Murkrow / Honchkrow
Murkrow is an avian Pokémon with black feathers. Its crooked, yellow beak and the three, feathery tufts on its head resemble a witch's nose and hat respectively. The feathery crest is smaller on the female than on the male. It has semi-circular, red eyes with white sclerae and pupils and a spiky collar of feathers around its neck. The shaggy feathers on its tail resemble the end of a broom, and there is a thin, red band at the base of the tail. Its yellow feet have four toes, three facing forward and one backward.
Murkrow awakens at dusk and moves during the night. It has a fondness for anything sparkly, and it will go as far as fighting with other Pokémon, such as Meowth or Gabite, in order to gain their stashes. However, it is also known to give these sparkly objects to Trainers that it is fond of. Whenever it is chased, it loses the attacker by leading it down dark mountain trails, and sometimes it does this to travellers as a mean-spirited prank. Its thieving and nocturnal nature has led it to become representative of misfortune. It was believed that saying, "Workrum, Workrum—bad luck, don't come," would serve as a protective incantation to drive away bad luck caused by seeing a Murkrow. It is possible to train a Murkrow to repeat words as seen on occasion. Murkrow usually lives in flocks (referred to as "murders") amongst forests and swamps. Murkrow may also act as a servant of Honchkrow; with groups of at least 100 flying in at Honchkrow's call. There is a saying for Murkrow that goes, "Get home before the Murkrow fly."
Honchkrow is a dark-blue avian Pokémon with plumage resembling a person dressed in formal attire, one that most resembles a mob boss. It has a large feather crest resembling a fedora hat that has spikes extending from the back. It has circular red eyes with white sclerae and dark blue eyelids. Its yellow beak is slightly curved, and its head is supported by a broad, short neck. Honchkrow has a white and prominent crest of feathers on its chest that bears a resemblance to a beard or cravat. Its wings have red feathers on the inside. Honchkrow has black feet with four toes. The tail's base is a white, cylindrical stalk, on which there is a growth of red feathers on the end.
Honchkrow is known to be ruthless. With a mere cry, it can summon and organize a murder of more than one hundred Murkrow to collect food for it. Honchkrow also summons Murkrow to fight on its behalf, letting them do most of the fighting before it deals the finishing blow. The flocks of summoned Murkrow often plunge the sky into pitch-black darkness, giving Honchkrow the moniker, "Summoner of Night." Honchkrow will never forgive any failure or betrayal of the Murkrow that follows it, and it will hunt and punish any member of its flock that does so. Honchkrow is more active at night and normally spends the daytime hours tending to its feathers in solitude. It is a scavenger that lives in swamps, forests, human towns and cities, and plains.
Murkrow
Feared and loathed by many, it is believed to bring misfortune to all those who see it at night.
Armor Class | 13 | ||
---|---|---|---|
Hit Points | 2d10 | ||
Speed | 20 ft. | Flying 30 ft. | |
Strength | 12 (+1) | ||
Dexterity | 16 (+3) | ||
Constitution | 12 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 14 (+2) | ||
Charisma | 8 (-1) | ||
Saving Throws | Wisdom d20+4 | Dexterity d20+6 | |
Senses | Darkvision 30 ft. | ||
Languages | Infernal | ||
Damage Vulnerabilities | Electrical | ||
Damage Immunities | Psychic | ||
Challenge | 2 (450 XP) | ||
Action 1 | Gust | Range Weapon Attack | d20+6 to hit |
Reach 30 ft., one target | Hit 1d6+1 bludgeoning damage | ||
Action 2 | Peck | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d6+1 piercing damage | ||
Action 3 | Wing Attack | Melee Weapon Attack | d20+6 to hit |
Reach 15 ft., one target | Hit 2d4+1 slashing damage |
Honchkrow
It is merciless by nature. It is said that it never forgives the mistakes of its Murkrow followers.
Armor Class | 13 | ||
---|---|---|---|
Hit Points | 8d12 | ||
Speed | 20 ft. | Flying 30 ft. | |
Strength | 16 (+3) | ||
Dexterity | 17 (+3) | ||
Constitution | 15 (+2) | ||
Intelligence | 6 (-2) | ||
Wisdom | 14 (+2) | ||
Charisma | 10 (+0) | ||
Saving Throws | Wisdom d20+8 | Dexterity d20+8 | |
Senses | Darkvision 80 ft. | ||
Damage Vulnerabilities | Electricity | ||
Damage Immunities | Psychic | ||
Languages | Infernal | ||
Challenge | 10 (5,900 XP) | ||
Action 1 | Dark Pulse | Range Spell Attack | d20+8 to hit |
Range 20 ft, all targets | Targets must make a 17 DC Wisdom saving throw, | on a failed save 4d8+0 dark damage. | |
On a successful save, the targets take half damage | |||
Action 2 | Foul Play | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 4d10 dark damage | plus targets strength modifier | |
Action 3 | Night Slash | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 6d6+3 Slashing/Dark damage | ||
Action 4 | Sucker Punch | Melee Weapon Attack | You make a quick strike at an opponent |
who is targeting you with a damaging attack d20+8 to hit | Reach 5 ft., one target | Hit 3d8+3 Dark damage, | and impose disadvantage on the target’s attack roll |
Remove these ads. Join the Worldbuilders Guild
Comments