
*Image source: [pikminwiki.com](https://www.pikminwiki.com/File:Pikmin_types_-_Flower.png)*
___
> ## Blue Pikmin
>*Small plant, neutral*
>___
>**Armor Class** 10
>**Hit Points** 9 (2d6 + 2)
>**Speed** 30 ft., swim 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:-:|:-:|:-:|:-:|:-:|:-:|
>|14 (+2)|10 (+0)|12 (+1)|7 (-2)|13 (+1)|6 (-2)|
>___
>**Skills** Acrobatics +4, Athletics +4, Performance +2
>**Senses** passive Perception 11
>**Languages** Pikmin; understands Common but can't speak it
>**Challenge** 1/2 (100 XP)
>___
>
>***Amphibious Locomotion.*** The pikmin can breathe both air and water. The pikmin can choose to sink or float in water (no action). When it sinks, it can run along the bottom of a body of water unhindered.
>
>***Pack Tactics.*** The pikmin has advantage on an attack roll against a creature if at least one of the pikmin's allies is within 5 feet of the creature and the ally isn't incapacitated.
>
>***Plant of Burden.*** The pikmin is considered to be a Medium creature for the purpose of determining its carrying capacity.
>
>***Whistle Commands.*** If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
> A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.
>
>### Actions
>
>***Stalk Whip.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) bludgeoning damage.
\columnbreak
___
> ## Purple Pikmin
>*Medium plant, neutral*
>___
>**Armor Class** 10
>**Hit Points** 13 (2d8 + 4)
>**Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:-:|:-:|:-:|:-:|:-:|:-:|
>|16 (+3)|6 (-2)|14 (+2)|7 (-2)|13 (+1)|6 (-2)|
>___
>**Skills** Acrobatics +4, Athletics +4, Performance +2
>**Senses** passive Perception 11
>**Languages** Pikmin; understands Common but can't speak it
>**Challenge** 1 (200 XP)
>___
>
>***Pack Tactics.*** The pikmin has advantage on an attack roll against a creature if at least one of the pikmin's allies is within 5 feet of the creature and the ally isn't incapacitated.
>
>***Plant of Burden.*** The pikmin is considered to be a Large creature for the purpose of determining its carrying capacity.
>
>***Water Weakness.*** If the pikmin starts its turn fully submerged in water up to its head, it dies.
>
>***Whistle Commands.*** If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
> A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.
>
>### Actions
>
>***Stalk Whip.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) bludgeoning damage.
\pagebreak
___
> ## White Pikmin
>*Small plant, neutral*
>___
>**Armor Class** 10
>**Hit Points** 5 (2d6 - 2)
>**Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:-:|:-:|:-:|:-:|:-:|:-:|
>|12 (+1)|10 (+0)|9 (-1)|7 (-2)|13 (+1)|6 (-2)|
>___
>**Skills** Acrobatics +4, Athletics +4, Performance +2
>**Damage Immunities** poison
>**Senses** darkvision 60 ft., passive Perception 11
>**Languages** Pikmin; understands Common but can't speak it
>**Challenge** 1/2 (100 XP)
>___
>
>***Pack Tactics.*** The pikmin has advantage on an attack roll against a creature if at least one of the pikmin's allies is within 5 feet of the creature and the ally isn't incapacitated.
>
>***Plant of Burden.*** The pikmin is considered to be a Medium creature for the purpose of determining its carrying capacity.
>
>***Poisonous Body.*** A creature that hits the pikmin with a bite or swallow attack is forced to make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one.
>
>***Water Weakness.*** If the pikmin starts its turn fully submerged in water up to its head, it dies.
>
>***Whistle Commands.*** If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
> A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.
>
>### Actions
>
>***Stalk Whip.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) poison damage.
___
> ## Rock Pikmin
>*Small plant, neutral*
>___
>**Armor Class** 17
>**Hit Points** 11 (2d6 + 4)
>**Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:-:|:-:|:-:|:-:|:-:|:-:|
>|14 (+2)|10 (+0)|15 (+2)|7 (-2)|13 (+1)|6 (-2)|
>___
>**Skills** Acrobatics +4, Athletics +4, Performance +2
>**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
>**Senses** passive Perception 11
>**Languages** Pikmin; understands Common but can't speak it
>**Challenge** 1/2 (100 XP)
>___
>
>***Drop Attack.*** If the pikmin drops from a height of at least 10' onto a target, the target must succeed on a DC 14 Dexterity saving throw, or the pikmin lands on it, causing the target to suffer the fall damage instead of the pikmin. If the pikmin drops and does not hit a target, the pikmin takes only half damage from the fall.
>
>***Pack Tactics.*** The pikmin has advantage on an attack roll against a creature if at least one of the pikmin's allies is within 5 feet of the creature and the ally isn't incapacitated.
>
>***Plant of Burden.*** The pikmin is considered to be a Medium creature for the purpose of determining its carrying capacity.
>
>***Water Weakness.*** If the pikmin starts its turn fully submerged in water up to its head, it dies.
>
>***Whistle Commands.*** If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
> A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.
>
>### Actions
>
>***Stalk Whip.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 3 (1 + 2) bludgeoning damage.
\pagebreak
___
___
> ## Winged Pikmin
>*Small plant, neutral*
>___
>**Armor Class** 11
>**Hit Points** 9 (2d6 + 2)
>**Speed** 30 ft., fly 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:-:|:-:|:-:|:-:|:-:|:-:|
>|12 (+1)|13 (+1)|12 (+1)|7 (-2)|13 (+1)|6 (-2)|
>___
>**Skills** Acrobatics +4, Athletics +4, Performance +2
>**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
>**Senses** passive Perception 11
>**Languages** Pikmin; understands Common but can't speak it
>**Challenge** 1/8 (25 XP)
>___
>
>***Falling Stun.*** If the pikmin hits the ground after falling at least 10 feet, it is stunned until the end of its next turn.
>
>***Pack Tactics.*** The pikmin has advantage on an attack roll against a creature if at least one of the pikmin's allies is within 5 feet of the creature and the ally isn't incapacitated.
>
>***Plant of Burden.*** The pikmin is considered to be a Medium creature for the purpose of determining its carrying capacity.
>
>***Water Weakness.*** If the pikmin starts its turn fully submerged in water up to its head, it dies.
>
>***Whistle Commands.*** If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
> A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.
>
>### Actions
>
>***Stalk Whip.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage.
### Clefable
*Suggested by twitch viewer and discord regular @mrcelophane, based on the Pokemon of the same name.*
Some of the most mysterious Pokemon known to exist, clefable (and their younger form, clefairy) are fey creatures that, according to legend, descended on the world from the astral plane itself.
Clefable and clefairy are known to wield incomprehensible power over not only magic and the elements, but over matter and the laws of physics themselves. These characteristics cause the clefable and clefairy to be some of the most eagerly-studied pokemon, though their elusivity, not to mention their remarkable abilities, make them problematic subjects to say the least.
\columnbreak