Baltoy / Claydol
Baltoy is a small Pokémon that resembles a tan figurine made out of clay or mud. There are arching, red markings over its eyes, which usually appear closed. A red stripe encircles its body and forms a ring on its belly. It has flat appendages that resemble arms. A spike protrudes from the top of its head and another, smaller spike under its body acts as its foot. It moves by spinning on this single, pointed foot, and balances upright on it to sleep. Baltoy is usually found in ruins and old graveyards, where it congregates with its own kind and cries noisily. Old cave wall paintings depict it living with people in ancient times.
Claydol is a large, black Pokémon that resembles a mud statue with two stubby legs. It has a rounded, oblate-shaped head with a peg-like protrusion extending from the center of the top of its head. Along the circumference of its head are many round, pink-eye-like structures alternating with yellow studs or beak-like protrusions between each "eye". An undulating, white rim runs along the upper edges of the eyes. Its torso features white ring markings, each with a downward extension and a yellow dot in the middle. Two smaller orbs sit at its sides like limbs and a peg-like protrusion extends from each orb that is capable of firing various energy beams. These two orbs are not attached to their bodies but are usually kept floating close by Claydol's psychic powers. Claydol uses the same telekinetic abilities to move and float through the air. It lives in rough terrains.
Claydol has a body that is prone to melting when wet and uses its psychic powers to protect itself from rain. It was said to have started its life as an ancient clay figure created 20,000 years ago by ancient people, who apparently modelled it after something that descended from the sky.
Baltoy
It moves while spinning around on its single foot. Some Baltoy have been seen spinning on their heads.
Armor Class | 14 | ||
---|---|---|---|
Hit Points | 8d4 | ||
Speed | 25 ft. | Fly 20 ft. (hover) | |
Strength | 13 (+1) | ||
Dexterity | 14 (+2) | ||
Constitution | 13 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 14 (+2) | ||
Charisma | 10 (+0) | ||
Damage Vulnerabilities | Bludgeoning | Ice | Water |
Damage Resistances | Poison | Psychic | |
Damage Immunities | Lightning | ||
Senses | Passive Perception 12 | Darkvision 20 ft. | |
Languages | Terran | Telepathy 60 ft. | |
Challenge | 1/2 (100 XP) | ||
Special | Spin Free | As a bonus action, Baltoy can spin automatically | breaking free of any bonds, restraints or grabs |
Action 1 | Multiattack | Baltoy makes two Rapid Spin attacks | |
Action 2 | Rapid Spin | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 bludgeoning damage | ||
Action 3 | Extra Sensory | Balto attacks with an unseeable power. | One creature it can see within 60 feet |
must make a DC 12 Constitution saving throw, | taking 1d8 force damage on a failed save, | or half as much damage on a successful one | |
Action 4 | Power Split | Baltoy uses its psychic power to change its attacks. | Baltoy’s attack bonuses become equal to the attack bonus of a creature |
it can see within 60 feet. | This change lasts for 1 hour |
Claydol
This mysterious Pokémon started life as an ancient clay figurine made over 20,000 years ago.
Armor Class | 18 | ||
---|---|---|---|
Hit Points | 14d8+28 | ||
Speed | 30 ft. | Fly 20 ft. (hover) | |
Strength | 16 (+3) | ||
Dexterity | 15 (+2) | ||
Constitution | 18 (+4) | ||
Intelligence | 6 (-2) | ||
Wisdom | 18 (+4) | ||
Charisma | 14 (+2) | ||
Damage Vulnerabilities | Bludgeoning | Ice | Water |
Damage Resistances | Poison | Psychic | |
Damage Immunities | Lightning | ||
Senses | Darkvision 50 ft. | Passive Perception 14 | |
Languages | Terran | Telepathy 120 ft. | |
Challenge | 3 (700 XP) | ||
Action 1 | Multiattack | Claydol makes two Psybeam attacks | |
Action 2 | Psybeam | Ranged Weapon Attack | d20+6 to hit |
Range 60/120 ft., one target | Hit 1d8+4 psychic damage | ||
Action 3 | Extra Sensory | Claydol attacks with an unseeable power. | One creature it can see within 60 feet must |
make a DC 14 Constitution saving throw, | taking 3d8 force damage on a failed save, | or half as much damage on a successful one | |
Action 4 | Guard Split | Claydol uses its psychic power to change its defense. | Claydol’s AC becomes equal to the AC |
of a creature it can see within 60 feet. | This change lasts for 1 hour | ||
Action 5 | Power Split | Claydol uses its psychic power to change its attacks. | Claydol’s attack bonuses become equal to |
the attack bonuses of a creature it can see within 60 feet. | This change lasts for 1 hour | ||
Action 6 | Hyper Beam (Recharge 5-6) | Claydol fires a powerful beam from both its hands in | a line 100-feet long and 10-feet wide. |
All creatures in the area must make a DC 14 Dexterity saving throw, | taking 4d8 force damage on a failed save, | or half as much damage on a successful one |
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