Clamperl is an aquatic bivalve Pokémon that makes its home on the seafloor. Its bivalve shell is dark blue with a silver rim along the inner edges. The shell is used to clamp down on prey, as well as for protection. A fully-grown shell will have nicks and scratches all over it. Inside the shell is a fragile, light blue body composed of six spherical extensions with a pink, pearl-like head in the center, usually depicted with its eyes closed. There is a circular white patch on each cheek.
The pearls produced by this Pokémon amplify psychic power and can be blue in colour. These pearls are also 10 times more valuable than pearls produced by Shellder. It is carnivorous, clamping down on prey without letting go until it stops moving. When it is close to evolution, Clamperl will become too big to fit inside its shell. Clamperl is the only Pokémon that gains extra effects by holding a Deep Sea Tooth or Deep Sea Scale. Clamperl has been observed being carried by Drifblim, its natural predator.
Clamperl
Despite its appearance, it’s carnivorous. It clamps down on its prey with both sides of its shell and doesn’t let go until they stop moving.
Armor Class | 20 |
---|
Hit Points | 8d4+24 |
Speed | 5 ft. | 15 ft. Swimming |
Strength | 13 (+1) |
Dexterity | 10 (+0) |
Constitution | 16 (+3) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Senses | Passive Perception 9 |
Languages | Aquan |
Challenge | 1/2 (100 XP) |
Special | Amphibious | Clamperl can breathe air and water |
Action 1 | Clamp | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d6+1 bludgeoning damage | and Clamperl attaches to the target. | While attached, Clamperl has advantage |
on Clamp attacks against the target. | Clamperl can be removed with a successful | DC 22 Strength (Athletics) check as an action |
Action 2 | Water Gun | Range Weapon Attack | d20+3 to hit |
Range 10/30 ft., one target | Hit 1d8 cold damage |
Action 3 | Iron Defense | Clamperl gains resistance to bludgeoning, | piercing, and slashing damage until |
the start of its next turn |
Action 4 | Whirlpool (Recharge 5-6) | Clamperl attempts to trap a creature it can see | within 30 feet of it with a whirlpool. |
The target must succeed on a | DC 11 Dexterity saving throw | or be surrounded with a whirlpool for 1 minute. | A trapped creature has their speed reduced by half, |
and take 1d4 bludgeoning damage at the start of each of their turns. | The target can repeat the saving throw | at the end of each of their turns, | ending the whirlpool on a success |
Huntail is a light-blue, aquatic Pokémon with a serpentine body. Orange, semi-circular fins run the length of its spine, and there are two additional fins on the underside of its lower jaw. A large, fan-like fin projects from the top of its head. White spots that are surrounded by orange rings, resembling its eyes, dot its body. It attracts its prey by wagging its fish-shaped tail, which features glowing eye spots, a single dorsal fin, and a single pectoral fin. Huntail's large mouth features sharp teeth and allows it to gulp its prey whole.
Huntail swims by wiggling its body, though it is not the strongest swimmer. Its sturdy spine and large eyes allow it to survive in the high pressures and darkness of the deep sea. According to tradition, Huntail washing ashore is a sign that something unfortunate will happen.
Huntail
It’s not the strongest swimmer. It wags its tail to lure in its prey and then gulps them down as soon as they get close.
Armor Class | 6 |
---|
Hit Points | 16d8+16 |
Speed | 10 ft. | 30 ft. Swimming |
Strength | 17 (+3) |
Dexterity | 14 (+2) |
Constitution | 15 (+2) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Senses | Darkvision 60 ft. | Passive Perception 12 |
Skills | Deception d20+0 |
Languages | Aquan |
Challenge | 3 (100 XP) |
Special | Dive | If Huntail moves at least 15 straight toward a target | and then hits it with a Crunch attack on the same turn, |
the target takes an extra 1d8 piercing damage |
Special 2 | Water Breathing | Huntail can breathe only water |
Action 1 | Multiattack | Huntail makes two attacks; | one with its Crunch and one with its Aqua Tail. |
It can’t make both attacks against the same target |
Action 2 | Crunch | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d8+3 piercing damage |
Action 3 | Aqua Tail | Melee Weapon Attack | d20+5 to hit |
Reach 10 ft., one target | Hit 1d8+3 bludgeoning damage |
Action 4 | Hydro Pump (Recharge 5-6) | Huntail shoots pressurized water in | a line 5-feet wide and 60-feet long. |
All creatures in the area must make a | DC 13 Dexterity saving throw, | taking 4d8 cold damage on a failed save, | or half as much damage on a successful one |
Gorebyss is a pink, serpentine Pokémon with a long, thin mouth. This pointed mouth is used to stab prey and drain their body fluids. However, it has also been known to feed on seaweed that grows between stones. Its pink skin becomes brighter in the spring and after it has fed. Its body colour changes with water temperature, with Gorebyss found in Sorcanno having blindingly vivid coloration. A long, purple-tipped fin extends from the top of its head, and there is a thin, pointed fin extending beneath its head. There are two purple shells on its chest, causing it to somewhat resemble a mermaid. The tail has a purple, circular fin at the tip and two white bands near its base.
This Pokémon's body is durable enough to withstand high-pressure levels in the deep sea, where it lives. Additionally, this adaptation allows it to withstand powerful attacks.
Gorebyss
The color of its body changes with the water temperature. The coloration of Gorebyss in Alola is almost blindingly vivid.
Armor Class | 16 |
---|
Hit Points | 16d8+16 |
Speed | 10 ft. | 35 ft. Swimming |
Strength | 16 (+3) |
Dexterity | 16 (+3) |
Constitution | 15 (+2) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Senses | Truesight 10 ft. | Darkvision 60 ft. | Perception 12 |
Languages | Aquan |
Challenge | 3 (700 XP) |
Special 1 | Dive | Gorebyss moves at least 15 feet straight toward a target | and then hits it with a Crunch attack on the same turn, |
the target takes an extra 1d8 piercing damage |
Special 2 | Water Breathing | Gorebyss can breathe only water |
Action 1 | Multiattack | Gorebyss makes two attacks: | one with its Impale and one with its Aqua Tail. |
It can’t make both attacks against the same target |
Action 2 | Impale | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d8+3 piercing damage |
Action 3 | Aqua Tail | Melee Weapon Attack | d20+5 to hit |
Reach 10 ft., one target | Hit 1d6+3 bludgeoning damage |
Action 4 | Hydro Pump (Recharge 5-6) | Gorebyss shoots pressurized water in an a | line 5-feet wide and 60-feet long. |
All creatures in the area must make a | DC 13 Dexterity saving throw, | taking 4d8 cold damage on a failed save, | or half as much damage on a successful one |
Comments