Mantyke / Mantine
Mantyke is a Pokémon that resembles a manta ray. It has a round body with wide, flat fins. Its back is dark blue, while its underside is light blue. There are two red spots with white outlines and a light-blue, curved line on its back. These markings give the overall impression of a smiling face and vary slightly in each region. It has two long, curving antennae on top of its head and black eyes with eyelash-like markings underneath.
Despite its appearance, Mantyke is an effective swimmer. Its antennae are used to sense ocean currents. Mantyke is a friendly Pokémon that can be found approaching boats and swimming near the ocean's surface with schools of Remoraid. It often works together with Remoraid to repel attackers. Spending time with the Remoraid schools will eventually cause Mantyke to evolve into Mantine. Due to its friendly nature, Mantyke is very easy to tame. Mantyke is also super popular in beach activities involving swimming tours. The Mantyke that lives in Forian appears to move slower due to the cold waters of the region.
Mantine is a large, ray-like Pokémon. Its body is dark blue on the overside, and it has large wing-like fins, with a black ring-shaped mark on the top of either fin and a jagged outline on the front rim at the bottom. Its head has two long protrusions resembling horns or antennae, and two more black ring-shaped marks on the back. Two pairs of gills are visible on its pinkish-gray underside, as well as a pair of beady eyes and a small mouth. Its body has a coarse texture.
Mantine thrives in open seas where it swims freely, often in schools where they race one another. It can breach out of the water and fly 300 feet (100 meters) into the air if it builds up enough speed. In the past, it was often misidentified as a bird Pokémon by observers who saw this behaviour. Mantine is sometimes seen with a Remoraid attached to the underside of one of its fins, scavenging for its leftovers and fighting together with it when attacked. Mantine has a docile nature and does not mind the Remoraid clinging onto its fin.
In Sorcanno, many surfers ride waves and travel between islands on the backs of Mantine. This has made it an icon in the region, being featured on souvenir postcards and posters.
Mantyke
Mantyke living in Forian seem to be somewhat sluggish. The colder waters of the seas in this region may be the cause.
Armor Class | 15 | ||
---|---|---|---|
Hit Points | 4d6 | ||
Speed | 5 ft. | Swimming 20 ft. | |
Strength | 14 (+2) | ||
Dexterity | 12 (+1) | ||
Constitution | 16 (+3) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 10 (+0) | ||
Damage Vulnerabilities | Electricity | ||
Damage Resistances | Fire | Water | |
Saving Throws | Dexterity d20+4 | ||
Skills | Acrobatics d20+6 | ||
Languages | Aquan | ||
Challenge | 3 (700 XP) | ||
Special 1 | Swift Swim | Mantyke’s speed is increased by 10 feet in rainy conditions | |
Special 2 | Water Absorb | Mantyke takes no damage from water, or water type attacks. | Instead half of any water damage done is absorbed, |
restoring Mantyke’s HP | |||
Special 3 | Water Veil | Mantyke is immune to burning | |
Action 1 | Water Gun | Range Weapon Attack | d20+4 to hit |
Range 15 feet., one target | Hit 1d6+2 bludgeoning damage | ||
Action 2 | Bubble Beam | Range Weapon Attack | d20+4 to hit |
Range 30 ft., one target | Hit 2d8+2 bludgeoning damage |
Mantine
If it builds up enough speed swimming, it can jump out above the waves and glide for over 300 feet.
Armor Class | 14 | ||
---|---|---|---|
Hit Points | 14d10+28 | ||
Speed | 5 ft. | Fly 30 ft. | Swim 30 ft. |
Strength | 12 (+1) | ||
Dexterity | 16 (+3) | ||
Constitution | 14 (+2) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 12 (+1) | ||
Damage Vulnerabilities | Lightning | ||
Senses | Passive Perception 11 | ||
Languages | Aquan | ||
Challenge | 4 (1,100 XP) | ||
Action 1 | Hydro Pump (Recharge 5-6) | Mantine shoots a stream of pressurized water | in a line 30 feet and 5 feet wide. |
All creatures in the area must make a | DC 13 Dexterity saving throw, | taking 6d6 cold damage on a failed save, | or half as much damage on a successful one |
Action 2 | Air Slash | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 2d6+3 bludgeoning damage | ||
Action 3 | Water Pulse | Ranged Weapon Attack | d20+5 to hit |
Range 30/60 ft., one target | Hit 3d6 cold damage |
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