So I’ve had a bit of a thought. I’m officially in love with D&D 5th edition; as soon as we’re finished with the Lost Mine of Phandelver (which should be this coming Monday), I’m planning on starting up a new Epic-6 style Weird West style campaign with new classes, a whole new world, some house rules… the works. I’ll probably end up posting about it.
Thing is, I’m going to need some monsters to populate my next game. I’ve yet to get my grubby mitts on the 5th edition Monster Manual, though I hear it’s an absolute joy of a book. Of course, I’ve always liked making my own monsters for RPG games as well, inspired by creatures from films, books, TV shows, and video games.
There is however one franchise that I have left criminally untapped for potential. You can probably guess what it is from the title.
Yep, the wonderful world of Pokémon! With over 700 of the little monstrosities running around these days, there’s plenty of inspiration there to make new creatures to challenge some intrepid adventurers! Beasts, undead, fey, dragons, constructs… if there’s a creature type, there’s a ‘mon for it.
I’m not going to try and do a D&D conversion for each Pokémon, that would be mental. Also, let’s face it, there are some fairly dull Pokémon that can already be represented by creatures from the Monster Manual; a dire rat for Raticate, a giant eagle for Pidgeotto/Pidgeot, etc. Maybe I’ll try and put a spin on them, but they’re a low priority when we have more fun stuff available.
Oh, and I probably won’t be using the actual Pokémon names; instead they’ll be getting slightly more generic D&D style names.
Anyway, let’s get the first of a long-running series underway with the little Grass-type that simply wasn’t as cool as a cannon-turtle or fire dragon…
Floranuras are stubby, frog-like reptilian creatures that have a symbiotic plant growing out of their body. Young floranuras have a distinctive flower-like bulb, but this bulb eventually blossoms as the creature reaches maturity. Floranuras share many characteristics with plants, and while they are normally docile creatures, they become far more active and aggressive when in sunlight, fending off predators with their lashing tendrils.
– Scholar Oak, Beasts Most Peculiar
Small beast (reptile), unaligned
Armour Class 13 (+1 Dex, +2 natural armour)
Hit Points 15 (2d10 + 4)
Speed 20 feet
STR 8 (-1) DEX 12 (+1) CON 14 (+2) INT 4 (-3) WIS 11 (+0) CHA 4 (-3)
Saving Throws Constitution +4 (in sunlight only; see chlorophyll)
Skills Survival +2
Damage Resistances radiant
Damage Vulnerabilities fire
Senses passive Perception 10
Chlorophyll. While in sunlight, a floranura’s walking speed is increased by 10 feet, it gains a bonus on Constitution saves, and its tendril whip attack inflicts an additional 3 damage.
Terrain Affinity (Vegetation). A floranura’s speed is not reduced when it moves through difficult terrain caused by natural vegetation, such as long grass, roots, thorns, etc.
Tackle. Melee Weapon Attack. +1 to hit, reach 5 feet, one creature. Hit: 2 (1d4-1) bludgeoning damage.
Multiattack. The floranura makes two tendril whip attacks.
Tendril Whip. Melee Weapon Attack. +3 to hit, reach 10 feet, one creature. Hit: 5 (1d6+2) slashing damage, or 8 (1d6+5) slashing damage if in sunlight (see chlorophyll).
Stun Spore (Recharge 5-6). When an attacker hits the floranura with a melee attack, and the attacker is within 5 feet, the floranura can release a cloud of disorientating spores. The attacker must pass a DC 12 Constitution saving throw; if it fails, it is stunned until the start of its next turn. Creatures that can’t be poisoned automatically pass the saving throw.