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Hit Dice: D8(3hp)
Armor Class: 12 (+2 Size), Touch 12, Flat-Footed 12
Base Attack/ Grapple: +0/-10
Attack: Slam +0 (1d3-2)
Full Attack: Slam +0 (1d3-2)
Space/Reach: 2.5 ft/0ft
Special Attacks: Ingrain
Special Qualities: Low-Light Vision, Plant Traits
Save: +2 Fort, +0 Wis, +2 Ref
Abilities: Str 6, Dex 10, Con 9, Int 6, Wis 2, Cha 3
Skills: Hide +8, Move silently +6
Organization: Pack (2-5)
Challenge Rating: 1/4
Alignment: Always Neutral
Advancement: 2-4 HD (Tiny), 5-6 HD (Small)
Level Adjustment: -
Ingrain: An Oddish may start to ingrain its roots into dirt below it as a full round action, afterwards as long as the Oddish remains rooted it heals hitpoints equal to its HD at the end of Oddish’s turn. An Oddish cannot move until its roots are destroyed or retracted.(Takes a Full Round action to retract)
Plant Traits (Ex): An Oddish is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits and has low-light vision. Oddish have an Intelligence score and are thus affected by mind-affecting effects.
Skills and Feats: Oddish receive skills and feats as if they were magical beasts. An Oddish gains a +6 bonus to Hide checks made in vegetated areas.