Barboach / Whiscash
Barboach is a small, serpentine Pokémon that resembles a loach. The main body is a soft gray with a jagged black line running its length. Its eyes are very small, and it has a round, blue nose. It has several blue barbels that are used as a superb radar in murky water and can be used for taste as well. These whiskers are left exposed when they hide in the mud to wait for prey. There are two rounded, blue pectoral fins and a single dorsal fin, all of which have black spots. Its tail fin is also rounded and blue but possesses no spots.
A slimy film covers its body, which protects Barboach from bacteria and allows it to escape from predators like Bird Pokémon easily. Barboach remains in its aquatic environment to prevent itself from drying out and becoming weak. Barboach can use its whiskers to detect the location of its prey and to detect both smell and flavour similar to a human.
Whiscash is a dark blue, catfish-like Pokémon with a yellow underbelly. It has a cavernous mouth with light blue lips that have short, thin whiskers growing from the lower lips. Long, yellow barbels grow from its cheeks, and there is a yellow marking on its forehead that resembles a W. The light blue dorsal fin has a pattern of three spots arranged in a triangle, while its horizontal tail fin lacks spots. Its pectoral fins and belly fins match its main body colour.
Whiscash uses its caudal fin to cause earthquakes that can extend for over three miles by hitting the bottom of swamp beds. Whiscash can predict when natural earthquakes will occur. It also uses these massive earthquakes to drive away any foes that come near it, going on rampages in the process. This behaviour, along with sightings of Whiscash leaping from lakes, has caused people to mistake it for starting earthquakes. It lives in a nest at the bottom of ponds and swamps and is territorial. Whiscash tends to wait silently for prey to come to it. This gluttonous fish will eat anything that is alive, sometimes whole. Whiscash also has a diet of consuming mud. Whiscash has poor eyesight, so it has to use its whiskers to detect prey's vibration.
Barboach
Its two whiskers provide a sensitive radar. Even in muddy waters, it can detect its prey’s location.
Armor Class | 12 | ||
---|---|---|---|
Hit Points | 6d4 | ||
Speed | 5 ft. | Fly 30 ft. | 30 ft. Swimming |
Strength | 10 (+0) | ||
Dexterity | 13 (+1) | ||
Constitution | 12 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 10 (+0) | ||
Damage Immunities | Poison | Lightning | |
Condition Immunities | Poisoned | ||
Damage Resistances | Fire | Poison | Steel |
Senses | Blindsight 30 ft. | Passive Perception 11 | |
Languages | Aquan | ||
Challenge | 1/4 (50 XP) | ||
Special 1 | Slimy Body | Barboach has advantage on checks made to escape grapples | |
Special 2 | Water Breathing | Barboach can breath only water | |
Action | Mud Slap | Ranged Weapon Attack | d20+3 to hit |
Range 30/60 ft., one target | Hit 1d6+1 bludgeoning damage and the target has disadvantage | on their next attack roll before the end of their next turn |
Whiscash
It is extremely protective of its territory. If any foe approaches, it attacks using vicious tremors.
Armor Class | 15 | ||
---|---|---|---|
Hit Points | 12d6+12 | ||
Speed | 50 ft. | Swim 30 ft. | |
Strength | 14 (+2) | ||
Dexterity | 12 (+1) | ||
Constitution | 18 (+4) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 10 (+0) | ||
Damage Resistances | Poison | Fire | |
Condition Immunities | Lightning | ||
Senses | Blindsight 30 ft. | Passive Perception 11 | |
Skills | Perception d20+4 | ||
Languages | Aquan | ||
Challenge | ½ (100 XP) | ||
Special | Water Breathing | Whiscash can breath only water | |
Action 1 | Multiattack | Whiscash makes two Aqua Tail attacks | |
Action 2 | Aqua Tail | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 bludgeoning damage | ||
Action 3 | Mud Bomb | Ranged Weapon Attack | d20+3 to hit |
Range 30/60 ft., one target | Hit 2d10 bludgeoning damage | and the target has disadvantage on their next attack roll | before the end of their next turn |
Action 4 | Earthquake (Recharge 5-6) | Wishcash generates a powerful earthquake. | All creatures on the ground within 60 feet of Whiscash must make |
a DC 15 Dexterity saving throw, | taking 3d6 bludgeoning damage | and falling prone on a failed save, | or half as much damage on a successful one |
Remove these ads. Join the Worldbuilders Guild
Comments