Hoothoot/ Noctowl
Hoothoot is an avian Pokémon that resembles an owl with a round body. Most of its feathers are brown, but its belly is cream-coloured. It has large, red eyes; a small, pinkish beak; stubby wings; and a fan-like tail with three feathers. Encircling its eyes are black rings; the lower rims of the ring have three protrusions that resemble the teeth on a gear while the upper rims have extensions that resemble the hands of a clock. As seen, Hoothoot's feathers can grow to be shaggy, and the protrusions on its head droop. It has two pinkish feet, each with five-clawed toes. However, it will typically only stand on one foot at a time and alternates between the two at speeds too difficult to track with the naked eye.
Hoothoot begins crying at exactly the same time every day and always tilts its head in the same rhythm. This ability is due to a special organ that senses the world's rotation and allows it to keep track of time. As a result, Hoothoot was considered a divine messenger of time and was raised to serve as a clock a long time ago. Hoothoot is most commonly found nesting in trees in temperate and boreal forests. Hoothoot is nocturnal, and during the day, it sleeps in holes carved into tree trunks.
Noctowl is an avian Pokémon that resembles an owl. It has light brown plumage with a darker brown pattern of triangles on its chest. Its fan-like tail is the same dark brown, while its wings are a slightly lighter shade of brown with light brown undersides. It has red eyes with black rings around them and a second, cream-coloured ring around the first. Above its eyes are bushy, cream-coloured feather "horns" that resemble large eyebrows. Its small beak and talons are pinkish, and its feet are cream-coloured with three toes facing forward and one backward. As seen, Noctowl can grow a small beard in its elderly stages.
Noctowl is a nocturnal Pokémon that is called "the emperor of dark nights" by some. It has exceptional eyes that concentrate the faintest light and give it night vision, supple wings capable of silent flight, and it can twist its head at a 180-degree angle to increase its intellect. Its superior senses and intellect allow it to catch prey without fail in the darkness. It can also turn its head upside down, which signals that it is troubled by something. If disturbed in this state, it will peck at the offender. Noctowl is most commonly found nesting in trees in temperate and boreal forests.
Hoothoot
It always stands on one foot. It changes feet so fast, the movement can rarely be seen.
Armor Class | 11 | ||
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Hit Points | 6d6 | ||
Speed | 15 ft. | Fly 30 ft. | |
Strength | 6 (-2) | ||
Dexterity | 12 (-1) | ||
Constitution | 10 (+0) | ||
Intelligence | 6 (-2) | ||
Wisdom | 14 (+2) | ||
Charisma | 10 (+0) | ||
Skills | Perception d20+4 | ||
Senses | Darkvision 60 ft. | Passive Perception 14 | |
Languages | Auran | ||
Challenge | 1/2 (100 XP) | ||
Special 1 | Insomnia | Hoothoot cannot be magically put to sleep | |
Special 2 | Keen Sight | Hoothoot has advantage on Wisdom | (Perception) checks that rely on sight |
Action 1 | Hypnosis (Recharge 5-6) | One creature Hoothoot can see within 30 feet must succeed on | a DC 12 Wisdom saving throw or fall asleep for 1 minute. |
The target can repeat the saving throw | to wake up at the end of each of their turns | ||
Action 2 | Confusion | One creature Hoothoot can see within 30 feet must make | a DC 12 Wisdom saving throw, |
taking 2d6 psychic damage on a failure, | or half as much damage on a successful one | ||
Action 3 | Peck | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft. One target | Hit 1d6+1 piercing damage |
Noctowl
Its eyes are specially developed to enable it to see clearly even in murky darkness and minimal light.
Armor Class | 12 | ||
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Hit Points | 12d8+12 | ||
Speed | 20 ft. | Fly 40 ft. | |
Strength | 10 (+0) | ||
Dexterity | 14 (+2) | ||
Constitution | 12 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 18 (+4) | ||
Charisma | 10 (+0) | ||
Skills | Perception d20+6 | Stealth d20+4 | |
Senses | Darkvision 120 ft. | Passive Perception 16 | |
Languages | Auran | ||
Challenge | 1 (200 XP) | ||
Special 1 | Insomnia | Noctowl cannot be magically put to sleep | |
Special 2 | Keen Sight | Noctowl has advantage on Wisdom | (Perception) checks that rely on sight |
Action 1 | Hypnosis (Recharge 5-6) | One creature Noctowl can see within 30 feet must succeed on | a DC 14 Wisdom saving throw or fall asleep for 1 minute. |
The target can repeat the saving throw | to wake up at the end of each of their turns | ||
Action 2 | Confusion | One creature Noctowl can see within 30 feet must make | a DC 14 Wisdom saving throw, |
taking 4d6 psychic damage on a failure, | or half as much damage on a successful one | ||
Action 3 | Peck | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 piercing damage | ||
Action 4 | Psycho Shift | Ranged Spell Attack | d20+6 to hit |
Range 20/60 ft., one target | Hit: All conditions and effects | currently affecting Noctowl are | transferred to the target |
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