Skorupi / Drapion
Skorupi is a Pokémon which resembles an oversized, pale purple scorpion. Its claws and tail have been swapped, giving it two stingers and a claw tail. The miniature jaws, claws, and tail claws are white. Its arms are attached directly to its head, close to its teal eyes. A pointed marking joins its eyes. The head, arms, two tail segments, and all four legs are light blue, while the body, tail end, and other two tail segments are a darker shade of blue.
It buries itself in the sand and lies in wait for unsuspecting prey, gripping it with its tail claws and injecting poison; it will then hold on until the poison takes effect. However, it is capable of surviving for a year without nourishment. Skorupi is related to Sizzlipede through a common ancestor. Skorupi is found in deserts and dry areas though it can be found in marshy areas. Skorupi is considered a highly dangerous Pokémon due its lethal claws and poison. However, Skorupi cannot stand cold temperatures, becoming weaker when exposed.
Drapion is a large, purple, scorpion-like Pokémon. Its eyes are a pointed shape, with blue-coloured upper portions. Drapion has two small, pointed protrusions between its eyes and one on the back of its head. Drapion also has protrusions on its jaws, two on the upper and three on the lower, with large, fang-like, white-coloured features extending from its mouth. Its body is composed of many violet-to-lavender body segments which end with a tail with two stingers. Drapion has four segmented legs with pointed toes. Its most distinguishing feature is its huge claws. It can turn its head 180 degrees.
Drapion is a very aggressive Pokémon, attacking anything that enters its territory. It primarily lives in deserts and otherwise rocky environments. Drapion has a sturdy build and takes pride in its strength, being able to take down foes even without the use of its deadly toxin. Drapion has enough power to easily scrap a car, while its hard, armour-like skin can deflect sword strikes. Due to its vicious nature and brutish temperament, it's known as the Sand Demon but is known to avoid fights with Hippowdon. Drapion tends to go on rampages and causes havoc on anything in its way.
Skorupi
After burrowing into the sand, it waits patiently for prey to come near. This Pokémon and Sizzlipede share common descent.
Armor Class | 15 | ||
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Hit Points | 3d6+2 | ||
Speed | 25 ft., Walking | 20 ft., Climbing | |
Strength | 13 (+1) | ||
Dexterity | 13 (+1) | ||
Constitution | 14 (+2) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 10 (+0) | ||
Damage Vulnerabilities | Fire | Flying | Psychic |
Rock | |||
Damage Resistances | Bug | Fairy | Fighting |
Grass | Poison | ||
Saving Throws | Constitution d20+2 | ||
Skills | Stealth d20+1 | Deception d20+0 | |
Languages | Common | ||
Senses | Darkvision 30 ft. | ||
Challenge | 2 (450 XP) | ||
Special 1 | Battle Armor | Skorupi is immune to extra damage dealt by critical hits | |
Special 2 | Sniper | On a critical hit made by Skorupi, triple the dice roll instead of doubling it | |
Special 3 | Keen Eye | Skorupi ignores disadvantage when it relates to sight | |
Action 1 | Bite | Melee Attack | Range 5 ft., one target |
d20+1 to hit | Hit: 1d6+1 Dark-type damage | Skorupi bites down on a target it can see within range with vicious fangs. | |
Action 2 | Leer | Range Attack | Range 90 ft., one target |
d20+0 to hit | Skorupi glares an intimidating leer to try and scare its opponents | Choose a target you can see within range | They must make a DC 10 WIS saving throw. |
On a failed save, attacks made against the target have a +1 bonus to damage rolls. | |||
Action 3 | Poison Sting | Melee Attack | Range 5 ft., one target |
d20+1 to hit | Hit: 1d4+1 Poison-type damage | Skorupi stabs with a poisonous stinger. | On a hit the target must make a DC 12 STR saving throw or become poisoned |
Drapion
Its poison is potent, but it rarely sees use. This Pokémon prefers to use physical force instead, going on rampages with its car-crushing strength.
Armor Class | 17 | ||
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Hit Points | 6d10+2 | ||
Speed | 35 ft., Walking | 25 ft., Climbing | |
Strength | 18 (+4) | ||
Dexterity | 17 (+3) | ||
Constitution | 16 (+3) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 10 (+0) | ||
Damage Vulnerabilities | Ground | ||
Damage Resistances | Dark | Grass | Ghost |
Poison | |||
Damage Immunities | Psychic | ||
Saving Throws | Constitution d20+3 | Strength d20+4 | |
Skills | Deception d20+0 | Intimidation d20+0 | |
Languages | Common | ||
Senses | Darkvision 60 ft. | ||
Challenge | 10 (5,900 XP) | ||
Special 1 | Battle Armor | Drapion is immune to extra damage dealt by critical hits | |
Special 2 | Sniper | On a critical hit made by Drapion, triple the dice roll instead of doubling it | |
Special 3 | Keen Eye | Drapion ignores disadvantage when it relates to sight | |
Action 1 | Bite | Melee Attack | Range 5 ft., one target |
d20+4 to hit | Hit: 1d6+4 Dark-type damage | Drapion bites down on a target it can see within range with vicious fangs. | |
Action 2 | Leer | Range Attack | Range 90 ft., one target |
d20+0 to hit | Drapion glares an intimidating leer to try and scare its opponents | Choose a target you can see within range | They must make a DC 10 WIS saving throw. |
On a failed save, attacks made against the target have a +1 bonus to damage rolls. | |||
Action 3 | Poison Sting | Melee Attack | Range 5 ft., one target |
d20+4 to hit | Hit: 1d4+4 Poison-type damage | Drapion stabs with a poisonous stinger. | On a hit the target must make a DC 12 STR saving throw or become poisoned |
Action 4 | Fire Fang | Melee Attack | Range 5 ft., one target |
d20+4 to hit | Hit: 2d6+4 Fire-type damage | Drapion bites down with fangs cloaked in fire. | On a hit, the target must succeed on a DC 13 CON saving throw or become burned |
Action 5 | Ice Fang | Melee Attack | Range 5 ft., one target |
d20+4 to hit | Hit: 2d6+4 Ice-type damage | Drapion bites down with cold-infused fangs | On a hit, the target must succeed on a DC 13 CON saving throw or become frozen |
Action 6 | Knock Off | Melee Attack | Range 5 ft., one target |
d20+3 to hit | Hit: 2d6+3 Dark-type damage | Drapion slaps away a targets held item | This deals double damage if the target is holding an item, |
And the target must succeed on a DC 14 STR saving throw or drop the item. | |||
Action 7 | Thunder Fang | Melee Attack | Range 5 ft., one target |
d20+4 to hit | Hit: 2d6+4 Electric-type damage | Drapion bites down with electrified fangs. | On a hit the target must succeed on a DC 13 CON saving throw or become paralyzed. |
Action 8 | Pin Missile | Range Attack | Range 60 ft., one target |
d20+3 to hit | Hit: 1d4+3 Bug-type damage | Drapion shoots sharp spikes in rapid succession at a target within range | On a hit after the damage dice roll d6 |
On a 2 or higher you deal damage again. | Then roll d6 adding 1 to the DC | Continue this process of raising the number until you fail to roll in range. |
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