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 Class | 11 |
---|
Hit Points | 6d4-12 |
Speed | 20 ft. | Fly 20 ft. |
Strength | 2 (-4) |
Dexterity | 12 (+1) |
Constitution | 6 (-2) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Senses | Passive Perception 10 |
Languages | Auran |
Challenge | 1/4 (50 XP) |
Special | Wind Susceptibility | Hoppip floats on the wind, | and is moved automatically by any strong winds |
Action 1 | Poison Powder | One creature within 30 feet must succeed on | a DC 10 Constitution saving throw |
or be poisoned for 1 minute. | While poisoned, a creature takes 1d4 poison damage | at the end of each of its turns to | end the poisoned condition after taking poison damage |
Action 2 | Stun Spore | One creature within 30 feet of Hoppip must succeed on | a DC 10 Constitution saving throw |
or be paralyzed for 1 minute. | The target can repeat the saving throw | at the end of each of their turns to end this effect |
Action 3 | Sleep Powder | One creature within 30 feet of Hoppip must succeed on | a DC 10 Constitution saving throw |
or fall asleep for 1 minute. | The target can repeat the saving throw | at 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 Class | 13 |
---|
Hit Points | 12d4-12 |
Speed | 20 ft. | Fly 20 ft. |
Strength | 4 (-3) |
Dexterity | 16 (+3) |
Constitution | 8 (-1) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 12 (+1) |
Senses | Passive Perception 11 |
Languages | Auran |
Challenge | 1/2 (100 XP) |
Special | Wind Susceptibility | Skiploom floats on the wind, | and is moved automatically by any strong winds |
Action 1 | Multiattack | Skiploom makes 1d4 bullet see attacks |
Action 2 | Bullet Seed | Ranged Weapon Attack | d20+5 to hit |
Range 30/60 ft., one target | Hit 1d6 piercing damage |
Action 3 | Poison Powder | One creature within 30 feet must succeed on | a DC 11 Constitution saving throw |
or be poisoned for 1 minute. | While poisoned, a creature takes 1d6 poison damage | at 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 4 | Stun Spore | One creature within 30 feet of Skiploom must succeed on | a DC 11 Constitution saving throw |
or be paralyzed for 1 minute. | The target can repeat the saving throw | at the end of each of their turns to end this effect |
Action 5 | Sleep Powder | One creature within 30 feet of Skiploom must succeed on | a DC 11 Constitution saving throw |
or fall asleep for 1 minute. | The target can repeat the saving throw | at 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 Class | 14 |
---|
Hit Points | 24d6 |
Speed | 30 ft. | Fly 30 ft. |
Strength | 6 (-2) |
Dexterity | 18 (+4) |
Constitution | 10 (+0) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 14 (+2) |
Senses | Passive Perception 12 |
Languages | Auran |
Challenge | 2 (450 XP) |
Special | Wind Susceptibility | Jumpluff floats on the wind, | and is moved automatically by any strong winds |
Action 1 | Multiattack | Jumpluff makes 1d4 bullet seed attacks |
Action 2 | Bullet Seed | Ranged Weapon Attack | d20+6 to hit |
Range 30/60 ft., one target | Hit 1d8 piercing damage |
Action 3 | Rage Powder (Recharge 5-6) | All creatures within 30 feet of Jumpluff must succeed | on 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 4 | Poison Powder | One creature within 30 feet must succeed on | a DC 12 Constitution saving throw |
or be poisoned for 1 minute. | While poisoned, a creature takes 1d6 poison damage | at 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 5 | Stun Spore | One creature within 30 feet of Jumpluff must succeed on | a DC 12 Constitution saving throw |
or be paralyzed for 1 minute. | The target can repeat the saving throw | at the end of each of their turns to end this effect |
Action 6 | Sleep Powder | One creature within 30 feet of Jumpluff must succeed on | a DC 12 Constitution saving throw |
or fall asleep for 1 minute. | The target can repeat the saving throw | at the end of each of their turns to wake up |
Comments