Pikmin
Swarm of Red Pikmin
Among the nine most well-known variety of pikmin, there are three kinds which are above all the most common, and some of these variety are even known among those who do not make the study of the planes their primary occupation. While pikmin found on the Material Plane are highly rare, they are not entirely unknown, and are most likely to be one of these three most common. Among those three are included the red pikmin, a variety which seem to prefer making their homes in dryer and dustier ground than other pikmin. Entirely resistant to all forms of flame, and in some cases known to even make their homes in desert sands, the red pikmin also show a slight increase in physical strength over others.
Armor Class | 11 | ||
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Hit Points | 6d4 | ||
Speed | 20 ft. | Burrow 30 ft. | |
Strength | 14 (+2) | ||
Dexterity | 12 (+1) | ||
Constitution | 10 (+0) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 12 (+1) | ||
Skills | Athletics d20+4 | ||
Damage Immunities | Fire | ||
Condition Immunities | Exhaustion | Grappled | |
Senses | Darkvision 60 ft. | Passive Perception 10 | |
Languages | Pikish | Understands Common and Sylvan but can't speak them | |
Challenge | 1/4 (50 XP) | ||
Special 1 | Natural Followers | Any creature within 30 feet of the swarm that it can | see and hear can attempt a DC 11 Wisdom (Animal Handling) |
or Charisma (Persuasion) check to charm the swarm. | Once the swarm has been charmed by a creature, | the swarm becomes immune to being charmed by any other creature | as long as the creature it is charmed by is within 60 ft. |
Special 2 | Natural Growth | For every 10 minutes the swarm remains in direct sunlight, | they automatically restore 1d4 hit points. |
If the swarm has full hit points and would regain hit pints in this way, | they instead gain a permanent +1 bonus to AC, | and their maximum number of hit points doubles. | This can happen up to two times |
Special 3 | Swarm | The swarm can occupy another creature's space and vice-versa. | The swarm can move through any opening large enough for a tiny insect. |
The swarm can't regain hit points except through their Natural Grown feature, | and can't gain temporary hit points | ||
Action 1 | Slams (Swam has more than half HP) | Melee Weapon Attack | d20+4 to hit |
Reach 0 ft., one target in the swarm's space | Hit 2d4+2 bludgeoning | ||
Action 2 | Slams (Swarm has less than half HP) | Melee Weapon Attack | d20+4 to it |
Reach 0 ft., one target in the swarm's space | Hit 1d4+2 bludgeoning damage |
Swarm of Yellow Pikmin
Second among the three most common forms of pikmin are the yellow pikmin, which are slightly more diminutive than most other commonly found pikmin, and seem to be capable of jumping much higher distances, likely because of the difference in body weight. Beyond these basic physical traits, a yellow pikmin can also burrow faster than most other pikmin. This adaptation works in coordination with a strange slime leaked by these pikmin from their ear-like protrusions, which can be applied to mineral debris to form small orbs. The resulting items, when touched by matter other than further minerals or the slime-coated limbs of the yellow pikmin, explode with volatile force.
Armor Class | 12 | ||
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Hit Points | 6d4 | ||
Speed | 20 ft. | Burrow 35 ft. | |
Strength | 12 (+1) | ||
Dexterity | 14 (+2) | ||
Constitution | 10 (+0) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 12 (+1) | ||
Skills | Acrobatics d20+4 | Athletics d20+3 | |
Damage Immunities | Lightning | ||
Condition Immunities | Exhaustion | Grappled | Paralyzed |
Senses | Darkvision 60 ft. | Passive Perception 10 | |
Languages | Pikish | Understands Common and Sylvan but can't speak them | |
Challenge | 1/4 (50 XP) | ||
Special 1 | Natural Followers | Any creature within 30 feet of the swarm that it can see | and hear can attempt a DC 11 Wisdom (Animal Handling) |
or Charisma (Persuasion) check to charm the swarm. | Once the swarm has been charmed by a creature, | the swarm becomes immune to being charmed by any other creature | as long as the creature it is charmed by is within 60 ft. |
Special 2 | Natural Growth | For every 10 minutes the swarm remains in direct sunlight, | they automatically restore 1d4 hit points. |
If the swarm has full hit points and would regain hit pints in this way, | they instead gain a permanent +1 bonus to AC, | and their maximum number of hit points doubles. | This can happen up to two times |
Special 3 | Swarm | The swarm can occupy another creature's space and vice-versa. | The swarm can move through any opening large enough for a tiny insect. |
The swarm can't regain hit points except through their Natural Grown feature, | and can't gain temporary hit points | ||
Action 1 | Slams (Swarm as more than half HP) | Melee Weapon Attack | d20+3 to hit |
Reach 0 ft., one target in the swarm's space | Hit 2d4+1 bludgeoning damage | ||
Action 2 | Slams (Swarm has less than half HP) | Melee Weapon Attack | d20+3 to hit |
Reach 0 ft., one target in the swarm's space | Hit 1d4+1 bludgeoning damage | ||
Action 3 | Bomb Growth (Recharge 3-6) | The swarm collects dirt and mineral's from the surrounding area, | forming it into a sphere and tossing it up to 30 feet into a space they can see. |
The sphere explodes on landing, forcing each creature within 5 feet of | the sphere to make a DC 13 Dexterity saving throw, | taking 4d4 fire damage on a failed save, | or half as much on a success |
Swarm of Blue Pikmin
Among the most common form of pikmin, few are as obviously mystifying as the blue pikmin. Like other pikmin, the blue pikmin have a physiology which combines animalistic attributes with those of plants. But in the case of blue pikmin, these traits include those shown by both waterborne plants such as lotus flower and lily pads, and amphibious animals like frogs and salamanders. Additionally, these pikmin at first sight seem to have mouths, a trait lacking in other pikmin, who communicate through small humming noises originating from their central bodies. However, further inspection reveals these mouths to actually be a form of gills, which are the mechanism by which these pikmin are capable of breathing underwater for extended periods.
Armor Class | 11 | ||
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Hit Points | 6d4+6 | ||
Speed | 20 ft. | Burrow 20 ft. | Swim 30 ft. |
Strength | 12 (+1) | ||
Dexterity | 12 (+1) | ||
Constitution | 12 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0 ) | ||
Charisma | 12 (+10 | ||
Skills | Athletics d20+3 | ||
Condition Immunities | Exhaustion | Grappled | |
Senses | Darkvision 120 ft. | Passive Perception 10 | |
Languages | Pikish | Understands Aquan, Common, | and Sylvan but can't speak them |
Challenge | 1/4 (50 XP) | ||
Special 1 | Amphibious | The swarm can breath air and water | |
Special 2 | Natural Followers | Any creature within 30 feet of the swarm that it can see | and hear can attempt a DC 11 Wisdom (Animal Handling) |
or Charisma (Persuasion) check to charm the swarm. | Once the swarm has been charmed by a creature, | the swarm becomes immune to being charmed by any other creature | as long as the creature it is charmed by is within 60 ft. |
Special 3 | Natural Growth | For every 10 minutes the swarm remains in direct sunlight, | they automatically restore 1d4 hit points. |
If the swarm has full hit points and would regain hit points in this way, | they instead gain a permanent +1 bonus to AC, | and their maximum number of hit points doubles. | This can happen up to two times |
Special 4 | Swarm | The swarm can occupy another creature's space and vice-versa. | The swarm can move through any opening large enough for a tiny insect. |
They swarm can't regain hit points except through their Natural Grown feature, | and can't gain temporary hit points | ||
Action 1 | Slams (Swarm has more than half HP) | Melee Weapon Attack | d20+3 to hit |
Reach 0 ft., one target in the swarm's space | Hit 2d4+1 bludgeoning damage | ||
Action 2 | Slams (Swarm has less than half HP) | Melee Weapon Attack | d20+3 to hit |
Reach 0 ft., one target in the swarm's space | Hit 1d4+1 bludgeoning damage |
Swarm of Mushroom Pikmin
While not truly as common as the main three varieties of pikmin, the form known as mushroom pikmin, or sometimes called puffmin, are in a sense just as common as any other form of pikmin. A puffmin is formed from the corpse of any other pikmin, in a process which causes the nervous system of the pikmin to blend with the spores of mushrooms or creatures similar to them, such as the pikmin's natural predator, the Puffstool. Once exposed to these spores, the pikmin loses the identifying features of its previous form, and its skin turns a dull purple-black color. These pikmin are more difficult to control than other pikmin, but not impossible, and have their own uses caused by the similarities they share with certain forms of undead.
Armor Class | 11 | ||
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Hit Points | 8d4 | ||
Speed | 20 ft. | Burrow 25 ft. | |
Strength | 12 (+1) | ||
Dexterity | 12 (+1) | ||
Constitution | 10 (+0) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 12 (+10 | ||
Skills | Athletics d20+3 | ||
Damage Immunities | Necrotic | ||
Condition Immunities | Exhaustion | Frightened | Grappled |
Poisoned | |||
Senses | Blindsight 30 ft. | Passive Perception 10 | |
Languages | Pikish | Understands Common and Sylvan but can't speak them | |
Challenge | 1/4 (50 XP) | ||
Special 1 | Natural Followers | Any creature within 30 feet of the swarm that it can | see and hear can attempt a DC 11 Wisdom (Animal Handling) |
or Charisma (Persuasion) check to charm the swarm. | Once the swarm has been charmed by a creature, | the swarm becomes immune to being charmed by any other creature | as long as the creature it is charmed by is within 60 ft. |
Special 2 | Swarm | The swarm can occupy another creature's space and vice-versa. | The swarm can move through any opening large enough for a tiny insect. |
The swarm can't regain hit points except through their Natural Grown feature, | and can't gain temporary hit points | ||
Action 1 | Slams (Swarm has more than half HP) | Melee Weapon Attack | d20+3 to hit |
Reach 0 ft., one target in the swarm's space | Hit 2d4+1 bludgeoning damage | ||
Action 2 | Slams (Swarm has less than half HP) | Melee Weapon Attack | d20+3 to hit |
Reach 0 ft., one target in the swarm's space | Hit 1d4+1 bludgeoning damage | ||
Action 3 | Spore Cloud (Recharge 3-6) | The swarm releases a burst of toxic spores, | forcing each creature within 15 ft. of the swarm to make a DC 13 Constitution saving throw. |
On a failed save, creatures take 4d4 necrotic damage | and become poisoned for 1 minute. | A poisoned creature can repeat this saving throw | at the start of each of their turns, |
ending the effect on a success |
Swarm of Purple Pikmin
Beyond their difference in coloration, purple pikmin are also easily identified by their size, being nearly twice as big as the average pikmin, though still nearly too tiny to take easy notice of. This large size is a clue to the power of these pikmin, whose strength far exceeds those of those of the other types of pikmin. In fact, purple pikmin are so strong that a large group of them working in concert have been known to keep a grip on creatures as large as Minotaur's or trolls. This strength may also be key to the calmness which these pikmin show in occasions of danger, being much less prone to panic when faced with predators which outsize them (which is almost every creature that might want to hunt the pikmin.)
Armor Class | 10 | ||
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Hit Points | 6d4+6 | ||
Speed | 15 ft. | Burrow 20 ft. | |
Strength | 16 (+3) | ||
Dexterity | 10 (+0) | ||
Constitution | 12 (+1) | ||
Intelligence | 6 (-3) | ||
Wisdom | 12 (+1) | ||
Charisma | 12 (+1) | ||
Saving Throws | Constitution d20+3 | ||
Skills | Athletics d20+7 | ||
Condition Immunities | Exhaustion | Grappled | |
Senses | Darkvision 60 ft. | Passive Perception 11 | |
Languages | Pikish | Understands Common and Sylvan but can't speak them | |
Challenge | 1/4 (50 XP) | ||
Special 1 | Natural Followers | Any creature within 30 feet of the swarm that it can see | and hear can attempt a DC 11 Wisdom (Animal Handling) |
or Charisma (Persuasion) check to charm the swarm. | Once the swarm has been charmed by a creature, | the swarm becomes immune to being charmed by any other creature | as long as the creature it is charmed by is within 60 feet |
Special 2 | Natural Growth | For every 10 minutes the swarm remains in direct sunlight, | they automatically restore 1d4 it points. |
If the swarm has full hit points and would regain hit points in this way, | they instead gain a permanent +1 bonus to AC, | and their maximum number of hit points doubles. | This can happen up to two times. |
Special 3 | Steadfast | The swarm has an advantage on saving throws | made to resist being frightened |
Special 4 | Surefooted | The swarm has an advantage on Strength ability checks and | saving throws made to resist being pushed or moved involuntarily |
Special 5 | Swarm | The swarm can occupy another creature's space and vice-versa. | The swarm can move through any opening large enough for a tiny insect. |
The swarm can't regain hit points except through the natural growth feature, | and can't gain temporary hit points | ||
Action 1 | Slams (Swarm has more than half HP) | Melee Weapon Attack | d20+5 to hit |
Reach 0 ft., one target in the swarm's space | Hit 2d4+3 bludgeoning damage | ||
Action 2 | Slams (Swarm has less than half HP) | Melee Weapon Attack | d20+5 to hit |
Reach 0 ft., one target in the swarm's space | Hit 1d4+3 bludgeoning damage |
Swarm of White Pikmin
Perhaps one of the least common of all pikmin variations, the white pikmin are far smaller than other types of pikmin, being almost half the size of the larger purple pikmin. But what these smaller pikmin lack in size they greatly make up for with other natural defense mechanisms. White pikmin have large, compound eyes, which are capable of seeing incredibly well even in total darkness, and spotting even the slightest movement among the tall grasses of the pikmin's native habitat. These strange eyes appear to be almost magical in nature, and studies have shown the white pikmin are able to accurately discern and see through magical illusions and deception's with almost perfect accuracy. When their defense against ambush fails to provide protection, these pikmin also have a secondary defense mechanism in the form of a constant coating of poison on their skin, which slowly toxifies the inside of any creature foolish enough to eat the white pikmin. This poison coating can occasionally be offensive as well, poisoning creatures struck by their swarming attacks.
Armor Class | 12 | ||
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Hit Points | 4d4 | ||
Speed | 25 ft. | Burrow 30 ft. | |
Strength | 8 (-1) | ||
Dexterity | 14 (+2) | ||
Constitution | 10 (+0) | ||
Intelligence | 6 (-2) | ||
Wisdom | 14 (+2) | ||
Charisma | 12 (+1) | ||
Skills | Athletics d20+1 | Perception d20+4 | |
Damage Immunities | Poison | ||
Condition Immunities | Exhaustion | Grappled | Poisoned |
Senses | Darkvision 60 ft. | Truesight 30 ft. | Passive Perception 14 |
Languages | Pikish | Understands Common and Sylvan but can't speak them | |
Challenge | 1/4 (50 XP) | ||
Special 1 | Natural Followers | Any creature within 30 feet of the swarm that it can see and hear | can attempt a DC 11 Wisdom (Animal Handling) |
or Charisma (Persuasion) check to charm the swarm. | Once the swarm has been charmed by a creature, | the swarm becomes immune to being charmed by any other creature | as long the creature it is charmed by is within 60 feet |
Special 2 | Natural Growth | For every 10 minutes the swarm remains in direct sunlight, | they automatically restore 1d4 hit points. |
If the swarm has full points and would regain hit points in this way, | they instead gain a permanent +1 bonus to AC, | and their maximum number of hit points doubles. | This can happen up to two times |
Special 3 | Poisonous Skin | Any creature that begins its turn in the swarm's space or hits the swarm with a melee attack | must succeed on a DC 13 Constitution saving throw |
or become poisoned for 1 minute. | A poisoned creature no longer in the swarm's space | can repeat the saving throw at the end of each of its turns, | ending the effect on itself on a success |
Special 4 | Swarm | The swarm can occupy another creature's space and vice-versa. | The swarm can move through any opening large enough for a tiny insect. |
The swarm can't regain hit points except through their Natural Growth feature, | and can't gain temporary hit points | ||
Action 1 | Slams (Swarm has more than half HP) | Melee Weapon Attack | d20+1 to hit |
Reach 0 ft., one target in the swarm's space | Hit 2d4-1 bludgeoning damage | plus 1d4 poison damage | |
Action 2 | Slams (Swarm has less than half HP) | Melee Weapon Attack | d20+1 to hit |
Reach 0 ft., one target in the swarm's space | Hit 1d4-1 bludgeoning damage | plus 1 poison damage |
Swarm of Bulbmin
Known for being without a doubt the strangest pikmin, the small creatures known as bulbmin aren't even guaranteed to be a variation of pikmin. While they share some social and physical characteristics with other pikmin, and are able to cooperat with other swarms of pikmin, the bulbmin are the juvenile form of a major pikmin predator which seems to have become host to a parasitic form of pikmin. Only found in dark caves, its been hypothesized these pikmin developed in response to a lack of sunlight. taking adaptations of their nocturnal predators for their own. Attempts to so far remove the parasitic pikmin from their hosts to verify the creatures as true pikmin have so far proven unsuccessful.
Armor Class | 10 | ||
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Hit Points | 6d4 | ||
Speed | 30 ft. | ||
Strength | 10 (+0) | ||
Dexterity | 10 (+0) | ||
Constitution | 10 (+0) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 12 (+1) | ||
Skills | Athletics d20+2 | ||
Damage Immunities | Fire | Lightning | Poison |
Condition Immunities | Exhaustion | Grappled | Paralyzed |
Poisoned | |||
Senses | Darkvision 120 ft. | Passive Perception 10 | |
Languages | Pikish | Understands Common and Sylvan but can't speak them | |
Challenge | 1/4 (50 XP) | ||
Special 1 | Natural Followers | Any creature within 30 feet of the swarm that it can see and hear can attempt a DC 11 Wisdom (Animal Handling) | |
or Charisma (Persuasion) check to charm the swarm. | Once the swarm has been charmed by a creature, | the swarm becomes immune to being charmed by any other creature | as long the creature it is charmed by is within 60 feet |
Special 2 | Natural Growth | For every 10 minutes the swarm remains in direct sunlight, | they automatically restore 1d4 hit points. |
If the swarm has full points and would regain hit points in this way, | they instead gain a permanent +1 bonus to AC, | and their maximum number of hit points doubles. | This can happen up to two times |
Special 3 | Sunlight Hypersensitivity | The swarm takes 20 radiant damage when it starts its turn in sunlight. | While in sunlight, it has disadvantages on attack rolls and ability checks |
Special 4 | Swarm | The swarm can occupy another creature's space and vice-versa. | The swarm can move through any opening large enough for a tiny insect. |
The swarm can't regain hit points except through their Natural Growth feature, | and can't gain temporary hit points | ||
Action 1 | Bites (Swarm has more than half HP) | Melee Weapon Attack | d20+2 to hit |
Reach 0 ft., one target in the swarm's space | Hit 2d4 piercing damage | ||
Action 2 | Bites (Swarm has less than half HP) | Melee Weapon Attack | d20+2 to hit |
Reach 0 ft., one target in the swarm's space | Hit 1d4 piercing damage |
Swarm of Rock Pikmin
On first glance, these pikmin are easily mistake for a collection of rocks, and until they move, many individuals are unaware they're looking at a swarm of pikmin at all. Rock pikmin have sturdy bodies, and are totally immune to all crushing forces, no matter the strength behind them. Because of this, and their above average strength, it often falls on rock pikmin to come to the defense of weaker species of pikmin against predations of larger creatures.
Armor Class | 14 (natural armor) | ||
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Hit Points | 6d4+12 | ||
Speed | 20ft. | Burrow 25 ft. | |
Strength | 14 (+2) | ||
Dexterity | 10 (+0) | ||
Constitution | 14 (+2) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 12 (+1) | ||
Damage Vulnerabilities | Thunder | ||
Damage Immunities | Bludgeoning | ||
Condition Immunities | Exhaustion | Grappled | Petrified |
Senses | Darkvision 60 ft. | Passive Perception 10 | |
Languages | Pikish | Understands Common, | Terran |
and Sylvan but can't speak them | |||
Challenge | 1/4 (50 XP) | ||
Special 1 | False Appearance | While the swarm remains motionless, | it is indistinguishable from a small pile of pebbles |
Special 2 | Natural Followers | Any creature within 30 feet of the swarm that it can see and hear | can attempt a DC 11 Wisdom (Animal Handling) |
or Charisma (Persuasion) check to charm the swarm. | Once the swarm has been charmed by a creature, | the swarm becomes immune to being charmed by | any other creature as long the creature it is charmed by is within 60 feet |
Special 3 | Natural Growth | For every 10 minutes the swarm remains in direct sunlight, | they automatically restore 1d4 hit points. |
If the swarm has full points and would regain hit points in this way, | they instead gain a permanent +1 bonus to AC, | and their maximum number of hit points doubles. | This can happen up to two times |
Special 4 | Surefooted | The swarm has an advantage on Strength ability checks and saving throws made | to resist being pushed or moved involuntarily |
Special 5 | Swarm | The swarm can occupy another creature's space and vice-versa. | The swarm can move through any opening large enough for a tiny insect. |
The swarm can't regain hit points except through their Natural Growth feature,v and can't gain temporary hit points | |||
Action 1 | Slams (Swarm has more than half HP) | Melee Weapon Attack | d20+4 to hit |
Reach 0ft., one target in the swarm's space | Hit 3d4+2 bludgeoning damage | ||
Action 2 | Slams (Swarm has less than half HP) | Melee Weapon Attack | d20+4 to hit |
Reach 0 ft., one target in the swarm's space | Hit 2d4+1 bludgeoning damage |
Swarm of Winged Pikmin
Only barely larger than white pikmin, flying pikmin are gifted with small wings similar to those of gnats, capable of flight which can carry them great distances. Because of this, flying pikmin tend to act as scouts and messangers for other swarms of pikmin, their wings allowing them to avoid issues with terrain which would cause difficulties for other pikmin, though their flight does place them in easier reach of airborne predators.
Armor Class | 12 | ||
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Hit Points | 4d4 | ||
Speed | 5 ft. | Fly 25 ft. | |
Strength | 10 (+0) | ||
Dexterity | 14 (+2) | ||
Constitution | 10 (+0) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 12 (+1) | ||
Skills | Acrobatics d20+4 | Athletics d20+2 | |
Condition Immunities | Exhaustion | Grappled | |
Senses | Darkvision 60 ft. | Passive Perception 10 | |
Languages | Pikish | Understands Common and Sylvan but can't speak them | |
Challenge | 1/4 (50 XP) | ||
Special 1 | Natural Followers | Any creature within 30 feet of the swarm that it can see | and hear can attempt a DC 11 Wisdom (Animal Handling) |
or Charisma (Persuasion) check to charm the swarm. | Once the swarm has been charmed by a creature, | the swarm becomes immune to being charmed by any | other creature as long the creature it is charmed by is within 60 feet |
Special 2 | Natural Growth | For every 10 minutes the swarm remains in direct sunlight, | they automatically restore 1d4 hit points. |
If the swarm has full points and would regain hit points in this way, | they instead gain a permanent +1 bonus to AC, | and their maximum number of hit points doubles. | This can happen up to two times |
Special 3 | Swarm | The swarm can occupy another creature's space and vice-versa. | The swarm can move through any opening large enough for a tiny insect. |
The swarm can't regain hit points except through their Natural Growth feature, | and can't gain temporary hit points | ||
Action 1 | Slams (Swarm has more than half HP) | Melee Weapon Attack | d20+2 to hit |
Reach 0 ft., one target in the swarm's space | Hit 2d4 bludgeoning damage | ||
Action 2 | Slams (Swarm has less than half HP) | Melee Weapon Attack | d20+2 to hit |
Reach 0 ft., one target in the swarm's space | Hit 1d4+1 bludgeoning damage |
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