Oddish is a Pokémon that resembles a blue plant bulb or a root vegetable. It has a round body, beady red eyes, a small mouth, and ovoid feet. Five large, green leaves sprout from its head. These leaves are prehensile and can be used to scale vertical surfaces and catch light objects. Known by the scientific name Oddium Wanderus, Oddish lives in grasslands.
A nocturnal Pokémon, Oddish buries its sensitive body in the ground during the day to avoid the sun and fool predators. If its leaves are pulled in this state, it will respond by shrieking horribly. It starts to move when its leaves begin absorbing moonlight, which it uses to grow. Oddish will wander up to 1,000 feet (300 meters) during the night to scatter its seeds and find a nutrient-rich patch of soil in which to plant itself. The more fertile the earth, the glossier its leaves will be. It is thought that its feet become like tree roots while planted.
Oddish
If exposed to moonlight, it starts to move. It roams far and wide at night to scatter its seeds.
Armor Class | 12 |
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Hit Points | 4d4+4 |
Speed | 25 ft. |
Strength | 8 (-1) |
Dexterity | 14 (+2) |
Constitution | 12 (+1) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Cold | Fire |
Damage Resistances | Poison |
Damage Immunities | Poisoned |
Senses | Darkvision 120 ft. | Passive Perception 10 |
Languages | Teran |
Challenge | 1/8 (25 XP) |
Special 1 | Natural Camouflage | Oddish can attempt to hide even when lightly obscured by foliage |
Special 2 | Run Away | Oddish can take the Dash or DIsengage | action as a bonus action on each of its turns |
Special 3 | False Appearance | While Oddish remans motionless, | it is indistinguishable from a plant |
Action 1 | Absorb | Range Weapon Attack | d20+2 to hit |
Range 30/60 ft., one target | Hit 1d4 acid damage |
Action 2 | Absorb | Roots reach up and steal nutrients from foes. | One creature that oddish can see within 20 feet |
must make a DC 10 Dexterity saving throw or | take 1d8 necrotic damage. | Oddish recovers hit points equal to half | the damage dealt (rounded down). |
This attack can only target creatures on the ground |
Gloom has a very wide mouth that is nearly always agape, with something that appears to be drool leaking. The flower on its head is large with four petals. Gloom also has some leaves sticking out of its sides. Female Gloom have just one petal in the flower on its head, while the male have four. The drool of Gloom is very powerful; it can be smelt from miles away. Around 1 in 1000 people like to smell its drool, however.
Gloom
Its pistils exude an incredibly foul odor. The horrid stench can cause fainting at a distance of 1.25 miles.
Armor Class | 12 |
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Hit Points | 8d8+8 |
Speed | 25 ft. |
Strength | 8 (-1) |
Dexterity | 14 (+2) |
Constitution | 14 (+2) |
Intelligence | 6 (-2) |
Wisdom | 11 (+0) |
Charisma | 8 (-1) |
Damage Vulnerabilities | Cold | Fire |
Damage Resistances | Poison |
Condition Immunities | Poisoned |
Senses | Darkvision 120 ft. | Passive Perception 10 |
Languages | Teran |
Challenge | 1 (200 XP) |
Special 1 | Natural Camouflage | Oddish can attempt to hide even when lightly obscured by foliage |
Special 2 | Stench | Any creature that starts it turn within 5 feet of the Gloom | must succeed on a DC 12 Constitution saving throw |
or be poisoned until the start of the creature’s next turn. | On a successful saving throw, | the creature is immune to the stench of all Gloom for 1 hour |
Action 1 | Multiattack | Gloom makes two attacks with its acid |
Action2 | Acid | Ranged Weapon Attack | d20+4 to hit |
Reach 15/30 ft., one target | Hit 1d10+2 acid damage |
Action 3 | Mega Drain | The Gloom attempt to siphon vitality from | a creature within 30 feet that it can see. |
The targeted creature must make | a DC 12 Constitution saving throw. | Taking 2d8 necrotic damage on a failure. | The Gloom regain a number of hit |
points equal to the damage dealt |
Action 4 | Sweet Scent | The Gloom emits a calming scent that | dulls the reflexes of its victims. |
Every creature within 20 feet of gloom must make | a DC 12 Constitution saving throw or be poisoned. | Attack rolls that target any creature poisoned in this way have advantage. | An affected creature can repeat the saving throw |
at the end of each of its turns, | ending the effect on itself on a success. | A creature that succeeds on the saving throw | is immune to Sweet Scent for 24 hours |
Action 5 | Poison Powder (Recharge 5-6) | A cloud of poisonous spores is released. | All creatures within 30 feet of Gloom must make |
a DC 12 Constitution saving throw, | taking 4d4 poison damage on a failed save | and gaining the poisoned condition for 1 minute, | or half as much damage on a successful save |
Vileplume is an indigo, bipedal Rafflesia-like Pokémon with rudimentary hands and feet. It has beady red eyes and a small mouth, and its head and torso are a single joined segment. On its head is a massive red flower with five bulky petals and an orange-brown center. Vileplume's flower is said to have the largest petals in the world and is almost too heavy for the Pokémon itself to support. The rounded petals of the flower are red and covered with white spots. A female Vileplume has fewer, but larger, spots on its petals.
Vileplume can shake, flap, or burst its petals into bloom with a bang in order to release clouds of pollen. This pollen is yellow and highly allergenic to humans, and toxic to other Pokémon; Vileplume uses it to paralyze its prey before devouring it. The larger the Vileplume's petals are, the more potent the toxin on its pollen is. Vileplume's behavior of flapping its petals also makes very loud noises. Vileplume is rarely found in the wild, though they can be found in grassy plains. It is often mistaken for local flowers in the wild.
Vileplume
It has the world’s largest petals. With every step, the petals shake out heavy clouds of toxic pollen.
Armor Class | 12 |
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Hit Points | 14d8+28 |
Speed | 30 ft. |
Strength | 12 (+1) |
Dexterity | 14 (+2) |
Constitution | 16 (+3) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Cold | FIre |
Damage Resistances | Poison |
Damage Immunities | Poisoned |
Saving Throws | Wisdom d20+3 |
Senses | Darkvision 120 ft. | Passive Perception 11 |
Languages | Terran |
Challenge | 3 (700 XP) |
Special 1 | Stench | Any creature that starts it turn within 5 feet of the Vileplume must succeed | on a DC 13 Constitution saving throw or be |
poisoned until the start of the creature’s next turn. | On a successful saving throw, | the creature is immune to the stench | of all Vileplume for 1 hour |
Special 2 | Effect Spore | When Vileplume is struck by an attack by a creature within 5 feet, | the creature must make |
a DC 13 Constitution saving throw or | be paralyzed for 1 minute on a failed save. | The creature can repeat the saving throw | at the end of each of its turns to end the paralyzation. |
Once a creature has successfully saved against this effect, | it is immune to it for 24 hours |
Action 1 | Multiattack | The Vileplume makes three attacks with its acid |
Action 2 | Ranged Weapon Attack | d20+4 to hit |
Reach 15/30 ft., one target | Hit 2d10+3 acid damage |
Action 3 | Giga Drain | The Vileplume attempts to siphon vitality from a creature within | 30 feet of itself that it can see. |
The targeted creature must make | a DC 13 Constitution saving throw, | taking 3d8 necrotic damage on a failure. | The Vileplume regains a number of |
hit points equal to the damage dealt |
Action 4 | Sweet Scent | The Vileplume emits a calming scent that dulls the reflexes of its victims. | Every creature within 20 feet |
of the VIleplume must make | a DC 13 Constitution saving throw or be poisoned. | Attack rolls that target any creature poisoned | in this way have an advantage. |
An affected creature can repeat the saving throw | at the end of each of its turns, | ending the effect on itself on a success. | A creature that succeeds on the saving throw |
is immune to Sweet Scent for 24 hours |
Action 5 | Poison Powder (Recharge 5-6) | A cloud of poisonous spores is released. | All creatures within 30 feet of Vileplume must make |
a DC 13 Constitution saving throw taking 6d6 poison damage | on a failed save gaining the poisoned condition for 1 minute, | or half as much damage on a successful save |
Bellossom is a primarily green flowering plant Pokémon with circular blue eyes and red markings on its cheeks. It has two bright red Rafflesia-like flowers on its head and green and yellow leaves around its waist that resemble a skirt, all adding to the appearance of a hula dancer. Bellossom's petals are said to be more beautiful the worse the aroma of the Gloom it evolved from. When it rubs the petals on its head together, it creates a pleasing sound. Bellossom does not possess feet; it has been seen using its center-most leaves bent as it was getting ready to spring, suggesting that it uses its leaves as substitutes for feet or legs. However, it is classified it as a biped.
Bellossom is often seen dancing and chanting. In particular, Bellossom dances when cloudy weather persists, or when the heavy rainfall season ends and it is drawn out by the warm sunlight. Bellosom is rarely found in the wild, though they can be found in grassy plains, and are more plentiful in the tropics.
Bellossom
Plentiful in the tropics. When it dances, its petals rub together and make a pleasant ringing sound.
Armor Class | 12 |
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Hit Points | 14d6+14 |
Speed | 30 ft. |
Strength | 12 (+1) |
Dexterity | 14 (+2) |
Constitution | 16 (+3) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 18 (+4) |
Damage Vulnerabilities | Cold | FIre |
Damage Resistances | Poison |
Damage Immunities | Poisoned |
Saving Throws | Performance d20+6 |
Senses | Darkvision 120 ft. | Passive Perception 11 |
Languages | Terran |
Challenge | 3 (700 XP) |
Action 1 | Petal Blizzard {Recharge 5-6) | Bellossom summons a blizzard of sharp petals at | a point it can see within 100 feet. |
All creatures within 10 feet of the point must make | a DC 11 Dexterity saving throw, | taking 4d6 slashing damage on a failed save, | or half as much damage on a successful one |
Action 2 | Mega Drain | One creature within 60 feet must succeed on | a DC 11 Dexterity saving throw or |
take 4d6 necrotic damage. | Bellosom recovers hit points equal to half this amount | of damage (rounded down) as tendrils absorb nutrients from the target. | This only affects creatures touching the ground |
Action 3 | Sweet Scent | The Bellossom emits a calming scent that dulls the reflexes of its victims. | Every creature within 20 feet of the Bellossom must make |
a DC 13 Constitution saving throw or be poisoned. | Attack rolls that target any creature poisoned in this way have advantage. | An affected creature can repeat the saving throw at the end of each of its turns, | ending the effect on itself on a success. |
A creature that succeeds on the saving throw is immune to Sweet Scent for 24 hours |
Action 4 | Petal Dance | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d6+1 slashing damage |
Action 5 | Poison Powder (Recharge 5-6) | A cloud of poisonous spores is released. | All creatures within 30 feet of Bellossom must make |
a DC 13 Constitution saving throw | taking 6d6 poison damage on | a failed save gaining the poisoned condition for 1 minute, | or half as much damage on a successful save |
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