Horsea is a light blue, piscine Pokémon that is similar to a seahorse. It has red eyes, a long, tubular mouth, and three spike-like fins on either side of its head. Its ridged belly and single dorsal fin are cream-coloured. Highly adept in the water, it uses its dorsal fin to swim in any direction while facing forward. It has a tightly curled tail that it can use as both a balance and an anchor when caught in a strong current. In safer environments, it uses its tail to play with other members of its species.
Horsea feeds on insects and moss gathered from rocks. If Horsea senses danger, it sprays water or dense black ink from its mouth at its attacker. It can shoot more precisely at insects flying above the surface of the water. Horsea nests in coral reefs and islands throughout oceans with gentle currents. Many Eggs are laid every year, and the young are raised by the male horsea rather than the female. Horsea swims with dance-like motions, creating whirlpools in the process. They tend to compete with each other to see who can create the biggest whirlpool.
Horsea
Horsea makes its home in oceans with gentle currents. If this Pokémon is under attack, it spits out pitch-black ink and escapes.
Armor Class | 12 |
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Hit Points | 6d4 |
Speed | 5 ft. | Swim 30 ft. |
Strength | 6 (-2) |
Dexterity | 14 (+2) |
Constitution | 10 (+0) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Lightning |
Senses | Passive Perception 10 |
Languages | Aquan |
Challenge | 1/4 (50 XP) |
Special | Swift Swim | During rain, Horsea’s speed is doubled |
Action 1 | Ink Spurt | Ranged Weapon Attack | d20+4 to hit |
Range 20/40 ft., one target | Hit 1d4+2 bludgeoning damage | and the target must make a | DC 12 Dexterity saving throw. |
On a failed save, they are blinded | until the end of their next turn |
Action 2 | Water Gun | Ranged Weapon Attack | d20+4 to hit |
Range 20/40 ft., one target | Hit 1d6-2 cold damage |
Seadra is a light blue, piscine Pokémon that is similar to a seahorse with a cream-coloured belly covered in rough scales. It has a long, tubular mouth, narrow, black eyes, a fin-like ridge above each eye, and spiny pectoral fins. It also has a large, coiled tail. It has a pair of dorsal fins with sharp, cream-coloured tips that exude venom. Seadra's venom is toxic enough to induce numbness and even fainting in humans, but it is still prized among practitioners of traditional medicine.
Seadra can swim in any direction while facing forward by rapidly flapping its fins and tail. It catches its prey by spinning its body to create large whirlpools. When its prey is exhausted, Seadra swallows it whole using its long snout. Seadra makes its nest by either wriggling between or anchoring itself to branches of coral under the ocean. After a female Seadra gives birth, the male Seadra will take care of the young. It is markedly vicious and will mercilessly attack those who venture near its nest. During this time, the male's venom also becomes thicker and stronger than usual.
Seadra
It’s the males that raise the offspring. While Seadra are raising young, the spines on their backs secrete thicker and stronger poison.
Armor Class | 13 |
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Hit Points | 12d6+12 |
Speed | 5 ft. | Swim 50 ft. |
Strength | 10 (+0) |
Dexterity | 16 (+3) |
Constitution | 12 (+1) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 12 (+1) |
Damage Vulnerabilities | Lightning |
Senses | Passive Perception |
Languages | Aquan |
Challenge | 2 (450 XP) |
Special 1 | Spike | When a creature hits Sedra with a melee attack while within 5 feet, | it takes 1d6 piercing damage |
Special 2 | When Sedra is hit there is a 30% chance that | the attacking creature will become poisoned. | This ability cannot poison anyone immune to poisons. |
If Sedra is hit by a multi-strike move each hit | has a chance to activate this ability |
Action 1 | Multiattack | Sedra makes two Water Gun Attacks |
Action 2 | Water Gun | Ranged Weapon Attack | d20+5 to hit |
Range 30/60 ft., one target | Hit 1d6+0 cold damage |
Action 3 | Whirlpool (Recharge 5-6) | Sedra creates a spinning column of water with | a 15 foot radius at a spot adjacent to it. |
All creatures within the area must make | a DC 13 Dexterity saving throw, | taking 4d6 bludgeoning damage on a failed save, | or half as much damage on a successful one. |
Sedra can sustain the whirlpool | as a bonus action while adjacent to it |
Kingdra is a large, piscine Pokémon that is similar to a seahorse with a tightly curled tail. It is covered in blue scales except for its yellow, compact belly scales. There are thin spines with a single branch atop its head and thin, white fins under its cheeks. Its thin snout is powerful, allowing squirts of water jets with devastating power to be fired. Two-pronged fins extend slightly past its cheeks. On its back is a white fin supported by thin, blue spines similar to the ones on its head.
The yawn of a sleeping Kingdra is powerful enough to create undercurrents capable of destroying small ships. Should it decide to emerge from the depths of the ocean, Kingdra's strength can create large whirlpools and waterspouts on the surface. Because of its immense power, Kingdra often hibernates deep in uninhabited areas of the sea to build up its energy. When a storm arrives, Kingdra is said to awaken and wander about in search of prey. It is known to have fierce battles with Dragonite whenever they meet. Kingdra's gleaming scales are gifted to royals.
Kingdra
With the arrival of a storm at sea, this Pokémon will show itself on the surface. When a Kingdra and a Dragonite meet, a fierce battle ensues.
Armor Class | 22 |
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Hit Points | 18d8+56 |
Speed | 5 ft. | Swim 50 ft. |
Strength | 18 (+4) |
Dexterity | 18 (+4) |
Constitution | 14 (+2) |
Intelligence | 8 (-1) |
Wisdom | 14 (+2) |
Charisma | 16 (+3) |
Damage Vulnerabilities | Lightning |
Senses | Passive Perception 14 |
Language | Aquan |
Challenge | 6 (2,400 XP) |
Special 1 | Spike | When a creature hits Kingdra with a melee attack | while within 5 ft, it takes 2d6 piercing damage |
Special 2 | Swift Swim | During rain, the speed stat of Kingdra is doubled |
Special 3 | Sniper | Critical hits will do 3x damage instead of 2x damage |
Special 4 | Damp | Damp prevents all from using self-destruct, explosion, | mind blown, and misty explosion; |
if an attempt to use one of these moves, | it will fail and the user will not faint or take damage |
Action 1 | Multiattack | Kingdra makes two Water Gun attacks |
Action 2 | Water Gun | Ranged Weapon Attack | d20+7 to hit |
Range 50/80ft., one target | Hit 2d6+4 cold damage |
Action 3 | Dragon Pulse | Ranged Weapon Attack | d20+7 to hit |
Range 40/60 ft., one target | Hit 8d6+3 dragon-type damage | Kingdra attacks with a shock wave generated from its mouth |
Action 4 | Bubble Beam | Ranged Weapon Attack | d20+7 to hit |
Range 30 ft., one target | Hit 2d8+4 water type damage | and the target must succeed on | a Dexterity saving throw DC 14 |
or have its speed reduced by 10 feet for one round. | Kingler shoots a jet of bubbles at a target | it can see within range |
Action 5 | Twister | Ranged Weapon Attack | d20+7 to hit |
Range 60 ft., one target | Hit 2d6+4 You whip up a vicious tornado | to tear at the opposing target. | Each target within 5 ft. of the point |
must make a Strength saving throw DC 16. | This move can hit targets in the air |
Whirlpool (Recharge 5-6) | Kingdra creates a spinning column of water with | a 15 foot radius at a spot adjacent to it. | All creatures within the area must make |
a DC 16 Dexterity saving throw, | taking 6d8 bludgeoning damage | on a successful one. | Kingdra can sustain the whirlpool as |
a bonus action while adjacent to it |
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