Shroomish / Breloom Species in Other Realms | World Anvil

Shroomish / Breloom

Shroomish is a small Pokémon similar to a mushroom. It has beady black eyes and a half-triangle-shaped mouth. Its upper body is beige with frilled segments along the bottom and a small opening at the top. There are green spots marking its upper body, while its lower body is completely green. It has small, round feet and no visible arms or hands. When it senses danger, it shakes its body and scatters toxic spores from the top of its head. These spores can make trees and weeds wilt and cause whole-body pain if inhaled. Shroomish live in tropical forests. During the day, it hides under fallen leaves in the shade. It eats composted soil in forests, which is made up of fallen, rotten leaves.  

Shroomish

It prefers damp places. By day it remains still in the forest shade. It releases toxic powder from its head.


Armor Class9
Hit Points 14d4-14
Speed20 ft.
Strength3 (-4)
Dexterity8 (-1)
Constitution8 (-1)
Intelligence6 (-2)
Wisdom10 (+0)
Charisma8 (-1)
Damage VulnerabilitiesFire
SensesPassive Perception 10
LanguagesTerran
Challenge1/8 (25 XP)
SpecialEffect SporeWhenever Shroomish takes damage,all creatures within 5 feet of it take 2 poison damage
Action 1AbsorbOne creature Shroomish can see within 30 feetmust succeed on a DC 9 Dexterity saving throw
or take 1d6 necrotic damage.Shroomish regains hit points equal tothe necrotic damage dealt
Action 2Stun Spore (Recharges 5-6)One creature within 15 feet of Shroomish must succeed ona DC 9 Constitution saving throw
or be poisoned for 1 minute.While poisoned, the target’s speed is reduced by half.If the saving throw failed by 5 or more,the target is stunned for the duration.
The target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a successful save
  Breloom is a bipedal, mushroom-like Pokémon with some kangaroo-like qualities. Most of its body is green, but its head to its neck and its tail are beige. On top of its head is a green, mushroom-like cap with beige gills underneath and a round, red berry-like growth with a hole in the middle on either side. It has oval, black eyes, a beak-like mouth, and frilled segments around the base of its neck. There are two red claws on each of its hands and feet. At the end of its tail, there are seed clusters made of hardened toxic spores that are horrible to eat.   Breloom can stretch its short arms to deliver fast punches. Additionally, it has light, springy footwork that allows it to get close to opponents. Another way it closes in on opponents is by incapacitating them with spores released from the holes in its cap. Its technique is equal to that of professional boxers. It prefers to live in tropical forests, where it feeds on decomposing trees and plants.  

Breloom

It scatters poisonous spores and throws powerful punches while its foe is hampered by inhaled spores.


Armor Class12
Hit Points 24d6+72
Speed25 ft.
Strength20 (+5)
Dexterity14 (+2)
Constitution16 (+3)
Intelligence6 (-2)
Wisdom12 (+1)
Charisma10 (+0)
Damage VulnerabilitiesFire
Saving ThrowsStrength d20+8 Dexterity d20+5
SkillsAthletics d20+8 Insight d20+4
SensesPassive Perception 11
LanguagesTerran
Challenge5 (1,800 XP)
SpecialEffect SporeWhenever Breloom takes damage,all creatures within 5 feet of it takes 1d6 poison damage
Action 1MultiattackBreloom makes two melee attacks
Action 2Mach PunchMelee Weapon Attack d20+8 to hit
Reach 5 ft., one targetHit 1d6+5 bludgeoning damage
Action 3Leech SeedRanged Weapon Attack d20+8 to hit
Range 30/60 ft., one targetHit 1d6+2 piercing damageand the target is infected with a seed for 1 minute.
At the start of each of the infected creature’s turns,they take 1d6 necrotic damage.If Breloom is within 30 feetof the target when they take this damage,
Brellom regains hit points equal to the necrotic damage dealt,An infected creature can make a DC 14 Constitution saving throwat the end of each of their turns,ending the effect on themselves on a successful save
Action 4Stun Spore (Recharge 5-6)One creature within 20 feet of Breloom must succeed ona DC 14 Constitution saving throw
or be poisoned for 1 minute.While poisoned, the target’s speed is reduced by half.If the saving throw failed by 5 or more,the target is stunned for the duration.
The target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a successful save

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