Duskull / Dusclops / Dusknoir Species in Other Realms | World Anvil

Duskull / Dusclops / Dusknoir

Duskull is a Pokémon which appears to be a stylized personification of the Grim Reaper. Its body resembles a black robe with two bone-shaped patterns on its back. It has a mask that resembles a skull and a single eye that floats between its eye sockets.   Duskull can become invisible to sneak up on its prey and go through walls. Duskull is primarily a nocturnal Pokémon and has been shown to live in thick forests. Once Duskull chooses a target, it will doggedly pursue the intended victim until the break of dawn. It has been described as enjoying the crying of children, and it is said that this Pokémon will spirit away disobedient children. This is often told to children in order to make them behave.  

Duskull

If it finds bad children who won’t listen to their parents, it will spirit them away—or so it’s said.


Armor Class13
Hit Points 8d4
Speed0 ft.30 ft. Fly (hover)
Strength11 (+0)
Dexterity12 (+1)
Constitution14 (+2)
Intelligence8 (-1)
Wisdom12 (+1)
Charisma12 (+1)
Damage ResistancesBludgeoningPiercingSlashing from nonmagical attacks
Damage ImmunitiesPoison
Condition ImmunitiesGrappledParalyzedPetrified
PoisonedProneRestrained
SensesDarkvision 60 ft.Passive Perception 9
LanguagesPrimordial
Challenge1/4 (50 XP)
Special 1Incorporeal MovementDuskull can move through other creatures and objectsas if they were difficult terrain.
It takes 1d10 force damage if it ends its turn inside an object
Special 2PursuitDuskull can Dash as a bonus action
Action 1Will-O-WispRanged Weapon Attack d20+3 to hit
Range 20/60 ft., one creatureHit 1d8+1 fire damage
Action 2DisableOne creature Duskull can see within 60 feet mustmake a DC 11 Wisdom saving throw.
On a failed save, the creature is unable to cast a spellor make an attack during its next turn
  Dusclops is a Pokémon with a roundish gray body with two stubby legs. Its body is hollow and wrapped in bandages. It has a single red eye and three tooth-like projections. It has two wispy, light gray growths coming out of its shoulders and one on top of its head. Its light gray hands appear to be directly attached to its body.   Its body can absorb anything much like a black hole, pulling it through the gaps between the bandages wrapping around it. It is unknown what happens when something is absorbed in Dusclops, as nothing ever comes back out. It will wave its hands and use its eye to hypnotize opponents and then force them to do as it will. Dusclops preys on drifting will-o'-the-wisps, sucking them into its body. It usually lives in thick forests and is generally active during nighttime.  

Dusclops

Its body is entirely hollow. When it opens its mouth, it sucks everything in as if it were a black hole.


Armor Class18
Hit Points 14d8+28
Speed30 ft.,Fly 30 ft. Fly (hover)
Strength16 (+3)
Dexterity12 (+1)
Constitution16 (+3)
Intelligence8 (-1)
Wisdom16 (+3)
Charisma16 (+3)
Damage ResistancesBludgeoningPiercingSlashing from nonmagical attacks
Damage ImmunitiesPoison
Condition ImmunitiesGrappledParalyzedPetrified
PoisonedProneRestrained
SensesDarkvision 60 ft.Passive Perception 10
LanguagesPrimordial
Challenge4 (1,100 XP)
SpecialIncorporeal MovementDusclops can move through other creaturesand objects as if they were difficult terrain.
It takes 1d10 force damage if it ends its turn inside an object
Action 1MultiattackDusclops uses Mean Look.It can then make two Shadow Punch attacks
Action 2Mean LookDusclops focuses its gaze on a creature it can see within 100 feet.If the target can see Dusclops,
they must succeed on a DC 13 Wisdom saving throwor be unable to move during their next turn
Action 3Shadow PunchMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d8+3 force damage
Action 4Will-O-WispRanged Weapon Attack d20+5 to hit
Range 20/60 ft., one targetHit 1d8+3 fire damage
Action 5DisableOne creature Dusclops can see within 60 feet mustmake a DC 13 Wisdom saving throw.
On a failed save, the creature is unable to casta spell or make an attack during its next turn
Action 6Hypnotizing CommandDusclops targets one creature it can see within 30 feet of it.If the target can see Dusclops,
the target must succeed on a DC 13 Wisdom saving throwagainst this effect or be charmed by Dusclops.The charmed target regards Dusclops as a trustedfriend to be heeded and protected.
Although the target isn’t under Dusclops control,it defends it to the best of its ability.Each time Dusclops or its companions doanything harmful to the target,
it can repeat the saving throw,ending the effect on itself on a success.Otherwise, the effect lasts 24 hours or until Dusclops is destroyed,is on a different plane of existence than the target,
or takes a bonus action to end the effect
ReactionPaybackWhen Dusclops is hit by an attack,it can make a Shadow Punch attack against
the attacker if they are within the attacks reach
  Dusknoir is a primarily black Pokémon that somewhat resembles a Cyclops. Its cylindrical head is light gray with a single eye that has a yellow iris and a red pupil. Its eyelid resembles a smiling mouth, with its red eye being a tongue. There is a yellow band near the top of its head, and a short, yellow antenna with a disc-shaped tip extends from on top. Six flat projections extend from the base of its neck and surround its head, resembling an upturned collar. Dusknoir has well-developed arms with two yellow bands near its wrists and large, gray hands. On the front of its torso are two almond-shaped markings, and on its back are two circular markings. Both sets of markings resemble eyes. A yellow band encircles its body, zigzagging along the front and forming a long curve around the back. It has a wispy tail in place of feet.   The antenna on Dusknoir's head allows it to receive transmissions from the spirit world, which tells it to bring people there. Dusknoir usually appears to those who are dead and bring their souls to the afterlife. However, sometimes Dusknoir may accidentally take away the souls of those who are still alive, though this rarely happens. It has been shown to protect innocent people from being taken to the spirit world. It is unknown if Dusknoir has a will of its own, or if it is forced to follow the bidding of the transmissions it receives. The band on its body can open, similar to a mouth. Dusknoir is capable of using its belly mouth to swallow its target whole. It also uses this ability to take spirits into its body and carry them home or as it travels to unknown places. Dusknoir only consumes spectral essence, leaving only the empty remains of living beings untouched.  

Dusknoir

At the bidding of transmissions from the spirit world, it steals people and Pokémon away. No one knows whether it has a will of its own.


Armor Class19
Hit Points 14d12+28
Speed30 ft.,Fly 30 ft. Fly (hover)
Strength20 (+5)
Dexterity13 (+1)
Constitution17 (+3)
Intelligence8 (-1)
Wisdom16 (+3)
Charisma10 (+0)
Damage ResistancesBludgeoningPiercingSlashing from nonmagical attacks
Damage ImmunitiesPoison
Condition ImmunitiesGrappledParalyzedPetrified
PoisonedProneRestrained
SensesDarkvision 100 ft.Passive Perception 12
LanguagesPrimordial
Challenge8 (3,900 XP)
SpecialIncorporeal MovementDusclops can move through other creaturesand objects as if they were difficult terrain.
It takes 1d10 force damage ifit ends its turn inside an object
Action 1MultiattackDusclops uses Mean Look.It can then make two Shadow Punch attacks
Action 2Mean LookDusclops focuses its gaze on a creature it can see within 100 feet.If the target can see Dusclops,
they must succeed on a DC 13 Wisdom saving throwor be unable to move during their next turn
Action 3Shadow PunchMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 1d8+5 force damage
Action 4Will-O-WispRanged Weapon Attack d20+7 to hit
Range 20/60 ft., one targetHit 1d8+5 fire damage
Action 5DisableOne creature Dusclops can see within 60 feetmust make a DC 15 Wisdom saving throw.
On a failed save, the creature is unable to cast a spellor make an attack during its next turn
Action 6Hypnotizing CommandDusclops targets one creatureit can see within 30 feet of it.
If the target can see Dusclops,the target must succeed on a DC 15 Wisdom saving throwagainst this effect or be charmed by Dusclops.The charmed target regards Dusclops as a trusted
friend to be heeded and protected.Although the target isn’t under Dusclops control,it defends it to the best of its ability.Each time Dusclops or its companions do anything
harmful to the target, it can repeat the saving throw,ending the effect on itself on a success.Otherwise, the effect lasts 24 hours oruntil Dusclops is destroyed,
is on a different plane of existence than the target,or takes a bonus action to end the effect
Action 7Fire PunchMelee Weapon Attack d20+7 to hit
Range 20/60 ft., one targetHit 2d8+7 fire damage
ReactionPaybackWhen Dusclops is hit by an attack,it can make a Shadow Punch attack against
the attacker if they are within the attacks reach

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