Squirtle is a small reptilian Pokémon that resembles a light-blue turtle. While it typically walks on its two short legs, it has been known to run on all fours. It has large, purplish or reddish eyes and a slightly hooked upper lip. Each of its hands and feet has three pointed digits. The end of its long tail curls inward. Its body is encased by a tough shell that forms and hardens after birth. This shell is brown on the top, pale yellow on the bottom, and has a thick white ridge between the two halves.
Squirtle's shell is a useful tool. It can withdraw into the shell for protection or to sleep. The grooved, rounded shape helps to reduce water resistance, allowing the Pokémon to swim at high speeds. Squirtle can spray foamy water from its mouth with great accuracy. Squirtle is scarce in the wild, although it can be found around small ponds and lakes. Squirtle can be found living on secluded islands with other members of its evolutionary line. Sharpedo is a natural predator of Squirtle.
Squirtle
When it retracts its long neck into its shell, it squirts out water with vigorous force.
Armor Class | 15 (natural armor) |
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Hit Points | 6d6+18 |
Speed | 25 ft. | Swim 30 ft. |
Strength | 14 (+2) |
Dexterity | 14 (+2) |
Constitution | 14 (+2) |
Intelligence | 12 (+1) |
Wisdom | 14 (+2) |
Charisma | 13 (+1) |
Damage Vulnerabilities | Lightning |
Damage Resistances | Fire |
Senses | Passive Perception 12 |
Languages | Aquan | Understands common but cannot speak it |
Challenge | 1 (200 XP) |
Special | Innate Spellcasting | The Squirtle's spellcasting ability is | Dexterity (spell save DC 12). |
The Squirtle can innately cast the following spells | without using any components |
Spells (1/Day each) | Create or Destroy Water | Ray of Frost |
False LIfe |
Action 1 | Tackle | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 bludgeoning damage |
Action 2 | Water Gun | Ranged Weapon Attack | d20+4 to hit |
Range 20/60 ft., one target | Hit 1d6+2 bludgeoning damage |
Action 3 | Slam | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d8+1 bludgeoning damage |
Action 4 | Shell Defense | The Squirtle withdraws into its shell. | Until it emerges, it gains a +4 to AC |
and has an advantage on Strength | and Constitution saving throws. | While in its shell, the Squirtle is prone, | its speed is 0 and can't increase, |
it has a disadvantage on Dexterity saving throws, | it can't take reactions, and the only action | it can take is a bonus action to emerge |
Action 5 | Bubble Spray (Recharge 5-6) | The Squirtle unleashes a | spray of bubbles in a 15-foot cone. |
Each creature in that area must make | a DC 13 Dexterity saving throw or | be blinded until the end of the Squirtles next turn |
Reaction | Withdraw | When successfully hit by an attack from a nonmagical weapon | that deals bludgeoning, piercing, or |
slashing damage, the Squirtle can | withdraw into its shell, gaining resistance | to the damage caused by that attack |
Wartortle is a bipedal, indigo reptilian Pokémon similar to a turtle. It has brown eyes, a dark blue streak on each cheek, and two sharp teeth protruding from its upper jaw. It has three clawed fingers and pointed toes. On each side of its head are feather-like ears covered in pale blue fur. A brown shell with a pale yellow underside encases its body. A thick, white rim separates the upper and lower halves of the shell. An older Wartortle may have scars and algae growing on its shell. Poking out of the bottom of the shell is a thick, wavy tail that also has light blue fur and cannot be fully withdrawn into its shell. Its tail fur will darken with age. Its tail is a popular symbol of longevity and good luck, making this Pokémon popular with the elderly.
Because they are larger than squirtles and have a larger shell, Wartortle has a more difficult time walking on land and keeping their balance in the water. To maintain balance while swimming at high speeds, Wartortle moves its furry ears and tail as both rudders and balancing rods. Air can be stored in its fur for extended underwater diving. It hides in water when hunting and emerges to surprise its prey. Wartortle can be found living in colonies on islands, but its preferred habitat seems to be freshwater ponds and lakes.
Wartortle
It is recognized as a symbol of longevity. If its shell has algae on it, that Wartortle is very old.
Armor Class | 17 (natural armor) |
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Hit Points | 10d8+50 |
Speed | 30 ft. | Swim 40 ft. |
Strength | 16 (+3) |
Dexterity | 16 (+3) |
Constitution | 16 (+3) |
Intelligence | 14 (+2) |
Wisdom | 16 (+3) |
Charisma | 15 (+2) |
Damage Vulnerabilities | Lightning |
Damage Resistances | Fire |
Senses | Passive Perception 13 |
Languages | Aquan | Understands Common but cannot speak it |
Challenge | 3 (700 XP) |
Special 1 | Innate Spellcasting | The Wartortle's spellcasting ability is | Dexterity (spell save DC 13). |
The Wartortle can innately cast the | following spells without using any components |
Spells (3/day each) | Fog Cloud | Create or Destroy Water | Ray of Frsot |
False Life |
Special 2 | Rain Dish | While submerged in water or outside during rain, | the Wartotle regains 5 hit points at |
the start of each of its turns |
Action 1 | Tackle | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 2d6+3 bludgoning damage |
Action 2 | Water Pulse | Ranged Weapon Attack | d20+5 to hit |
Range 60/180 ft., one target | Hit 2d6+3 bludgeoning damage |
Action 3 | Slam | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 2d4+2 bludgeoning damage |
Action 4 | Water Gun | Ranged Weapon Attack | d20+3 to hit |
Range 30 ft., one target | Hit 3d6 bludgeoning damage. | If the target is a creature, it must succeed on a | DC 15 Strength saving throw or be pushed back 10 feet |
Action 5 | Shell Defense | The Wartortle withdraws into its shell. | Until it emerges, it gains a +4 bonus to AC |
and has an advantage on Strength | and Constitution saving throws. | While in its shell, the Wartortle is prone, | its speed is 0 and can't increase, |
it has a disadvantage on Dexterity saving throws, | it can't take reactions, and the only action | it can take a bonus action to emerge |
Action 6 | Water Pulse (Recharge 5-6) | The Wartortle launches a massive blast of water at a target | it can see within 60 feet. |
The target must make a DC 15 Dexterity saving throw, | taking 5d8 bludgeoning damage on a failed save, | or half as much on a successful one. | Creatures that fail the initial save must succeed at |
a DC 15 Wisdom saving throw or suffer | the effects of the confusion spell | until the end of the Wartortle's next turn |
Reaction | Withdraw | When successfully hit by an attack, | the Wartortle can withdraw into its shell, |
taking half of the damage from the attack, | as if it had resistance against the damage types caused. | Additionally, it gains an advantage on Strength | and Constitution saving throws until the |
beginning of its next turn |
Blastoise is a large, bipedal turtle Pokémon. Its body is blue and is mostly hidden by its tough, brown shell. This shell has a cream-coloured underside and a white ridge encircling its arms and separating the upper and lower halves. Two powerful water cannons reside at the top of its shell over its shoulders. These cannons can be extended or withdrawn. Blastoise's head has triangular ears that are black on the inside, small brown eyes, and a cream-coloured lower jaw. Its arms are thick, and it has three claws on each hand. Its feet have three claws on the front and one on the back. Poking out of the bottom of its shell is a stubby tail.
The powerful cannons on this Pokémon's back are capable of producing water blasts that can pierce steel and concrete and can be used for high-speed charges. Blastoise deliberately makes itself heavy to withstand these powerful blasts and to crush its opponents. Blastoise will sometimes take the role of a leader in large groups of Squirtle and Wartortle. Its preferred habitat seems to be freshwater ponds and lakes.
Blastoise
It crushes its foe under its heavy body to cause fainting. In a pinch, it will withdraw inside its shell.
Armor Class | 20 (natural armor) |
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Hit Points | 15d10+105 |
Speed | 30 ft. | Swim 40 ft. |
Strength | 19 (+4) |
Dexterity | 20 (+5) |
Constitution | 20 (+5) |
Intelligence | 15 (+2) |
Wisdom | 17 (+3) |
Charisma | 16 (+3) |
Damage Vulnerabilities | Lighting |
Damage Resistances | Fire | Bludgeoning | Piercing |
Slashing from nonmagical attacks |
Senses | Darkvision 60 ft | Passive Perception 13 |
Languages | Aquan | Understands Common but can't speak it |
Challenge | 10 (5,900 XP) |
Special 1 | Innate Spellcasting (at will) | The Blastoise's spellcasting ability is | Dexterity (spell save DC 16). |
The Blastoise can innately cast the | following spells without using any components |
Spells (at will) | Create or Destroy Water | Wall of Water | Ray of Frost |
False Life |
Special 2 | Rain Dish | While submerged in water or outside during rain, | the Blastoise regains 10 hit points at the start of each of its turns |
Special 3 | Torrent | While the Blastoise is below 50 hit points, | the damage of its hydro pump attack increases |
by 2d6 , and it suffers no disadvantage from attack at long range |
Action 1 | Tackle | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d8+4 bludgeoning damage |
Action 2 | Slam | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one trget | Hit 2d8+4 bludgeoning damage. | If the target is a creature, it must succeed | on a DC 17 Strength saving throw or be knocked prone |
Action 3 | Shell Defense | The Blastoise withdraws into its shell. | Until it emerges, it gains a +4 bonus to AC |
and has an advantage on Strength | and Constitution saving throws. | While in its shell, the Blastoise is prone, | its speed is 0 and can't increase, |
it has a disadvantage on Dexterity saving throws, | it can't take reactions, and the only action | it can take is a bonus action to emerge |
Action 4 | Hydro Pump (Recharge 5-6) | The Blastoise fires several volleys of highly pressurized water | from the cannons on its back. |
Each creature in a 30-foot cone must make a | DC 17 Dexterity saving throw, | taking 3d8+6 points of bludgeoning damage on a failed safe, | or half as much damage on a successful one. |
Creatures that fail the initial saving throw | must also succeed on a DC 17 Strength saving throw | or be knocked prone |
Reaction | Withdraw | When successfully hit by an attack, | the Blastoise can withdraw into its shell, |
taking no damage from the attack, | as if it were immune to that type of damage. | Additionally, it gains an advantage on Strenght | and Constitution saving throws |
until the beginning of its next turn |
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