Spoink / Grumpig
Spoink is a gray, pig-like Pokémon. It has dark, circular eyes, a large gray nose, and small ears. It has stubby arms and possesses no hind legs. Motion is achieved by bouncing on its spring-like tail. The bouncing has a vital function, in that it keeps its heart beating. Even while it is sleeping, it continues to bounce. It wears a pearl produced by Clamperl on top of its head, which amplifies its psychic powers. Spoink will be weakened without a pearl and always searches for bigger pearls. It has been shown to easily mistake other round objects for its pearl. It lives in mountainous areas. It likes to eat mushrooms that grow underground.
Grumpig is a bipedal, pig-like Pokémon. It has large ears, a pink snout, and oval eyes. The lower half of its body is black, while the upper half is purple. There are black markings on its ears and arms, while its hands and feet are purple. Its tail is pink and curly. There appear to be three shining black pearls on its body: two small ones on its head, and a larger but nearly flat pearl on its midsection where the black meets the purple. These pearls are used to amplify their psychic powers, which allow them to control their opponents. The dance it performs while using its powers is very popular. It lives in the Mountains.
Spoink
Spoink will die if it stops bouncing. The pearl on its head amplifies its psychic powers.
Armor Class | 14 | ||
---|---|---|---|
Hit Points | 14d4-14 | ||
Speed | 25 ft. | ||
Strength | 10 (+0) | ||
Dexterity | 14 (+2) | ||
Constitution | 14 (+2) | ||
Intelligence | 6 (-2) | ||
Wisdom | 14 (+2) | ||
Charisma | 10 (+0) | ||
Damage Resistances | Psychic | ||
Senses | Passive Perception 12 | ||
Languages | Telepathy 50 ft. | ||
Challenge | ¼ (50 XP) | ||
Special 1 | Bounce | Spoink can jump up to its speed | |
Special 2 | Bouncing Heart | If Spoink becomes restrained, it dies | |
Special 3 | Keen Smell | Spoink has advantage on Wisdom | (Perception) checks that rely on smell |
Action 1 | Zen Headbutt | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit: 1d4+2 bludgeoning damage | plus 1d4 psychic damage | |
Action 2 | Psybeam | Ranged Weapon Attack | d20+4 to hit |
Range 20/60 ft., one creature | Hit 2d4 psychic damage | and the target must succeed on | a DC 12 Wisdom saving throw |
or have disadvantage on their next attack roll | before the end of their next turn | ||
Reaction | Magic Coat | When Spoink is missed by a spell attack, | it can reflect the spell back at the caster as a reaction. |
The reflected spell uses the original spellcasting attack modifier |
Grumpig
It can perform odd dance steps to influence foes. Its style of dancing became hugely popular overseas.
Armor Class | 16 | ||
---|---|---|---|
Hit Points | 36d4 | ||
Speed | 30 ft. | ||
Strength | 16 (+3) | ||
Dexterity | 16 (+3) | ||
Constitution | 18 (+4) | ||
Intelligence | 6 (-2) | ||
Wisdom | 20 (+5) | ||
Charisma | 14 (+2) | ||
Saving Throws | Wisdom d20+7 | Dexterity d20+4 | |
Damage Resistances | Psychic | ||
Senses | Passive Perception 15 | ||
Languages | Telepathy 120 ft. | ||
Challenge | 3 (700 XP) | ||
Special 1 | Bounce | Grumpig can jump up to its speed | |
Special 2 | Keen Smell | Grumpig has advantage on Wisdom | (Perception) checks that rely on smell |
Action 1 | Multiattack | Grumpig makes three attacks | |
Action 2 | Zen Headbutt | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit: 1d6+2 bludgeoning damage | plus 1d8 psychic damage | |
Action 3 | Psychock | Ranged Spell Attack | d20+7 to hit |
Range 60/120 ft., one target | Hit: 1d8+5 psychic damage | ||
Action 4 | Dominating Dance (Recharge 6) | Grumpig performs a strange dance. | One target of Grumpigs choice within 60 feet |
that can see the dance must make | a DC 15 Wisdom saving throw. | On a failed save, they are charmed by Grumpig for 1 minute. | While charmed, Grumpig has complete control over |
what the charmed creature does. | The charmed creature can repeat the saving throw | at the end of each of their turns, | ending the effect on themselves on a successful save. |
Grumpig must maintain concentration on | this ability as if concentrating on a spell | ||
Action 5 | Psychic (Recharge 5-6) | One creature Grumpig can see within 100 feet must | make a DC 15 Wisdom saving throw, |
taking 8d8 psychic damage on a failed save, | or half as much damage on a successful one | ||
Reaction | Magic Coat | When Grumpig is missed by a spell attack, | it can reflect the spell back at the caster as a reaction. |
The reflected spell uses the original spellcasting attack modifier |
Remove these ads. Join the Worldbuilders Guild
Comments