Staryu / Starmie
Staryu is a golden-brown, echinoderm Pokémon with five appendages. These appendages surround an exterior organ called the core. The core resembles a golden metal casing with a red gem in the center, which is held in place by a golden ring looped around Staryu's lower left point. If any of Staryu's appendages are lost or eaten by predators, it is unharmed and can grow them back with ease provided the core is still intact.
When the sun goes down, Staryu's core glows its brightest. Many Staryu will float from the seafloor to the surface and align themselves with stars of the night sky as their core flickers, displaying a connection with the celestial bodies of space. It's been shown that if Staryu becomes weak, its core will glow faint and flash slowly. During the ends of summer, groups of Staryu tend to gather while lighting up in a steady rhythm. Staryu can be found at the very bottom of the ocean on the seafloors. There are times, however, when Staryu finds itself in rivers that lead into the ocean.
Starmie is a echinoderm Pokémon that resembles two violet starfish with five appendages each. The front starfish has a golden formation in the center. In the center of the golden casing is its red jewel core, which can glow in seven colors and has developed to resemble a cut precious stone. The second starfish is semi-attached to the back of the first and can spin 360 degrees. This rotational action is how Starmie swims through the ocean. It can also launch itself out of the water and fly through the air for short periods of time.
From its core, Starmie can emit electrical waves that are powerful enough to reach the furthest parts of the universe. The multi-color glowing of its core is also believed to be a method of communication with other members of its species. The core will go dark if Starmie is knocked unconscious and will sometimes flicker if Starmie is low on health. Because of its body shape and habit of sending transmissions skyward, some people believe this Pokémon to be extraterrestrial. It has been known to cause headaches on people when approached. It is rarely seen in the wild, but it can be found in the deepest parts of the ocean. It feeds by absorbing tiny plankton into its body while swimming.
Staryu
If you visit a beach at the end of summer, you’ll be able to see groups of Staryu lighting up in a steady rhythm.
Armor Class | 12 | ||
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Hit Points | 6d4 | ||
Speed | 20 ft. | Swim 20 ft. | |
Strength | 8 (-1) | ||
Dexterity | 14 (+2) | ||
Constitution | 10 (+0) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 12 (+1) | ||
Damage Vulnerabilities | Lightning | ||
Senses | Passive Perception 10 | ||
Languages | Aquan | ||
Challenge | ¼ (50 XP) | ||
Special 1 | Camouflage | Staryu can attempt to hide even when it is only | lightly obscured by foliage, heavy rain, |
falling snow, mist, and other phenomena | |||
Special 2 | Hold Breath | While out of what, Staryu can hold its breath for 30 minutes | |
Special 3 | Regeneration | Staryu regains 5 hit points at the start of its turn if it has 1 hit point | |
Special 4 | Gem | The central gem of Staryu is a precious stone, | and can be sold for 100 gp or used as a material component |
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 | d2o+4 to hit |
Range 20/40 ft., one target | Hit 1d6+2 cold damage | ||
Action 3 | Bubblebeam | Staryu emits a dense stream of sticky, | caustic bubbles in a 60-foot line that is 5 feet wide. |
Each creature in that line must succeed on a | DC 11 Dexterity saving throw or | take 6d8 acid damage | and have its speed halved until |
the start of the Staryu’s next turn | |||
Action 4 | Recover (Recharge 6) | As a bonus action, the Staryu makes a | DC 13 Intelligence check to |
physically stimulate its body into healing itself. | It regains [2d6+6] hit points on a successful check | or half as much on a failed one |
Starmie
This Pokémon has an organ known as its core. The organ glows in seven colors when Starmie is unleashing its potent psychic powers.
Armor Class | 15 | ||
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Hit Points | 20d6+60 | ||
Speed | 30 ft. | Swim 60 ft. | |
Strength | 10 (+0) | ||
Dexterity | 16 (+3) | ||
Constitution | 15 (+2) | ||
Intelligence | 18 (+4) | ||
Wisdom | 15 (+2) | ||
Charisma | 14 (+2) | ||
Damage Vulnerabilities | Lightning | ||
Saving Throws | Dexterity d20+6 | Wisdom d20+5 | |
Skills | Insight d20+5 | Perception d20+5 | Stealth d20+6 |
Senses | Blindsight 20 ft. | Passive Perception 15 | |
Languages | Aquan | ||
Challenge | 8 (3,900 XP) | ||
Special 1 | Regeneration | Starmie regains 10 hit points at the start of its turn if it has at least 1 hit point | |
Special 2 | Gem | The central gem of Starmie is a precious stone, | and can be sold for 500 gp or used as a material component |
Special 3 | Camouflage | Starmie can attempt to hide even when it is only | lightly obscured by foliage, heavy rain, |
falling snow, mist, and other natural phenomena | |||
Special 4 | Hold Breath | While out of water, Starmie can hold its breath for 30 minutes | |
Special 5 | Natural Cure | Starmie has advantage on saving throws made to end | the effects of blindness, deafness, paralysis, |
petrification, or poison on itself | |||
Special 6 | Rapid Spin | Starmie can spend half of its movement to spin rapidly, | automatically escaping from non magical restraints such as manacles |
or a creature that has it grappled | |||
Special 7 | Innate Spellcasting (Psionics) | Starmie’s innate spellcasting ability is | Intelligence d20+7 to hit with special attacks. |
Starmie can innately cast the following spells, | requiring no material components | ||
Spells 1 | At Will | Chronic Orb | Dancing lights (self only; emits from core) |
Spells 2 | 1/day | True Seeing | |
Action 1 | Multiattack | Starmie makes two attacks between Tackle and Water Gun | |
Action 2 | Tackle | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d6+3 bludgeoning damage | ||
Action 3 | Water Gun | Ranged Weapon Attack | d20+5 to hit |
Range 30/60 ft., one target | Hit 1d6+3 cold damage | ||
Action 4 | Prismatic Spray (Recharge during a long rest) | Starmie can cast prismatic spray | |
Action 5 | Bubblebeam | Starmie emits a dense stream of sticky, | caustic bubbles in a 60-foot line that is 5 feet wide. |
Each creature in that line must succeed on a | DC 13 Dexterity saving throw or | take 8d6 acid damage and have its speed | halved until the start of Starmie’s next turn |
Action 6 | Psychic (Recharge 3-6) | Starmie subjects up to two creatures | within 60 feet of itself to a powerful psychic attack. |
The targeted creature must make a | DC 15 Intelligence saving throw, | taking 8d8 psychic damage on a failed save | or half as much damage on a successful one. |
A creature that fails the saving throw is also stunned for 1 round. | An affected creature can repeat the saving throw | at the end of each of its turns, | ending the effect on itself on a success |
Action 7 | Swift | Four star-shaped rays of light fire from the core in | the center of the Starmie’s body. |
Each ray hits a creature of the Starmie’s choice | that it can see within 120 feet. | A ray deals 1d4+1 radiant damage to its target. | The rays all strike simultaneously and Starmie |
can direct them to hit one creature or several. | These rays can be avoided with | the shield spell or mirror shield | |
Action 8 | Recover (Recharge 6) | As a bonus action, Starmie makes a | DC 15 Intelligence check to psychically stimulate its body into healing itself. |
It regains 4d6+12 hit points on a successful check | or half as much on a failed one | ||
Reaction 1 | Flash | When Starmie is struck by a melee attack, | it can emit a brilliant flash of light from its core in the direction of the attacker. |
If the attacker can see, it must make a | DC 13 Constitution saving throw | or be blinded for up to 1 minute. | An affected creature can repeat the saving throw |
at the end of each of its turns, | ending the effect on itself on a success | ||
Reaction 2 | Reflect Type | When Starmie is subjected to acid, cold, fire, | lightning, poison, or thunder damage, |
it can use its reaction to change its physiology | and gain a resistance to that damage type before taking that damage. | It retains this resistance for up to 1 hour or until it uses | this reaction again to gain a different resistance |
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