Mudkip is a small, amphibious, quadrupedal Pokémon. It has a blue body with a light-blue underside. Mudkip has a large head with a blue fin on top and a light-blue tail fin. It has black, beady eyes and orange, star-shaped gills on its cheeks. By using the fin on its head, Mudkip can detect changes in air and water currents as well as bodies of water. Its fin can also point in a certain direction. Mudkip is capable of moving or crushing boulders larger than itself. Its large tail fin provides powerful acceleration to propel it through the water.
According to its Pokémon Ranger browser entry, Mudkip is a very docile Pokémon. Mudkip is more commonly found in captivity, though it can be found in swamps and other wetlands. In the wild, it sleeps by burying itself in the soil at the water's edge.
Mudkip
The fin on Mudkip’s head acts as highly sensitive radar. Using this fin to sense movements of water and air, this Pokémon can determine what is taking place around it without using its eyes.
Armor Class | 10 |
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Hit Points | 4d4 |
Speed | 30 ft. | Swim 20 ft. |
Strength | 12 (+1) |
Dexterity | 10 (+0) |
Constitution | 10 (+0) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 12 (+1) |
Damage Vulnerabilities | Lightning |
Damage Resistances | Cold |
Senses | Passive Perception 10 |
Languages | Aquan |
Challenge | 1/8 (25 X) |
Special | Amphibious | Mudkip can breathe air and water |
Action 1 | Tackle | Melee Weapon Attack | Melee Weapon Attack |
d20+3 to hit | Reach 5 ft., one target | Hit 1d6+1 | bludgeoning damage |
Action 2 | Mud Slap | Ranged Weapon Attack | d20+3 to hit |
Range 10/30 ft., one target | Hit 1d4+1 bludgeoning damage | and the target has disadvantage on | their next roll on their next turn |
Marshtomp is an amphibious, bipedal Pokémon. Its body is primarily light-blue with a lighter shade of blue for its underside and an orange belly. Marshtomp's head has an angular black fin, orange eyes, and orange gills on the ends of both cheeks. It has long arms with three-fingered hands. Its feet have three small toes, and it has two black fins for tails. This Pokémon has a thin, sticky film enveloping its body that enables it to live on land. Its body weakens if its skin dries out, so it plays in the mud on beaches when the tide is low to replenish fluids. It is capable of moving faster through mud than water. With its sturdy legs, it has a good footing in mud that allows it to overwhelm struggling opponents. Marshtomp lives in swamps and other wetlands.
Marshtomp
The surface of Marshtomp’s body is enveloped by a thin, sticky film that enables it to live on land. This Pokémon plays in mud on beaches when the ocean tide is low.
Armor Class | 13 |
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Hit Points | 10d6+10 |
Speed | 30 ft. | Swim 30 ft. | Burrow 10 ft. (mud only) |
Strength | 14 (+2) |
Dexterity | 10 (+0) |
Constitution | 12 (+1) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Damage Resistances | Fire |
Skills | Athletics d20+4 |
Senses | Passive Perception 12 |
Languages | Aquan |
Challenge | ½ (100 XP) |
Special 1 | Amphibious | Mudkip can breathe air and water |
Special 2 | Mud Dweller | Mudkip ignores any disadvantages for being in mud. | Mudkip can burrow in mud |
Action 1 | Take Down | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 2d8+2 bludgeoning damage |
Action 2 | Mud Bomb | Melee Weapon Attack | d20+4 to hit |
Range 10/30 ft., one target | Hit 2d4+2 bludgeoning damage | and the target has disadvantage on their next attack roll on their next turn |
Swampert is an amphibian-like Pokémon with a bulky frame and four thick limbs, the two longer ones at the front serving as arms while the shorter limbs provide support for the creature if it chooses to stand upright. Swampert is semi-bipedal. It can stand on its three-toed feet with a hunched posture, and pick up or grab objects with its hands, but when moving about it tends to run on all four limbs. It has orange conical gills that protrude from round patches on either side of its face. Two large fan-like black fins extend from the top of its orange eyes to the back of its head. Similarly, a black fan-like tail fin extends upward from its hindquarters. Swampert is predominantly cobalt with a white abdomen, orange gills, and similarly orange padding on all four limbs.
Swampert boasts the physical strength to easily drag a boulder weighing more than a ton, batter down opponents, and swim faster than a jet ski. It has keen eyesight, enabling it to see in murky waters. Swampert also has the ability to predict storms, sensing subtle differences in the sounds of waves and tidal winds with its fins. When a storm is approaching, Swampert will pile up boulders to protect its nest. It makes its nests on beautiful beaches. The reason Swampert covers itself in mud is that it wants to keep its skin moist.
Swampert
Swampert is very strong. It has enough power to easily drag a boulder weighing more than a ton. This Pokémon also has powerful vision that lets it see even in murky water.
Armor Class | 15 |
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Hit Points | 20d8+60 |
Speed | 30 ft. | Swim 30 ft. | Burrow 10 ft. (mud only) |
Strength | 18 (+4) |
Dexterity | 14 (+2) |
Constitution | 16 (+3) |
Intelligence | 6 (-2) |
Wisdom | 16 (+3) |
Charisma | 14 (+2) |
Damage Resistances | Fire |
Saving Throws | Strength d20+7 | Constitution d20+6 |
Skills | Athletics d20+7 |
Senses | Passive Perception 13 |
Languages | Aquan |
Challenge | 6 (2,300 XP) |
Special 1 | Amphibious | Swapmert can breathe air and water |
Special 2 | Mud Dweller | Swampert ignores any disadvantages for being in much. | Swampert can burrow in mud |
Action 1 | Multiattack | Swampert makes two hammer arm attack |
Action 2 | Hammer Arm | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d8+4 bludgeoning damage |
Action 3 | Mud Bomb | Ranged Weapon Attack | d20+4 to hit |
Range 30/60 ft., one target | Hit 4d4+4 bludgeoning damage | and the target has a disadvantage on | their next attack roll on their next turn |
Action 4 | Earthquake (Recharge 5-6) | Swampert creates a dangerous earthquake. | All creatures on the ground within 30 feet of Swapmert must make |
a DC 15 Dexterity saving throw, | taking 3d10 bludgeoning damage on a failed save, | or half as much damage on a successful one. | A target fails the saving throw is also knocked prone |
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