Hoppip / Skiploom / Jumpluff Species in Other Realms | World Anvil

Hoppip / Skiploom / Jumpluff

Hoppip is a round, pink plant Pokémon with long green leaves growing on top of its head. The leaves on its head have ragged edges, similar to a dandelion. It has big, triangular ears with dark insides, and beady yellow eyes that lack pupils. Its arms and legs are stubby, and it has a short tail with a rounded tip. There is a circular yellow pad on the underside of each foot.   Hoppip's body is very light, and it is easily lifted off the ground by winds and will drift in the air. Hoppip can sense approaching strong winds. In order to avoid being blown away, it clusters and links with other Hoppip or grips the ground firmly with its feet. However, it enjoys gentle breezes. Hoppip tends to be carried by the winds across vast distances and thus can be found all over the world except in cold regions. It lives in temperate grasslands, fields, mountains, and even urban environments.  

Hoppip

This Pokémon is blown across vast distances by the wind. It is unclear where the Hoppip of Paldea originally came from.


Armor Class11
Hit Points 6d4-12
Speed20 ft.Fly 20 ft.
Strength2 (-4)
Dexterity12 (+1)
Constitution6 (-2)
Intelligence6 (-2)
Wisdom10 (+0)
Charisma10 (+0)
SensesPassive Perception 10
LanguagesAuran
Challenge1/4 (50 XP)
SpecialWind SusceptibilityHoppip floats on the wind,and is moved automatically by any strong winds
Action 1Poison PowderOne creature within 30 feet must succeed ona DC 10 Constitution saving throw
or be poisoned for 1 minute.While poisoned, a creature takes 1d4 poison damageat the end of each of its turns toend the poisoned condition after taking poison damage
Action 2Stun SporeOne creature within 30 feet of Hoppip must succeed ona DC 10 Constitution saving throw
or be paralyzed for 1 minute.The target can repeat the saving throwat the end of each of their turns to end this effect
Action 3Sleep PowderOne creature within 30 feet of Hoppip must succeed ona DC 10 Constitution saving throw
or fall asleep for 1 minute.The target can repeat the saving throwat the end of each of their turns to wake up
  Skiploom is a plant Pokémon that has a round, green body with stubby arms, feet, and tail. It has large, flat ears on the sides of its head and oval, orange eyes with no pupils. On top of its head is a yellow bloom with a white center. Skiploom spreads its petals to absorb as much sunlight as possible. The bloom on top of its head opens and closes as the temperature fluctuates and its flower blossoms when the temperature rises above 64 °F (18 °C). Because of this, it is sometimes used as a thermometer. It floats in the air to try to get closer to the sun, but closes its flower and immediately hides under the shade of a tree when it rains. If the weather gets too cold, Skiploom will fly away and migrate to warmer regions so that it can photosynthesize. Some people claim to be able to determine a Skiploom's birth location by the scent coming from its flower. Skiploms live in temperate grasslands.  

Skiploom

Skiploom enthusiasts can apparently tell where a Skiploom was born by the scent drifting from the flower on the Pokémon’s head.


Armor Class13
Hit Points 12d4-12
Speed20 ft.Fly 20 ft.
Strength4 (-3)
Dexterity16 (+3)
Constitution8 (-1)
Intelligence6 (-2)
Wisdom12 (+1)
Charisma12 (+1)
SensesPassive Perception 11
LanguagesAuran
Challenge1/2 (100 XP)
SpecialWind SusceptibilitySkiploom floats on the wind,and is moved automatically by any strong winds
Action 1MultiattackSkiploom makes 1d4 bullet see attacks
Action 2Bullet SeedRanged Weapon Attack d20+5 to hit
Range 30/60 ft., one targetHit 1d6 piercing damage
Action 3Poison PowderOne creature within 30 feet must succeed ona DC 11 Constitution saving throw
or be poisoned for 1 minute.While poisoned, a creature takes 1d6 poison damageat the end of each of its turns.A target can repeat the saving throw at the end of each
of its turns to end the poisoned condition,after taking poison damage
Action 4Stun SporeOne creature within 30 feet of Skiploom must succeed ona DC 11 Constitution saving throw
or be paralyzed for 1 minute.The target can repeat the saving throwat the end of each of their turns to end this effect
Action 5Sleep PowderOne creature within 30 feet of Skiploom must succeed ona DC 11 Constitution saving throw
or fall asleep for 1 minute.The target can repeat the saving throwat the end of each of their turns to wake up
  Jumpluff is a round, blue plant Pokémon with red, pupilless, beady eyes, two small, round feet, and a tail. Three cotton puffs, almost as large as the body itself, extend off it: one on each arm, and one on top of its head. These puffs produce cotton spores that Jumpluff can use to float in the air, and it can control its flight even in a hurricane. Three to four leaves grow at the base of the top puff.   Jumpluff drifts on seasonal winds and can use its spores to masterfully maneuver itself around the globe. It will spread cotton spores as it floats around to create offspring; inhaling these spores may cause coughs and itchiness. It descends if it encounters cold air currents while it is floating. Though it spends a good amount of time in the air, it is commonly sighted above open temperate grasslands. Once Jumpluff runs out of its cotton spores, its journey — and its life — reaches its end.  

Jumpluff

Jumpluff travels on seasonal winds. Once its cotton spores run out, its journey ends, as does its life.


Armor Class14
Hit Points 24d6
Speed30 ft.Fly 30 ft.
Strength6 (-2)
Dexterity18 (+4)
Constitution10 (+0)
Intelligence6 (-2)
Wisdom14 (+2)
Charisma14 (+2)
SensesPassive Perception 12
LanguagesAuran
Challenge2 (450 XP)
SpecialWind SusceptibilityJumpluff floats on the wind,and is moved automatically by any strong winds
Action 1MultiattackJumpluff makes 1d4 bullet seed attacks
Action 2Bullet SeedRanged Weapon Attack d20+6 to hit
Range 30/60 ft., one targetHit 1d8 piercing damage
Action 3Rage Powder (Recharge 5-6)All creatures within 30 feet of Jumpluff must succeedon a DC 12 Wisdom saving throw
or be forced to direct their attacks against Jumpluff for 1 minute.If a creature cannot attack Jumpluff,it defends itself.A target can repeat the saving throw
at the end of each of their turns to end this effect
Action 4Poison PowderOne creature within 30 feet must succeed ona DC 12 Constitution saving throw
or be poisoned for 1 minute.While poisoned, a creature takes 1d6 poison damageat the end of each of its turns.A target can repeat the saving throw
at the end of each of its turns to end the poisoned condition,after taking poison damage
Action 5Stun SporeOne creature within 30 feet of Jumpluff must succeed ona DC 12 Constitution saving throw
or be paralyzed for 1 minute.The target can repeat the saving throwat the end of each of their turns to end this effect
Action 6Sleep PowderOne creature within 30 feet of Jumpluff must succeed ona DC 12 Constitution saving throw
or fall asleep for 1 minute.The target can repeat the saving throwat the end of each of their turns to wake up

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