Chinchou / Lanturn
Chinchou is a small, piscine Pokémon with a round, blue body. It has large yellow eyes with pupils shaped like plus signs, a pair of semi-transparent, light blue pectoral fins, and stubby feet. Positioned on Chinchou's rear, where its tail would be, are a pair of antennae that curve up and over its head. The antennae developed from fins and have yellow, teardrop-shaped orbs at the tips.
Inside Chinchou's antennae are electricity-generating cells that create so much electrical power that they even make Chinchou tingle slightly. The orbs on its antennae can glow and light up from the electric current, which Chinchou uses to lure prey. It also flashes its light to communicate with others of its kind and claim territory. By discharging positive and negative electricity from
the antennae, it can both defend itself and stun its prey. Chinchou lives on dark ocean floors, rarely ever coming up to the surface. However, it has demonstrated the ability to walk on land on occasion.
Lanturn is a blue piscine Pokémon that resembles an anglerfish. It has big, red eyes with a yellow mask-like marking around them and small, light blue pectoral fins. The lower half of its tailfin is yellow and has jagged edges. On its back is a Y-shaped antenna with a spherical orb at each tip; this antenna is a modification of its dorsal fin. Inside its orbs are bacteria that produce light by absorbing Lanturn's bodily fluids. It lures prey using the glow, then blinds them by using an intense flash before it swallows them whole. The flash it creates is visible on the surface from a depth of over three miles (five kilometres). This has earned it the nickname "The Deep-Sea Star". Lanturn competes with Lumineon when catching its prey Starmie. Frillish and Sharpedo are natural predators of Lanturn. Lanturn inhabits the depths of the ocean.
Chinchou
Its antennae, which evolved from a fin, have both positive and negative charges flowing through them.
Armor Class | 11 | ||
---|---|---|---|
Hit Points | 2d4 | ||
Speed | 5 ft. | Swim 20 ft. | |
Strength | 2 (-4) | ||
Dexterity | 12 (+1) | ||
Constitution | 10 (+0) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 10 (+00 | ||
Senses | Passive Perception 10 | ||
Languages | Aquan | ||
Challenge | 1/8 (25 XP) | ||
Special 1 | Illuminate | Chinchou can emit light like a torch. | Chinchou can suppress this as a free action |
Special 2 | Volt Absorb | When Chinchou takes lightning damage, | it takes no damage and instead regains that many hit points |
Action | Spark | Melee Weapon Attack | d20+3 |
Reach 5 ft., one target | HIt 1d6+1 lighting damage |
Lanturn
The light it emits is so bright that it can illuminate the sea’s surface from a depth of over three miles.
Armor Class | 12 | ||
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Hit Points | 6d6+6 | ||
Speed | 5 ft. | Swim 30 ft. | |
Strength | 10 (+0) | ||
Dexterity | 14 (+2) | ||
Constitution | 12 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 10 (+0) | ||
Senses | Passive Perception 10 | ||
Languages | Aquan | ||
Challenge | 1/4 (50 XP) | ||
Special 1 | Discharge | Any creature that hits Lanturn with a melee attack | while within 5 feet takes 1d6 lightning damage |
Special 2 | Illuminate | Lanturn can emit light like a torch. | Lanturn can suppress this as a free action |
Special 3 | Volt Absorb | When Lantrun takes lightning damage, | it takes no damage and instead regains that many hit points |
Action 1 | Signal Beam (Recharge 5-6) | Lanturn erupts in a bright light. | Lanturn casts daylight. |
Any creature in the area of bright light must succeed | on a DC 11 Dexterity saving throw or | be blinded for 1 minute. | A creature blinded by this ability can repeat the saving throw |
at the end of each of their turns to end the condition | |||
Action 2 | Spark | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 lightning damage |
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