Darkrai
Darkrai is a black, shadow-like Pokémon. It has a small head with a white fog-like ghostly plume billowing from its head covering one of its bright blue eyes, with the portion on its face resembling hair. It also has a red spiky growth around its neck. It has skinny arms and long black tatters hanging from its shoulders. It also has black, claw-like hands. It has the slight appearance of an hourglass figure and appears to be wearing an old, ripped cloak. It normally does not have any sort of legs, but it is able to extend stilt-like appendages in their place. In self-defence, Darkrai can retract its head and white "plume" into the pit atop its torso fringed by the aforementioned red growth.
Darkrai is known to "inhabit" dreams and cause the target to have unending nightmares, which can be stopped if exposed to a Lunar Feather from Cresselia. However, the "unleashing of nightmares" is a defence mechanism, instead of an intentionally malicious act. Darkrai is capable of flying at high speeds, and it can become a shadow in order to escape danger or contact with humans. It is also capable of some human speech. It's been shown its power was weaker than that of Dialga and Palkia. Its relationship to its counterpart, Cresselia, can vary between individuals and canons, with some being antagonistic. Darkrai does not only cause nightmares; it is also attracted to them. It can also go around objects it is attracted to several times. Darkrai can use an ability called Dark Power to either trap humans or Pokémon in a Dark Void dimension of total darkness or teleport them to another location. Darkrai is said to be active on nights of the new moon. Darkrai possibly feeds off dreams, characterized by its association with never-ending nightmares.
Darkrai
It chases people and Pokémon from its territory by causing them to experience deep, nightmarish slumbers.
Armor Class | 17 | ||
---|---|---|---|
Hit Points | 24d20+2 | ||
Speed | 40 ft. Flying | ||
Strength | 17 (+3) | ||
Dexterity | 20 (+5) | ||
Constitution | 16 (+3) | ||
Intelligence | 18 (+4) | ||
Wisdom | 18 (+4) | ||
Charisma | 15 (+2) | ||
Damage Vulnerabilities | Bug | Fairy | Fighting |
Damage Resistances | Dark | Ghost | |
Damage Immunities | Psychic | ||
Saving Throws | Wisdom d20+4 | Intelligence d20+4 | Constitution d20+3 |
Skills | Stealth d20+5 | Deception d20+2 | Intimidation d20+2 |
Arcana d20+4 | Insight d20+4 | ||
Languages | Common | ||
Senses | Darkvision 100 ft. | Truesight 100 ft. | |
Challenge | 15 (13,000 XP) | ||
Action 1 | Dark Pulse | Self/Ranged Attack | Range 20 ft., all targets |
d20+2 to hit | Hit: 4d8+2 Dark-type damage | Darkrai releases a horrible aura imbued with dark thoughts. | Each target within 20 feet must make a DC 14 WIS saving throw |
On a successful save, it takes half damage. | |||
Action 2 | Dark Void | Ranged Attack | Range 40 ft., all targets |
Darkrai throws a ball of darkness at a point it can see within range | The ball becomes a 20-foot-radius sphere. | Each target within the sphere must make | a DC 14 WIS saving throw or be put to sleep. |
Action 3 | Disable | Ranged Attack | Range 30 ft., one target |
Darkrai chooses a target it can see within range | who has used a move since Darkrai’s last turn. | It must make a DC 14 WIS saving throw. | On a failed save, it is unable to use its last move for four turns. |
Action 4 | Double Team | Self | Darkrai moves rapidly and creates |
several illusionary copies of itself. | For 1 minute holding concentration | Attack rolls made against Darkrai have a disadvantage. | |
Action 5 | Dream Eater | Ranged Attack | Range 30 ft., one target |
d20+4 to hit | Hit: 4d6+4 Psychic-type damage | Darkrai eats the dreams of a sleeping target it can see within range | The target must make a DC 14 WIS saving throw. |
On a successful save take half damage | Darkrai regains HP equal to half the damage dealt. | ||
Action 6 | Feint Attack | Melee Attack | Range 5 ft., one target |
d20+2 to hit | Hit: 1d6+2 Dark-type damage | Darkrai approaches a target it can see within range disarmingly | then throws a sucker punch. |
This move never misses. | |||
Action 7 | Hypnosis | Ranged Attack | Range 120 ft., one target |
Darkrai uses a hypnotic suggestion to try and put a target | it can see within range to sleep. | The target must succeed on a DC 14 WIS saving throw | On a failed save it falls asleep. |
Action 8 | Ominous Wind | Self/Range Attack | Range 15 ft., all targets |
d20+2 to hit | Hit: 3d6+2 Ghost-type damage | Darkrai attacks with a gust of repulsive wind. | |
Action 9 | Quick Attack | Melee Attack | Range 5 ft., one target |
d20+5 to hit | Hit: 1d6+5 Normal-type damage | Darkrai lunges with a speed that makes it almost invisible. |
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