Dratini is a reptilian Pokémon with a blue serpentine body and a white underside. It has white, three-pronged fins on the sides of its head and a white bump on its forehead, which is its horn growing. Above its round, white snout are oval, purple eyes.
Dratini's life energy is constantly building so it is always growing and can reach lengths of over six feet (2 meters). As it grows, it sheds its skin regularly; it hides behind a rapid waterfall during the process to protect itself, since the new skin is soft in texture. The shed skin can be tanned and used to create luxury boots. Dratini has been referred as the "Mirage Pokémon", because its existence was originally thought to be nothing more than a myth. Dratini was first discovered by a fisherman who spent 10 hours attempting to capture it. A small colony has also been found underwater, further confirming its existence. Dratini live near or in bodies of water with a rapid flow, such as the pools at the bottom of waterfalls. It lives a quiet life underwater, eating any food that sinks down to the bottom.
Dratini
Dratini dwells near bodies of rapidly flowing water, such as the plunge pools of waterfalls. As it grows, Dratini will shed its skin many times.
Armor Class | 13 (natural armor) |
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Hit Points | 12d8 |
Speed | 25 ft. | Swim 30 ft. |
Strength | 14 (+2) |
Dexterity | 13 (+1) |
Constitution | 14 (+2) |
Intelligence | 7 (-2) |
Wisdom | 12 (+1) |
Charisma | 12 (+1) |
Dange Resistances | Fire | Lightning | Thunder |
Skills | Insight d20+3 | Perception d20+3 |
Senses | Darkvision 60 ft. | Passive Perception 13 |
Languages | Aquan |
Challenge | 1 (200 XP) |
Special 1 | Amphibious | Dratini can breathe air and water |
Special 2 | SHed Skin (1/Day) | Dratini can spend 5 ft of movement to | automatically escape from non magical restraints |
Special 3 | Innate Spellcasting | Dratini’s innate spellcasting ability is | Wisdom (spell save DC 12). |
Dratinit can innately cast the following spells, | requiring no material components |
Spells 1 | At Will | Create Water | Fog Cloud |
Light |
Spells 2 | 2/day | Pass Without Trace |
Action 1 | Wrap | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 2d6+1 bludgeoning damage. | If the target is medium or smaller creature, | it is grappled (escape DC 12). |
Until this grapple ends, the target is restrained, | and Dratini can’t wrap another target |
Action 2 | Slam | Melee Weapon Attack | d20+3 to hit |
Reach 10 ft., one target | Hit 2d4+1 bludgeoning damage. | If the target is a creature, | it must succeed on a DC 12 Strength saving throw or be knocked prone. |
If the target is prone, | the Dratini can make | one Wrap attack against it as a bonus action |
Reaction | Slam | Dratini ends one condition on it |
Dragonair is a long, serpentine reptilian Pokémon with sky blue scales and a white underside. It has a rounded snout, oval purple eyes, and a small, white horn on its forehead. On each side of its head is a small, stylized wing, which is white and curves into a swirl at the base. Three blue, crystal orbs adorn its body: one on its neck and two on its tail.
Dragonair emits a gentle aura that gives it a mystical appearance. It can make its wings grow larger in order to fly, but otherwise moves through the air unaided. Dragonair hosts a large amount of energy within its body, which it can discharge through the crystals on its neck and tail. This causes its body to brighten and give off a different aura that changes the weather in its vicinity. As a result, Dragonair has been referred as a "divine Pokémon" since ancient times by agricultural peoples. Dragonair is a rare Pokémon that inhabits pristine seas and lakes. The lakes Dragonair lives in are usually filled with offerings from people in gratitude. It is said that a person who sees a Dragonair at the start of a year will be healthy for the whole year.
Dragonair
This Pokémon lives in pristine oceans and lakes. It can control the weather, and it uses this power to fly into the sky, riding on the wind.
Armor Class | 15 (natural armor) |
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Hit Points | 23d10+69 |
Speed | 30 ft. | Swim 60 ft. | Fly 30 ft. |
Strength | 18 (+4) |
Dexterity | 16 (+3) |
Constitution | 16 (+3) |
Intelligence | 13 (+1) |
Wisdom | 16 (+3) |
Charisma | 14 (+2) |
Damage Resistances | Fire | Lightning | Thunder |
Saving Throws | Wisdom d20+6 | Charisma d20+6 | Dexterity d20+6 |
Constitution d20+6 | Intelligence d20+4 |
Skills | Insight d20+6 | Perception d20+6 |
Senses | Darkvision 60 ft. | Passive Perception 16 |
Languages | Aquan |
Challenge | 9 (5,000 XP) |
Special 1 | Amphibious | Dragonair can breathe air and water |
Special 2 | Shed Skin (1/Day) | Dragonair can spend 5 feet of movement | to automatically escape from non magical restraints |
Special 3 | Innate Spellcasting | Dragonair’s spellcasting ability is | Charisma (spell save DC 14.) |
It can innately cast the following spells, | requiring no material components |
Spells 1 | At Will | Call Lightning | Fog Cloud |
Gust of Wind | Ice Storm | Create Water | Light |
Spells 2 | 3/day | Pass Without Trace |
Spells 3 | 1/day Each | Control Weather |
Action 1 | Multiattack | Dragonair makes two melee attacks |
Action 2 | Dragon Rage (Recharge 5-6) | Dragonair exhales a typhoon of energy in a 60-foot cone. | Each creature in that area must make |
a DC 14 Dexterity saving throw, | taking 10d6 force damage on a failed save, | or half as much damage on a successful one |
Action 3 | Dragon Tail | Melee Weapon Attack | d20+8 to hit |
Reach 10 ft., one target | Hit 3d8+4 bludgeoning damage | and the target is grappled (escape DC 16) |
Action 4 | Wrap | Melee Weapon Attack | d20+6 to hit |
Reach 10 ft.,one target | Hit 3d8+4 bludgeoning damage. | If the target is a large or smaller creature, | it is grappled (escape DC 14). |
Until this grapple ends, the target is restrained, | and Dragonair can’t warp another target |
Action 5 | Slam | Melee Weapon Attack | d20+6 to hit |
Reach 10 ft., one target | Hit 2d6+3 bludgeoning damage. | If the target is a creature, | it must succeed on a DC 14 Strength saving throw or be knocked prone. |
If the target is prone, | Dragonair can make one Wrap attack against it as a bonus action |
Action 6 | Safeguard | As a bonus action, Dragonair can activate a mystical ward | that gives it advantage on saving throws |
made to either prevent or end the effects | of blindness, deafness, paralysis, | petrification, or poison on itself. | This ward appears as a faint shimmering aura around |
Dragonair and lasts until the start of its next turn |
Reaction 1 | Shed Skin | Dragonair ends one condition on itself |
Reaction 2 | Agility | When Dragonair is forced to make a Dexterity saving throw, | it can use its reaction to give itself advantage on Dexterity saving throws |
until the end of its next turn. Its speed is | also increased by 10 feet until the end of its next turn |
Dragonite is a draconic, bipedal reptilian Pokémon with light orange skin. It has large, grayish-green eyes and a round snout with small nostrils. A pair of long, thin antennae sprout from the top of its head with a small horn set between them. Its striated underbelly is cream-colored and extends from its neck to the tip of its long, tapering tail. It has thick arms and legs ending in three claws each. The leg joints are well defined, while its arms have a smooth, rounded appearance. Dragonite's wings are small relative to its body with teal wing membranes.
Despite its bulky build, Dragonite is capable of flying faster than the speed of sound, being able to circle the globe in sixteen hours. A kindhearted Pokémon with human-like intelligence, Dragonite shows signs of altruism: it is said to save humans from drowning and lead lost or foundering ships to safety. However, it will go on an uncontrollable, destructive rampage if its environment is threatened. Dragonite will usually calm down and be satisfied after smashing down anything that has angered it to smithereens. It is known to engage in fierce battles with Kingdra whenever they meet. Dragonite has been referred to as the "sea guardian" and the "Sea Incarnate"; as such, there are many ships with figureheads decorated with Dragonite's look. Drayden has stated that Dragonite's power is capable of affecting the weather.
Dragonite is very rare in the wild, typically living near the sea. Some claim that there is an island somewhere in the ocean that only Dragonite inhabit.
Dragonite
It’s a kindhearted Pokémon. If it spots a drowning person or Pokémon, Dragonite simply must help them.
Armor Class | 17 (natural armor) |
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Hit Points | 20d20+30 |
Speed | 30 ft. | Fly 100 ft. | Swim 30 ft. |
Strength | 22 (+6) |
Dexterity | 14 (+2) |
Constitution | 18 (+4) |
Intelligence | 15 (+2) |
Wisdom | 19 (+4) |
Charisma | 20 (+5) |
Damage Resistance | Fire | Water |
Damage Vulnerabilities | Ice |
Saving Resistances | Bludgeoning | Piercing | Slashing from non magical weapons |
Saving Throws | Wisdom d20+7 | Charisma d20+9 |
Senses | Passive Perception 13 | Darkvision 60 ft. |
Languages | Draconic |
Challenge | 13 (10,000 XP) |
Special 1 | Amphibious | Dragonite can breathe air and water |
Special 2 | Inner Focus | Dragonite has advantage on saving throws against being charmed or frightened |
Special 3 | Shed Skin | Dragonite has advantage on saving throws to end effects currently active on itself |
Innate Spellcasting | Dragonite’s spellcasting ability is Wisdom (DC 18). | Requiring no components |
Spells | At Will | Gust of Wind | Wall of Water |
Special 4 | Magic Weapon | Dragonite’s weapon attacks are magical |
Special 5 | Outrage (Recharges after a Short or Long Rest). | As a bonus action, the dragonite can enter | a rage at the start of its turn. |
The rage lasts for 1 minute or until dragonite is incapacitated. | While raging, dragonite gains the following benefits |
Benefit 1 | Dragonite has advantage on Strength checks and Strength saving throws |
Benefit 2 | When it makes a melee weapon attack, | dragonite gains a +4 bonus to the | damage roll (included in the attack) |
Benefit 3 | Dragonite has resistance to bludgeoning, | piercing and slashing damage |
Action 1 | Multiattack | Dragonite makes three attacks between Dragon claw and Twister |
Action 2 | Dragon Tail | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | Hit 4d6+6 bludgeoning damage, | or 4d6+10 bludgeoning damage while raging |
Action 3 | Dragon Claw | Melee Weapon Attack | d20+11 to hit |
Reach 5 ft., one target | Hit 2d10+6 slashing damage |
Action 4 | Dragon Pulse | Ranged Weapon Attack | d20+7 to hit |
Range 60/120 ft., one target | Hit 3d10+2 bludgeoning damage |
Action 5 | Twister | Ranged Weapon Attack | d20+10 to hit |
Range 60/120 ft., one target | Hit 3d10 bludgeoning damage |
Action 6 | Hyper Beam (Recharge 5-6) | Dragonite releases a beam of pure energy in | a 60-foot line that is 10 feet wide. |
Each creature in that area must make | a DC 17 Dexterity saving throw, | taking 10d10 force damage on a failed save, | or half as much damage on a successful one. |
Dragonite must rest for 1 turn | of combat after using Hyper Beam |
Reaction | Multiscale | When Dragonite takes damage from any source, | it can use its reaction to grant itself resistance to the damage. |
The resistance begins before Dragonite takes the damage, | and ends when it uses this feature again |
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