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 Class | 13 |
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Hit Points | 8d4 |
Speed | 0 ft. | 30 ft. Fly (hover) |
Strength | 11 (+0) |
Dexterity | 12 (+1) |
Constitution | 14 (+2) |
Intelligence | 8 (-1) |
Wisdom | 12 (+1) |
Charisma | 12 (+1) |
Damage Resistances | Bludgeoning | Piercing | Slashing from nonmagical attacks |
Damage Immunities | Poison |
Condition Immunities | Grappled | Paralyzed | Petrified |
Poisoned | Prone | Restrained |
Senses | Darkvision 60 ft. | Passive Perception 9 |
Languages | Primordial |
Challenge | 1/4 (50 XP) |
Special 1 | Incorporeal Movement | Duskull can move through other creatures and objects | as if they were difficult terrain. |
It takes 1d10 force damage if it ends its turn inside an object |
Special 2 | Pursuit | Duskull can Dash as a bonus action |
Action 1 | Will-O-Wisp | Ranged Weapon Attack | d20+3 to hit |
Range 20/60 ft., one creature | Hit 1d8+1 fire damage |
Action 2 | Disable | One creature Duskull can see within 60 feet must | make a DC 11 Wisdom saving throw. |
On a failed save, the creature is unable to cast a spell | or 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 Class | 18 |
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Hit Points | 14d8+28 |
Speed | 30 ft., | Fly 30 ft. Fly (hover) |
Strength | 16 (+3) |
Dexterity | 12 (+1) |
Constitution | 16 (+3) |
Intelligence | 8 (-1) |
Wisdom | 16 (+3) |
Charisma | 16 (+3) |
Damage Resistances | Bludgeoning | Piercing | Slashing from nonmagical attacks |
Damage Immunities | Poison |
Condition Immunities | Grappled | Paralyzed | Petrified |
Poisoned | Prone | Restrained |
Senses | Darkvision 60 ft. | Passive Perception 10 |
Languages | Primordial |
Challenge | 4 (1,100 XP) |
Special | Incorporeal Movement | Dusclops can move through other creatures | and objects as if they were difficult terrain. |
It takes 1d10 force damage if it ends its turn inside an object |
Action 1 | Multiattack | Dusclops uses Mean Look. | It can then make two Shadow Punch attacks |
Action 2 | Mean Look | Dusclops 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 throw | or be unable to move during their next turn |
Action 3 | Shadow Punch | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d8+3 force damage |
Action 4 | Will-O-Wisp | Ranged Weapon Attack | d20+5 to hit |
Range 20/60 ft., one target | Hit 1d8+3 fire damage |
Action 5 | Disable | One creature Dusclops can see within 60 feet must | make a DC 13 Wisdom saving throw. |
On a failed save, the creature is unable to cast | a spell or make an attack during its next turn |
Action 6 | Hypnotizing Command | Dusclops 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 throw | against 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 or until Dusclops is destroyed, | is on a different plane of existence than the target, |
or takes a bonus action to end the effect |
Reaction | Payback | When 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 Class | 19 |
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Hit Points | 14d12+28 |
Speed | 30 ft., | Fly 30 ft. Fly (hover) |
Strength | 20 (+5) |
Dexterity | 13 (+1) |
Constitution | 17 (+3) |
Intelligence | 8 (-1) |
Wisdom | 16 (+3) |
Charisma | 10 (+0) |
Damage Resistances | Bludgeoning | Piercing | Slashing from nonmagical attacks |
Damage Immunities | Poison |
Condition Immunities | Grappled | Paralyzed | Petrified |
Poisoned | Prone | Restrained |
Senses | Darkvision 100 ft. | Passive Perception 12 |
Languages | Primordial |
Challenge | 8 (3,900 XP) |
Special | Incorporeal Movement | Dusclops can move through other creatures | and objects as if they were difficult terrain. |
It takes 1d10 force damage if | it ends its turn inside an object |
Action 1 | Multiattack | Dusclops uses Mean Look. | It can then make two Shadow Punch attacks |
Action 2 | Mean Look | Dusclops 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 throw | or be unable to move during their next turn |
Action 3 | Shadow Punch | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d8+5 force damage |
Action 4 | Will-O-Wisp | Ranged Weapon Attack | d20+7 to hit |
Range 20/60 ft., one target | Hit 1d8+5 fire damage |
Action 5 | Disable | One creature Dusclops can see within 60 feet | must make a DC 15 Wisdom saving throw. |
On a failed save, the creature is unable to cast a spell | or make an attack during its next turn |
Action 6 | Hypnotizing Command | Dusclops targets one creature | it can see within 30 feet of it. |
If the target can see Dusclops, | the target must succeed on a DC 15 Wisdom saving throw | against 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 or | until Dusclops is destroyed, |
is on a different plane of existence than the target, | or takes a bonus action to end the effect |
Action 7 | Fire Punch | Melee Weapon Attack | d20+7 to hit |
Range 20/60 ft., one target | Hit 2d8+7 fire damage |
Reaction | Payback | When 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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