Skitty / Delcatty
Skitty is a pink, feline Pokémon with a stumpy body and four short legs. On its face is a cream-colored, crescent-shaped marking. It has slit-like eyes and tufted ears with purple interiors. Its slender tail has a bulky pink section at the end, terminated by three pin-like structures with yellow ball-like tips. In battle, its tail puffs out and it threatens opponents with a sharp growl.
It is fascinated by moving objects and chases them. It is known to chase its own tail and become dizzy from it. Although it can be difficult to earn its trust, it is very popular due to its adorable looks and behavior. It lives in holes in trees in tropical and temperate forests.
Delcatty is a quadrupedal, feline Pokémon with a mostly tan body. It has a pointed, whisker-like protrusion on each cheek. Its purple ears have three tufts of fur at the tips, and there is a purple ruff-like collar with pin-like extensions around its neck. It has slim legs with tiny, digitless paws. It also possesses a purple, flower-like tuft of hair on the end of its thin tail.
Delcatty is happy most of the time and rarely gets involved in conflicts. When it is disturbed, it just moves to another area instead of fighting. It prefers to do as it pleases at its own pace, so its daily routine is random. It is popular among female Trainers and used in competitions for its style and sublime fur. It is nocturnal and active at dusk. Delcatty is rarely found in the wild, though they can be found in tropical and temperate forests. It does not have a permanent nest and instead finds comfortable spots to sleep.
Skitty
Skitty has the habit of becoming fascinated by moving objects and chasing them around. This Pokémon is known to chase after its own tail and become dizzy.
Armor Class | 12 | ||
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Hit Points | 6d4 | ||
Speed | 30 ft. | Climbing 30 ft. | |
Strength | 10 (+0) | ||
Dexterity | 14 (+2) | ||
Constitution | 11 (+0) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 14 (+2) | ||
Saving Throws | Dexterity d20+4 | Charisma d20+4 | |
Skills | Persuasion d20+4 | ||
Senses | Passive Perception 10 | Darkvision 30 ft. | |
Languages | Sylvan | ||
Challenge | ¼ (50 XP) | ||
Special 1 | Cute Charm | Once per short rest, you can impose a disadvantage on an | enemy attack roll of your choice |
Special 2 | Wonder Skin | Skitty has advantage on all saving throws against being burned, | frozen, poisoned, or paralyzed |
Action | Tackle | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit: 1d4+2 bludgeoning damage |
Delcatty
Delcatty prefers to live an unfettered existence in which it can do as it pleases at its own pace. Because this Pokémon eats and sleeps whenever it decides, its daily routines are completely random.
Armor Class | 14 | ||
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Hit Points | 14d6 | ||
Speed | 35 ft. | 35 ft. Climbing | |
Strength | 12 (+1) | ||
Dexterity | 16 (+3) | ||
Constitution | 12 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 14 (+2) | ||
Saving Throws | Dexterity d20+6 | Charisma d20+6 | |
Skills | Persuasion d20+6 | Insight d20+6 | |
Senses | Passive Perception 11 | Darkvision 50 ft. | |
Languages | Sylvan | ||
Challenge | 1 (200 XP) | ||
Special 1 | Fake Out (1/Turn) | If Delcatty has a higher initiative than another creature | and hits them with an attack, |
the creature has disadvantage on their next attack roll | before the end of their next turn | ||
Special 2 | Wonderskin | Delcatty has advantage on saving throws against spells | and abilities that don’t deal damage |
Special 3 | Cute Charm | Once per short rest, | you can impose disadvantage on an enemy |
attack roll of your choice | |||
Action 1 | Double Slap | Delcatty makes 1d4+1 slap attacks | |
Action 2 | Slap | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit: 3 bludgeoning damage | ||
Action 3 | Sing (Recharge 5-6) | Delcatty sings a soothing song that can put creatures into a deep sleep. | All creatures that can hear within 15 feet |
of Delcatty must succeed on a | DC 16 Wisdom saving throw or fall asleep for 1 minute. | A sleeping creature can repeat the saving throw | at the end of each of their turns, |
waking up on a success. A sleeping target does not | wake up if they take damage or are shaken |
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