Spheal is a chubby, spherical, seal-like Pokémon with a short, flat tail. Its plushy fur is light blue with several white spots of various sizes on its back. This covering of fluffy fur, combined with the layer of blubber underneath, retains heat and protects Spheal from the cold. It has black, circular eyes; small tusks protruding from its upper jaw; and small, rounded ears. Its stubby flippers and its underside are both beige.
When it is happy or cheerful, such as when eating in a group, this Pokémon will clap its fins. The mealtimes of Spheal have been described as noisy as a result. Because its body is poorly shaped for swimming and can only walk slowly, it moves primarily by rolling across ice floes. This Pokémon lives in and around the sea. Spheal also lives on any drift ice that comes near the shore in order to avoid predators. Spheal is often juggled by its evolved form Sealeo, which does so to check the former's health. When a Spheal finds prey while drifting at sea, it will inform the Walrein leader of its herd on where to find the prey.
Spheal
This Pokémon’s body is covered in blubber and impressively round. It’s faster for Spheal to roll around than walk.
Armor Class | 12 |
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Hit Points | 3d6+3 |
Speed | 15 ft. | 30 ft. Swimming |
Strength | 12 (+1) |
Dexterity | 10 (+0) |
Constitution | 15 (+2) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Damage Resistances | Cold | Fire |
Senses | Passive Perception 10 |
Languages | Aquan |
Challenge | 1/8 (25 XP) |
Action | Ice Ball | Melee Weapon Attack | d20+1 to hit |
Reach 5 ft., one target | Hit 1d4-1 bludgeoning damage | plus 1d4 cold damage. | Spheal can move up to its speed after making the attack |
Reaction | Spheal adds 2 to its AC against one attack that would hit it. | To do so, Spheal must see the attacker |
Sealeo is a bright-blue, pinniped Pokémon. Its throat and chest are beige with speckling around the edges. There are two short tusks protruding from its upper jaw, and it has dark brown, oval eyes. It has a powerful pair of front flippers, which are able to crush ice. Additionally, it has a short, flipper-like tail. On the sides of its blunt muzzle are thick, white whiskers. Sealeo's white whiskers are described as being super sensitive.
When a Sealeo encounters new objects, they are placed on its nose and rolled around to test its smell and texture. The reason is to determine if it likes the object or not. It has also been known to roll Spheal or Poké Balls on its nose. The reason Sealeo does this to Spheal is to check its scent and ensure it is still healthy. This Pokémon lives in the sea and on drift ice. Sealeo dives underwater to hunt for prey five times a day. It searches for the prey by its scent.
Sealeo
Sealeo live on top of drift ice. They go swimming when they’re on the hunt, seeking out their prey by scent.
Armor Class | 14 |
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Hit Points | 10d6+20 |
Speed | 15 ft. | 30 ft. Swimming |
Strength | 16 (+3) |
Dexterity | 14 (+2) |
Constitution | 17 (+3) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Resistances | Cold | Fire |
Senses | Passive Perception 13 |
Skills | Investigation d20+0 | Perception d20+3 | Survival d20+2 |
Languages | Aquan |
Challenge | 2 (200 XP) |
Special | Body Slam | If Sealeo moves at least 15 feet straight toward a target | and then hits it with an Ice Ball attack on the same turn, |
the target takes an extra 1d8 bludgeoning damage. | If the target is a creature, it must succeed on | a DC 13 Strength saving throw or be knocked prone |
Action 1 | Ice Ball | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d8+3 bludgeoning damage | plus 1d8 cold damage. | Sealeo can move up to its speed after making the attack |
Action 2 | Aurora Beam (Recharge 5-6) | Sealeo fires a rainbow colored beam in a | line 60-feet long and 5-feet wide. |
All creatures in the area must make a | DC 11 Dexterity saving throw, | taking 3d8 cold damage on a failed save, | or half as much damage on a successful one. |
A creature that fails the saving throw has disadvantage on | their first attack roll before the end of their next turn |
Reaction | Defense Curl | Sealeo adds 2 to its AC against one attack that would hit it. | To do so, Sealeo must see the attacker |
Walrein is a large, walrus-like Pokémon with a layer of blubber under its skin. It is primarily blue, with thin, white rings around its neck and lines on its fan-like tail-fin. There are two long, ivory tusks in its upper jaw. It has a round snout yellow eyes, and large tufts of white fur about its face and neck. Its four short legs have long flippers instead of feet.
Walrein lives in and around icy seas, where it is insulated against the cold by its thick layer of blubber. This layer of fat also protects it from enemy attacks by causing them to bounce off. While its long tusks are capable of crushing ice up to 10 tons in one blow, they may break during battle. Walrein's tusks grow continuously throughout its life, and any broken ones will grow back by the following year. The Lodrain region is famous for the many broken tusks of Walrein that can be found there. This Pokémon can be found in herds of 20 to 30 individuals, which are fiercely protected by the leader. The leader is willing to give up its life in order to protect the herd.
Walrein
Walrein form herds of 20 to 30 individuals. When a threat appears, the herd’s leader will protect the group with its life.
Armor Class | 16 |
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Hit Points | 20d8+100 |
Speed | 25 ft. | 40 ft. Swim |
Strength | 22 (+6) |
Dexterity | 15 (+2) |
Constitution | 20 (+5) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Damage Resistances | Cold | Fire |
Senses | Passive Perception 15 |
Skills | Perception d20+5 |
Languages | Aquan |
Challenge | 7 (2,900 XP) |
Special | Body Slam | If Walrein moves at least 15 feet straight toward a target | and then hits it with an Ice Fang attack on the same turn, |
the target takes an extra 2d8 bludgeoning damage. | If the target is a creature, it must succeed on a | DC 17 Strength saving throw or be knocked prone |
Action 1 | Multiattack | Walrien makes two Ice Fang attacks |
Action 2 | Ice Fang | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 2d8+6 piercing damage | plus 2d8 cold damage. | Walrein can move up to its speed after making the attack |
Action 3 | Blizzard (Recharge 5-6) | Walrein conjures a blizzard at a point it can see | within 100 feet that fills a column with |
a height of 100 feet and radius of 15 feet. | All creatures in the area must make a | DC 13 Dexterity saving throw, | taking 6d8 cold damage on a failed save, |
or half as much damage on a successful one. | A creature that fails the saving throw is | restrained by ice until the end of their next turn |
Reaction | Defense Curl | Walrein adds 2 to its AC against one attack that would hit it. | To do so, Walrein must see the attacker |
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