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Burmy / Wormadam / Mothim

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 Class12
Hit Points 3d6+3
Speed10 ft. Walking10 ft. Climbing
Strength10 (+0)
Dexterity10 (+0)
Constitution12 (+1)
Intelligence6 (-2)
Wisdom12 (+1)
Charisma10 (+0)
Damage VulnerabilitiesFireFlyingRock
Damage ResistancesGrassGroundFighting
SensesDarkvision 20 ft.
Saving ThrowsConstitution d20+1
SkillsNature d20-2 Survival d20+1
LanguagesTerran
Challenge¼ (50 XP)
Special 1Shed SkinIf Burmy is affected by a negative status ailmentBurmy can roll a d4 at the end of each turn
On a result of 4 Burmy is cured
Special 2OvercoatBurmy does not take damage from weather-related moves or phenomenalike hail, weather ball, etc
Action 1ProtectBurmy guards itself from damage until the start of the next turnThe next time Burmy is targeted with a hostile move
It does nothing and protect endsThis move can’t be used consecutively
Action 2TackleMelee Weapon AttackRange 5 ft., one target
d20+0 to hitHit: 1d6+0 normal damageBurmy slams into a target using its whole body
Action 3Bug BiteMelee Weapon AttackRange 5 ft., one target
d20+0 to hitHit: 1d6+0 bug typeBurmy 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 Class15
Hit Points 5d10+5
Speed15 ft. Walking15 ft. Climbing
Strength12 (+1)
Dexterity12 (+1)
Constitution15 (+2)
Intelligence6 (-2)
Wisdom14 (+2)
Charisma10 (+0)
Damage VulnerabilitiesFireFlyingPoison
RockIceBug
Damage ResistancesElectricFightingGrass
GroundWater
SensesDarkvision 30 ft.
Saving ThrowsConstitution d20+2
SkillsNature d20-2 Survival d20+2
LanguagesTerran
Challenge6 (2,300 XP)
Special 1OvercoatWormadam does not take damage from weather-related moves or phenomenalike hail, weather ball, etc
Action 1ProtectWormadam guards itself from damage until the start of the next turnThe next time Wormadam is targeted with a hostile move
It does nothing and protect endsThis move can’t be used consecutively
Action 2TackleMelee Weapon AttackRange 5 ft., one target
d20+0 to hitHit: 1d6+0 normal damageWormadam slams into a target using its whole body
Action 3Bug BiteMelee Weapon AttackRange 5 ft., one target
d20+0 to hitHit: 1d6+0 bug typeWormadam bites a target within range
Action 4Razor LeafRange Weapon AttackRange 120 ft., one target
d20+1 to hitHit: 2d8+1 grass damageWormadam launches sharp-edged leaves at a target
Action 5Leaf StormRange Weapon AttackRange 90 ft., one target
d20+1 to hitHit: 8d8+1 grass damageWormadam whips up a storm of leaves around a targetThe target must make a DEX DC11 saving throw.
On a success, the target takes half the damage
Action 6PsybeamRange Weapon AttackRange 60 ft., one target
d20+2 to hitHit: 2d8+2 psychic damageWormadam attacks using a peculiar raythat 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 Class16
Hit Points 5d10+5
Speed15 ft. Walking15 ft. Climbing
Strength12 (+1)
Dexterity11 (+0)
Constitution16 (+3)
Intelligence6 (-2)
Wisdom14 (+2)
Charisma10 (+0)
Damage VulnerabilitiesFireFlyingIce
Water
Damage ResistancesFightingGroundPoison
Damage ImmunitiesElectric
SensesDarkvision 30 ft.
Saving ThrowsConstitution d20+3
SkillsNature d20+2 Survival d20-2
LanguagesTerran
Challenge6 (2,300 XP)
Special 1OvercoatWormadam does not take damage from weather-related moves or phenomenalike hail, weather ball, etc
Action 1ProtectWormadam guards itself from damage until the start of the next turnThe next time Wormadam is targeted with a hostile move
It does nothing and protect endsThis move can’t be used consecutively
Action 2TackleMelee Weapon AttackRange 5 ft., one target
d20+0 to hitHit: 1d6+0 normal damageWormadam slams into a target using its whole body
Action 3Bug BiteMelee Weapon AttackRange 5 ft., one target
d20+0 to hitHit: 1d6+0 bug typeWormadam bites a target within range
Action 4Rock BlastRanged Weapon AttackRange 15 ft., one target
d20+1 to hitHit: 1d4+1 rock damageWormadam hurls several hard rocks at a targetOn a hit d6 on a 2 or higher you deal 1d4 again
Continue this process of raising the number until the roll fails
Action 5FissureRange SelfWormadam rips open a massive fissure in the ground
This consumes everything that falls into itThe fissure is a straight line up 90 ft., 15 ft. wide and 60 ft., deepEach target that falls into this must make a DEX DC 11 saving throwOn 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 6PsybeamRange Weapon AttackRange 60 ft., one target
d20+2 to hitHit: 2d8+2 psychic damageWormadam attacks using a peculiar raythat 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 Class16
Hit Points 5d10+5
Speed15 ft. Walking15 ft. Climbing
Strength12 (+1)
Dexterity13 (+1)
Constitution14 (+2)
Intelligence6 (-2)
Wisdom14 (+2)
Charisma10 (+0)
Damage VulnerabilitiesFire
Damage ResistancesBugDragonFairy
GrassIceNormalPsychic
Steel
Damage ImmunitiesPoison
SensesDarkvision 30 ft.
Saving ThrowsConstitution d20+3
SkillsNature d20+2 Survival d20-2
LanguagesTerran
Challenge6 (2,300 XP)
Special 1OvercoatWormadam does not take damage from weather-related moves or phenomenalike hail, weather ball, etc
Action 1ProtectWormadam guards itself from damage until the start of the next turnThe next time Wormadam is targeted with a hostile move
It does nothing and protect endsThis move can’t be used consecutively
Action 2TackleMelee Weapon AttackRange 5 ft., one target
d20+0 to hitHit: 1d6+0 normal damageWormadam slams into a target using its whole body
Action 3Bug BiteMelee Weapon AttackRange 5 ft., one target
d20+0 to hitHit: 1d6+0 bug typeWormadam bites a target within range
Action 4Mirror ShotRanged Weapon AttackRange 90 ft., one target
d20+0 to hitHit: 2d6+0 Steel damageWormadam lets loose a flash of energy
Action 5FlailMelee Weapon AttackRange 5 ft., one target
d20+1 to hitHit: 4d6+1 normal damageWormadam flails about aimlessly to attackIf Wormadam’s current HP is less than half max the damage becomes 8d6+2
Action 6PsybeamRange Weapon AttackRange 60 ft., one target
d20+2 to hitHit: 2d8+2 psychic damageWormadam attacks using a peculiar raythat 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 Class13
Hit Points 5d10
Speed15 ft. Walking15 ft. Climbing30 ft. Flying
Strength13 (+1)
Dexterity15 (+2)
Constitution13 (+1)
Intelligence6 (-2)
Wisdom12 (+1)
Charisma10 (+0)
Damage VulnerabilitiesElectricFireFlying
IceRock
Damage ResistancesBugFightingGrass
Damage ImmunitiesGround
SensesDarkvision 50 ft.
Saving ThrowsDexterity d20+2
SkillsNature d20+1 Survival d20-2
LanguagesAuran
Challenge4 (1,100 XP)
Action 1ProtectMothim guards itself from damage until the start of the next turnThe next time Mothim is targeted with a hostile move
It does nothing and protect endsThis move can’t be used consecutively
Action 2TackleMelee Weapon AttackRange 5 ft., one target
d20+0 to hitHit: 1d6+0 normal damageMothim slams into a target using its whole body
Action 3Bug BiteMelee Weapon AttackRange 5 ft., one target
d20+0 to hitHit: 1d6+0 bug typeMothim bites a target within range
Action 4Quiver DanceMothim performs a beautiful mystic danceWhile in battle Mothim’s speed increases by 10 ft.
And 1 +1 bonus to attack rollsThis effect can be stacked to a max of +3
Action 5GustRanged Weapon AttackRange 35 ft. one target
d20+1 to hitHit: 1d6+1 flying damageMothim flaps its wings to whip up a wind attack
Action 6PsybeamRange Weapon AttackRange 60 ft., one target
d20+2 to hitHit: 2d8+2 psychic damageMothim attacks using a peculiar raythat target must make a WIS DC12 saving throw or become confused
Action 7Poison PowderRanged Weapon AttackRange 60 ft., one target
Mothim scatters poisonous dust at a point it can see within rangeEach target within 10 ft must succeed on a CON DC12 Saving throw or become poisoned

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