Staryu / Starmie Species in Other Realms | World Anvil

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.  

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 Class12
Hit Points 6d4
Speed20 ft.Swim 20 ft.
Strength8 (-1)
Dexterity14 (+2)
Constitution10 (+0)
Intelligence6 (-2)
Wisdom10 (+0)
Charisma12 (+1)
Damage VulnerabilitiesLightning
SensesPassive Perception 10
LanguagesAquan
Challenge¼ (50 XP)
Special 1CamouflageStaryu can attempt to hide even when it is onlylightly obscured by foliage, heavy rain,
falling snow, mist, and other phenomena
Special 2Hold BreathWhile out of what, Staryu can hold its breath for 30 minutes
Special 3RegenerationStaryu regains 5 hit points at the start of its turn if it has 1 hit point
Special 4GemThe central gem of Staryu is a precious stone,and can be sold for 100 gp or used as a material component
Action 1TackleMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d6+2 bludgeoning damage
Action 2Water GunRanged Weapon Attack d2o+4 to hit
Range 20/40 ft., one targetHit 1d6+2 cold damage
Action 3BubblebeamStaryu 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 aDC 11 Dexterity saving throw ortake 6d8 acid damageand have its speed halved until
the start of the Staryu’s next turn
Action 4Recover (Recharge 6)As a bonus action, the Staryu makes aDC 13 Intelligence check to
physically stimulate its body into healing itself.It regains [2d6+6] hit points on a successful checkor half as much on a failed one
  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.  

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 Class15
Hit Points 20d6+60
Speed30 ft.Swim 60 ft.
Strength10 (+0)
Dexterity16 (+3)
Constitution15 (+2)
Intelligence18 (+4)
Wisdom15 (+2)
Charisma14 (+2)
Damage VulnerabilitiesLightning
Saving ThrowsDexterity d20+6 Wisdom d20+5
SkillsInsight d20+5 Perception d20+5 Stealth d20+6
SensesBlindsight 20 ft.Passive Perception 15
LanguagesAquan
Challenge8 (3,900 XP)
Special 1RegenerationStarmie regains 10 hit points at the start of its turn if it has at least 1 hit point
Special 2GemThe central gem of Starmie is a precious stone,and can be sold for 500 gp or used as a material component
Special 3CamouflageStarmie can attempt to hide even when it is onlylightly obscured by foliage, heavy rain,
falling snow, mist, and other natural phenomena
Special 4Hold BreathWhile out of water, Starmie can hold its breath for 30 minutes
Special 5Natural CureStarmie has advantage on saving throws made to endthe effects of blindness, deafness, paralysis,
petrification, or poison on itself
Special 6Rapid SpinStarmie 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 7Innate Spellcasting (Psionics)Starmie’s innate spellcasting ability isIntelligence d20+7 to hit with special attacks.
Starmie can innately cast the following spells,requiring no material components
Spells 1At WillChronic OrbDancing lights (self only; emits from core)
Spells 21/dayTrue Seeing
Action 1MultiattackStarmie makes two attacks between Tackle and Water Gun
Action 2TackleMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d6+3 bludgeoning damage
Action 3Water GunRanged Weapon Attack d20+5 to hit
Range 30/60 ft., one targetHit 1d6+3 cold damage
Action 4Prismatic Spray (Recharge during a long rest)Starmie can cast prismatic spray
Action 5BubblebeamStarmie 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 aDC 13 Dexterity saving throw ortake 8d6 acid damage and have its speedhalved until the start of Starmie’s next turn
Action 6Psychic (Recharge 3-6)Starmie subjects up to two creatureswithin 60 feet of itself to a powerful psychic attack.
The targeted creature must make aDC 15 Intelligence saving throw,taking 8d8 psychic damage on a failed saveor 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 throwat the end of each of its turns,ending the effect on itself on a success
Action 7SwiftFour star-shaped rays of light fire from the core inthe center of the Starmie’s body.
Each ray hits a creature of the Starmie’s choicethat 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 withthe shield spell or mirror shield
Action 8Recover (Recharge 6)As a bonus action, Starmie makes aDC 15 Intelligence check to psychically stimulate its body into healing itself.
It regains 4d6+12 hit points on a successful checkor half as much on a failed one
Reaction 1FlashWhen 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 aDC 13 Constitution saving throwor 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 2Reflect TypeWhen Starmie is subjected to acid, cold, fire,lightning, poison, or thunder damage,
it can use its reaction to change its physiologyand gain a resistance to that damage type before taking that damage.It retains this resistance for up to 1 hour or until it usesthis reaction again to gain a different resistance

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