Oddish by Ben
Tiny Outsider
Hit Dice: 2d8 (9 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft.
AC: 15 (+2 size, +3 Dex)
Attacks: Slam +3 melee
Damage: Slam 1d3-1
Face/Reach: 2 1/2 ft. by 2 1/2 ft./5 ft.
Special Attacks: Sleep powder, stun spore
Special Qualities: Camoflage
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 9, Dex 17, Con 11, Int 8, Wis 12, Cha 8
Skills: Hide +11, Jump +1, Listen +5, Spot +5, Wilderness Lore +3
Feats: Alertness,Dodge

Environment: Any land
Organization: Solitary, or Cluster (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Tiny); 5-6 HD (Small)


At first glance, the Oddish looks like a plant. But actually it is a creature.

The Oddish is a small blue ball with eyes, mouth, and feet, and several large leaves sticking up from the top. During the day, the Oddish buries itself in the ground, so all that is visible are the leaves. The Oddish is very active at night.

Combat
The Oddish does not seek combat, and if attacked will flee. if retreat is impossible, the Oddish will attacks with its Stun Spore and Sleep Powder, using its slam as a last resort.

Sleep Powder: When the Oddish is angry or agitated, it can release clouds of spores into the air. Anyone inside this cloud must make a fortidude save (DC 15) to stay awake. Anyone failing the save falls asleep for 1d4+2 rounds. At the end of that time, they must make a fort save (DC 10) to wake up (one save per round)

Stun Spore: This attacks is the same as Sleep Powder, except that anyone who fails their save becomes paralysed for 2d4+1 rounds, and their saves to resist it are DC 16 and DC 8.

Camoflauge: When the Oddish is buried, it recieves a +12 bonus to its hide check.

Society

This creature has not yet been play tested.
This is not a kender type creature.

 



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