Torkoal
Torkoal is a tortoise-like, quadrupedal Pokémon. It has a large, black, rock-like shell with holes that glow with a red warmth. Its skin is reddish-brown with gray-black bands on its legs and neck. It has a long neck and its eyes seem permanently closed.
Torkoal lives in mountains and volcanic areas, where it looks for large deposits of coal. It uses the coal to fill the hollow spaces in its shell and then burns it for energy. Because coal is Torkoal's source of energy, it becomes weak and immobile once it runs out of coal to burn. If the fire inside of Torkoal's shell goes out, it will die. A Torkoal is healthy if the smoke spouting from its shell has tremendous velocity. When it blows out smoke from its nostrils and the top of its back, it sounds like a locomotive horn. If it is attacked, it blows black smoke out of its nostrils before fleeing. Torkoal's shell also serves to shield it from critical blows.
Torkoal
It burns coal inside its shell for energy. It blows out black soot if it is endangered.
Armor Class | 18 | ||
---|---|---|---|
Hit Points | 30d4+150 | ||
Speed | 25 ft. | ||
Strength | 19 (+4) | ||
Dexterity | 10 (+0) | ||
Constitution | 20 (+5) | ||
Intelligence | 6 (-2) | ||
Wisdom | 16 (+3) | ||
Charisma | 10 (+0) | ||
Damage Resistances | Fire | Ice | |
Damage Vulnerabilities | Water | ||
Senses | Passive Perception 13 | ||
Languages | Ignan | ||
Challenge | 10 (5,900 XP) | ||
Special | Shell Smash | At the start of its turn, | Torkoal can gain advantage on all melee weapon attack |
rolls during that turn, | but attack rolls against it have advantage | until the start of its next turn | |
Action 1 | Multiattack | Torkoal makes two attacks | |
Action 2 | Body Slam | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit: 1d6+1 bludgeoning damage | ||
Action 3 | Flamethrower | Ranged Weapon Attack | d20+8 to hit |
Range 30/60 ft., one target | Hit: 4d10 fire damage | ||
Action 4 | Heat Wave (Recharge 5-6) | Torkoal exhales hot breath in a 60-foot cone. | All creatures in the area must make |
a DC 17 Dexterity saving throw, | taking 10d6 fire damage on a failed save, | or half as much damage on a successful one | |
Reaction | Withdraw | Torkoal adds 2 to its AC against one attack that hit it. | To do so, Torkoal must see the attacker |
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