Squirtle / Wartortle / Blastoise Species in Other Realms | World Anvil

Squirtle / Wartortle / Blastoise

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 Class15 (natural armor)
Hit Points 6d6+18
Speed25 ft.Swim 30 ft.
Strength14 (+2)
Dexterity14 (+2)
Constitution14 (+2)
Intelligence12 (+1)
Wisdom14 (+2)
Charisma13 (+1)
Damage VulnerabilitiesLightning
Damage ResistancesFire
SensesPassive Perception 12
LanguagesAquanUnderstands common but cannot speak it
Challenge1 (200 XP)
SpecialInnate SpellcastingThe Squirtle's spellcasting ability isDexterity (spell save DC 12).
The Squirtle can innately cast the following spellswithout using any components
Spells (1/Day each)Create or Destroy WaterRay of Frost
False LIfe
Action 1TackleMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d6+2 bludgeoning damage
Action 2Water GunRanged Weapon Attack d20+4 to hit
Range 20/60 ft., one targetHit 1d6+2 bludgeoning damage
Action 3SlamMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d8+1 bludgeoning damage
Action 4Shell DefenseThe Squirtle withdraws into its shell.Until it emerges, it gains a +4 to AC
and has an advantage on Strengthand 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 actionit can take is a bonus action to emerge
Action 5Bubble Spray (Recharge 5-6)The Squirtle unleashes aspray of bubbles in a 15-foot cone.
Each creature in that area must makea DC 13 Dexterity saving throw orbe blinded until the end of the Squirtles next turn
ReactionWithdrawWhen successfully hit by an attack from a nonmagical weaponthat deals bludgeoning, piercing, or
slashing damage, the Squirtle canwithdraw into its shell, gaining resistanceto 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 Class17 (natural armor)
Hit Points 10d8+50
Speed30 ft.Swim 40 ft.
Strength16 (+3)
Dexterity16 (+3)
Constitution16 (+3)
Intelligence14 (+2)
Wisdom16 (+3)
Charisma15 (+2)
Damage VulnerabilitiesLightning
Damage ResistancesFire
SensesPassive Perception 13
LanguagesAquanUnderstands Common but cannot speak it
Challenge3 (700 XP)
Special 1Innate SpellcastingThe Wartortle's spellcasting ability isDexterity (spell save DC 13).
The Wartortle can innately cast thefollowing spells without using any components
Spells (3/day each)Fog CloudCreate or Destroy WaterRay of Frsot
False Life
Special 2Rain DishWhile submerged in water or outside during rain,the Wartotle regains 5 hit points at
the start of each of its turns
Action 1TackleMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 2d6+3 bludgoning damage
Action 2Water PulseRanged Weapon Attack d20+5 to hit
Range 60/180 ft., one targetHit 2d6+3 bludgeoning damage
Action 3SlamMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 2d4+2 bludgeoning damage
Action 4Water GunRanged Weapon Attack d20+3 to hit
Range 30 ft., one targetHit 3d6 bludgeoning damage.If the target is a creature, it must succeed on aDC 15 Strength saving throw or be pushed back 10 feet
Action 5Shell DefenseThe Wartortle withdraws into its shell.Until it emerges, it gains a +4 bonus to AC
and has an advantage on Strengthand 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 actionit can take a bonus action to emerge
Action 6Water Pulse (Recharge 5-6)The Wartortle launches a massive blast of water at a targetit 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 sufferthe effects of the confusion spelluntil the end of the Wartortle's next turn
ReactionWithdrawWhen 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 Strengthand 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 Class20 (natural armor)
Hit Points 15d10+105
Speed30 ft.Swim 40 ft.
Strength19 (+4)
Dexterity20 (+5)
Constitution20 (+5)
Intelligence15 (+2)
Wisdom17 (+3)
Charisma16 (+3)
Damage VulnerabilitiesLighting
Damage ResistancesFireBludgeoningPiercing
Slashing from nonmagical attacks
SensesDarkvision 60 ftPassive Perception 13
LanguagesAquanUnderstands Common but can't speak it
Challenge10 (5,900 XP)
Special 1Innate Spellcasting (at will)The Blastoise's spellcasting ability isDexterity (spell save DC 16).
The Blastoise can innately cast thefollowing spells without using any components
Spells (at will)Create or Destroy WaterWall of WaterRay of Frost
False Life
Special 2Rain DishWhile submerged in water or outside during rain,the Blastoise regains 10 hit points at the start of each of its turns
Special 3TorrentWhile 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 1TackleMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d8+4 bludgeoning damage
Action 2SlamMelee Weapon Attack d20+7 to hit
Reach 5 ft., one trgetHit 2d8+4 bludgeoning damage.If the target is a creature, it must succeedon a DC 17 Strength saving throw or be knocked prone
Action 3Shell DefenseThe Blastoise withdraws into its shell.Until it emerges, it gains a +4 bonus to AC
and has an advantage on Strengthand 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 actionit can take is a bonus action to emerge
Action 4Hydro Pump (Recharge 5-6)The Blastoise fires several volleys of highly pressurized waterfrom the cannons on its back.
Each creature in a 30-foot cone must make aDC 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 throwmust also succeed on a DC 17 Strength saving throwor be knocked prone
ReactionWithdrawWhen 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 Strenghtand Constitution saving throws
until the beginning of its next turn

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