, with Wormadam as its female counterpart.
Mothim
It loves the honey of flowers and steals honey collected by Combee.
Armor Class | 13 |
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Hit Points | 5d10 |
Speed | 15 ft. Walking | 15 ft. Climbing | 30 ft. Flying |
Strength | 13 (+1) |
Dexterity | 15 (+2) |
Constitution | 13 (+1) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Electric | Fire | Flying |
Ice | Rock |
Damage Resistances | Bug | Fighting | Grass |
Damage Immunities | Ground |
Senses | Darkvision 50 ft. |
Saving Throws | Dexterity d20+2 |
Skills | Nature d20+1 | Survival d20-2 |
Languages | Auran |
Challenge | 4 (1,100 XP) |
Action 1 | Protect | Mothim guards itself from damage until the start of the next turn | The next time Mothim is targeted with a hostile move |
It does nothing and protect ends | This move can’t be used consecutively |
Action 2 | Tackle | Melee Weapon Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 1d6+0 normal damage | Mothim slams into a target using its whole body |
Action 3 | Bug Bite | Melee Weapon Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 1d6+0 bug type | Mothim bites a target within range |
Action 4 | Quiver Dance | Mothim performs a beautiful mystic dance | While in battle Mothim’s speed increases by 10 ft. |
And 1 +1 bonus to attack rolls | This effect can be stacked to a max of +3 |
Action 5 | Gust | Ranged Weapon Attack | Range 35 ft. one target |
d20+1 to hit | Hit: 1d6+1 flying damage | Mothim flaps its wings to whip up a wind attack |
Action 6 | Psybeam | Range Weapon Attack | Range 60 ft., one target |
d20+2 to hit | Hit: 2d8+2 psychic damage | Mothim attacks using a peculiar ray | that target must make a WIS DC12 saving throw or become confused |
Action 7 | Poison Powder | Ranged Weapon Attack | Range 60 ft., one target |
Mothim scatters poisonous dust at a point it can see within range | Each target within 10 ft must succeed on a CON DC12 Saving throw or become poisoned |
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