Psyduck / Golduck
Psyduck is a yellow Pokémon resembling a duck or a bipedal platypus. On top of its head are three thick strands of black hair, and it has a wide, flat cream-colored beak. Psyduck's eyes seem vacant and have tiny pupils. Its legs and tail are stubby, and it has cream-colored webbed feet. There are three claws on each of its hands.
Psyduck is constantly stunned by its headache and is unable to think very clearly. It usually stands immobile, trying to calm its headache. However, when its headache becomes too severe, Psyduck releases tension in the form of strong psychic powers. The use of these powers produces brain waves identical to those seen in sleepers, and the Pokémon is unable to recall these episodes. Psyduck lives in freshwater lakes and small ponds, but can be seen in rivers in tropical areas.
Golduck is a blue, bipedal, duck, or platypus-like Pokémon. It has red eyes, a cream-colored beak, a red gem in the center of its forehead, and four spikes on the back of its head. Its hands and feet all have three clawed digits with cream-colored webbing in-between. Its body is especially adapted to have a hydrodynamic shape, and it has a long tail that it uses as a rudder to steer. Golduck is sometimes mistaken for the Japanese monster, and physical inspiration for Golduck, the Kappa due to its general humanoid shape, beak, and webbed hands and feet.
Golduck is a fast swimmer, being capable of out-swimming even the most athletic of humans because of its webbed appendages. Even rough seas do not hamper this Pokémon's swimming abilities, and it will sometimes rescue people from shipwrecks. The gem on its forehead glows when it uses its psychic powers, and occasionally when it swims at full speed. In the past, this Pokémon was overhunted due to the belief that the gem granted people supernatural powers. As seen in the manga, Golduck has the ability to give knowledge to its Trainer and fellow Pokémon through telepathy. Golduck can typically be seen swimming in lakes, where it hunts fish. The prey is disabled, captured, and then brought to shore for consumption. Old tales claim Golduck punish those who defile their rivers by dragging them in and taking them away.
Psyduck
Psyduck is constantly beset by headaches. If the Pokémon lets its strange power erupt, apparently the pain subsides for a while.
Armor Class | 11 | ||
---|---|---|---|
Hit Points | 4d4+8 | ||
Speed | 25 ft. | Swim 30 ft. | |
Strength | 8 (-1) | ||
Dexterity | 12 (+1) | ||
Constitution | 14 (+2) | ||
Intelligence | 6 (-20 | ||
Wisdom | 7 (-2) | ||
Charisma | 16 (+3) | ||
Damage Vulnerabilities | Lightning | Psychic | |
Damage Resistances | Cold | Fire | |
Senses | Darkvision 60 ft. | Passive Perception 8 | |
Languages | Aquan | ||
Challenge | ¼ (50 XP) | ||
Special 1 | Headaches | Psyduck is unable to concentrate on abilities or spells, | and has disadvantage on Intelligence checks or saving throws |
Special 2 | Unleash | When Psyduck is reduced to 5 hit points or fewer, d6 . | On a 5-6, it can make a Confusion attack as a reaction. |
Psyduck then immediately becomes non-hostile, | forgetting the last 5 minutes | ||
Special 3 | Amphibious | Psyduck can break air and water | |
Special 4 | Latent Psionics | As a bonus action on each of its turns, | the Psyduck can roll [roll;d12]. |
On a roll of 7 or more, | the Psyduck unconsciously subjects at a random hostile creature | within 30 feet of itself that it is aware of to a mild psychic attack. | The targeted creature must succeed on |
DC 13 Intelligence saving throw | or take 2d6 psychic damage. | If the result of the d12 was 12 the random creature is instead | subjected to the spell telekinesis, |
the Psyduk’s spellcasing ability is Charisma. | The Psyduck can take bonus action even if it | is unconscious or incapacitated, | so long as it has at least 1 hit point |
Action 1 | Confusion | One creature Psyduck can see within 60 feet | must make a DC 11 Wisdom saving throw, |
taking 4d4 psychic damage on a failed save, | or half as much damage on a successful one | ||
Action 2 | Scratch | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d4+1 slashing damage | ||
Action 3 | Water Gun | Ranged Weapon Attack | d20+1 to hit |
Range 30/50 ft., one target | 1d4+1 bludgeoning damage |
Golduck
This Pokémon lives in gently flowing rivers. It paddles through the water with its long limbs, putting its graceful swimming skills on display.
Armor Class | 13 | ||
---|---|---|---|
Hit Points | 16d8+32 | ||
Speed | 30 ft. | Swim 60 ft. | |
Strength | 15 (+2) | ||
Dexterity | 16 (+3) | ||
Constitution | 17 (+3) | ||
Intelligence | 6 (-2) | ||
Wisdom | 15 (+2) | ||
Charisma | 16 (+3) | ||
Damage Vulnerabilities | Lightning | ||
Damage Resistances | Cold | Fire | |
Condition Immunities | Exhausted (from swimming) | ||
Saving Throws | Strength d20+4 | Constitution d20+5 | |
Skills | Athletics d20+5 | ||
Senses | Darkvision 60 ft. | Passive Perception 12 | |
Languages | Aquan | ||
Challenge | 4 (1,100 XP) | ||
Special 1 | Amphibious | Golduck can breath air and water | |
Special 2 | Aqua Jet | If Golduck rolls initiative while in water that it can swim, | its initiative count cannot be less than 20, even it if rolls lower |
Special 3 | Pack Tactics | The Golduck has advantage on attack rolls against a creature if at least one | of the Golduck’s allies is within 5 ft. |
of the creature and the ally isn’t incapacitated | |||
Special 4 | Swift Swim | While swimming, the Golduck can dash as a bonus action on its turn | |
Special 5 | Telekinetic | Golduch can use the mage hand cantrip at will | |
Action 1 | Fury Swipes | Golduck can make 3 1d4+1 scratch attacks | |
Action 2 | Confusion | One creature the Golduck can see within 60 feet must make a | DC 13 Wisdom saving throw. |
Taking 8d6 psychic damage on a failed save, | or half as much damage on a successful one | ||
Action 3 | Scratch | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d8+3 | ||
Action 4 | Zen Headbutt | Melee Weapon Attack | d20+5 to hit |
Range 60/90 ft., one creature | Hit 6d6 bludgeoning damage | and the target must make a | DC 13 Intelligence saving throw, |
taking 3d12 psychic damage on a failed save, | or half as much damage on a successful one | ||
Action 5 | Water Pulse | Ranged Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 2d6+3 bludgeoning damage, | and if the target is underwater. | It must succeed on DC 13 Constitution saving throw |
or become stunned until the end of its next turn |
Remove these ads. Join the Worldbuilders Guild
Comments