Vulpix is a small, quadrupedal, canine Pokémon. It has a red-brown pelt with a cream-colored underbelly. It has brown eyes, large, pointed ears with dark brown insides, and a triangular dark brown nose. Its paws are slightly darker than the rest of its pelt and have light brown paw pads. On top of its head are three curled locks of orange fur with bangs, and it has orange tails with curled tips. It is most commonly seen with six tails. However, Vulpix is born with only a single, white tail that splits as Vulpix grows.
Vulpix is capable of manipulating fire to such precision as to create floating wisps of flame. These wisps are sometimes mistaken for ghosts by humans, but Vulpix uses them to assist in catching prey. Inside its body is a flame that never goes out. When the temperature outside increases, it will expel flames from its mouth to prevent its body from overheating. Vulpix is known to feign injury to escape from opponents too powerful for it to defeat. Vulpix can be found most commonly in grassy plains.
Vulpix
While young, it has six gorgeous tails. When it grows, several new tails are sprouted.
Armor Class | 13 |
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Hit Points | 6d6 |
Speed | 30 ft. |
Strength | 6 (-2) |
Dexterity | 16 (+3) |
Constitution | 12 (+1) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 14 (+2) |
Damage Immunities | FIre |
Damage Vulnerabilities | Cold |
Skills | Perception d20+2 |
Senses | Passive Perception 11 |
Languages | Ignan |
Challenge | ½ (100 XP) |
Special 1 | Flash Fire | When vulpix is hit by an attack that deals fire damage, | vulpix deals double damage with all attacks that deal fire damage for one round |
Special 2 | Keen Smell | Vulpix has advantage on Wisdom | (Perception) checks that rely on smell |
Special 3 | Innate Spellcasting | The vulpix’s innate spellcasting ability is | Charisma (spell save DC 12). |
The vulpix can innately cast the following spells, | requiring no material components |
Spells 1 | At Will | Faerie Fire (Violet Fire) |
Spells 2 | 1/day | Hex |
Action 1 | Bite | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d6+2 piercing damage |
Action 2 | Ember | Ranged Weapon Attack | d20+5 to hit |
Range 30/60 ft., one target | Hit 1d6+3 fire damage |
Action 3 | Will-O-Wisp | The vulpix targets a creature within 60 feet | of itself with an eerie orb of ghostly fire. |
The creature must succeed on | a DC 12 Charisma saving throw or become cursed by vulpix. | A creature cursed in this way has | disadvantage on all attack rolls. |
An affected creature may reattempt the saving throw | at the beginning of every hour, | ending the effect on themselves on a success, | and remove curse spell cast on the creature ends the effect. |
Otherwise, the curse lasts until the vulpix has zero hit points |
Reaction | Confuse Ray (Recharge 6) | The vulpix targets a creature that can see its | eyes with a sinister flash of light. |
The creature must succeed on | a DC 12 Wisdom saving throw | or be subjected to the effect of the spell confusion. | At the end of each of its turns, |
an affected creature can repeat the saving throw. | If it succeeds, the effect ends for that creature |
Ninetales is a quadrupedal canine Pokémon covered in thick, luxurious golden-white fur. It has a small mane of thicker fur around its neck and a long, fluffy crest atop its head. It has slender legs with three-toed paws and nine, long tails with pale orange tips. It has red eyes, pointed ears, and a triangular black nose.
While intelligent enough to easily understand human speech, Ninetales is a very vengeful Pokémon that has been known to curse those who mistreat it. It can live for 1,000 years due to the energy within its nine tails, each of which is said to have a different mystical power. Flames spewed from its mouth can hypnotize an opponent and its gleaming red eyes that are said to give it the ability to control minds. It has been seen swimming and is rarely found in the wild, though they can be found in grasslands.
Ninetails
It is said to live 1,000 years, and each of its tails is loaded with supernatural powers.
Armor Class | 14 |
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Hit Points | 20d6+60 |
Speed | 50 ft. |
Strength | 12 (+1) |
Dexterity | 18 (+4) |
Constitution | 16 (+3) |
Intelligence | 8 (-1) |
Wisdom | 16 (+3) |
Charisma | 20 (+5) |
Damage Immunities | Fire |
Damage Vulnerabilities | Cold |
Saving Throws | Dexterity d20+7 | Constitution d20+6 |
Skills | Insight d20+6 | Perception d20+6 |
Senses | Passive Perception 16 |
Languages | Ignan |
Challenge | 6 (2,300 XP) |
Special 1 | Cursed Tails | If a creature grabs one of the Ninetails’s tails, | it must succeed on a |
DC 16 Charisma saving throw | or become cursed by the Ninetails. | A creature cursed in this way has all rolls | they make with a result of 5 or less treated as a result of 1. |
The curse lasts for 1,000 years or until dispelled | by remove curse cast at fifth level or higher |
Special 2 | Flash Fire | When ninetails is hit by an attack that deals fire damage, | ninetails deals double damage with all attacks that deal fire damage for one round |
Special 3 | Keen Smell | Ninetails has advantage on Wisdom | (Perception) checks that rely on smell |
Special 4 | Pounce | If the Ninetails moves at last 20 feet straight toward a creature | and then hits it with a bite attack on the same turn, |
that target must succeed on | a DC 15 Strength saving throw or be knocked prone. | If the target is prone, the Ninetails | can make one bite attack against it as a bonus action |
Special 5 | Innate Spellcasting | The Ninetails innate spellcasting ability | is Chiasma (spell save DC 16). |
The Ninetails can innately cast the following spells, | requiring no material components |
Spells 1 | At Will | Faerie Fire (violet light) |
Spells 2 | 1/day | Hex |
Action 1 | Multiattack | Ninetails makes two bite or two ember attacks |
Action 2 | Bite | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | 1d6+4 piercing damage |
Action 3 | Ember | Ranged Weapon Attack | d20+6 to hit |
Range 30/60 ft., one target | Hit 1d6+4 fire damage |
Action 4 | Flamethrower (Recharge 5-6) | Ninetails spews a gout of fire in | a 30-foot line that is 5 feet wide. Each creature in the line must make |
a DC 14 Dexterity saving throw, | taking 6d8 fire damage on a successful one |
Action 5 | Will-O-Wisp | The Ninetails targets a creature within 100 feet of itself | with an eerie orb of ghostly fire. |
The creature must succeed on | a DC 16 Charisma saving throw | or become cursed by the Ninetails. | A creature cursed in this way |
has disadvantage on all attack rolls. | An affected creature may reattempt the saving throw | at the beginning of every hour, | ending the effect on themselves on a success, |
and remove curse spell cast on the creature ends the effect. | Otherwise, the curse lasts until the Ninetails has zero hit points |
Reaction | Confuse Ray (Recharge during a Short Rest) | Ninetails targets one creature it can see within 60 feet of it. | The target must succeed on a DC 14 Wisdom saving throw |
or be charmed by ninetails for one minute. | Whenever the charmed creature attempts to attack | ninetails or target it with a non-beneficial spell, | it must succeed at another saving throw or be |
forced to target themselves or an | ally within range with the attack or effect |
In the Sorcanno region, Vulpix has adapted to snowy mountain peaks and developed a snowy white pelt. It has pale blue paws, blue eyes, and dark blue insides its ears. Its snout is more pronounced and pointed than that of non-Sorcanno Vulpix. The locks of hair on its head and its six tails are curlier and have a wispy appearance. Sorcanno Vulpix is believed to have arrived in the region at the same time as humans but moved to the snow-capped mountain to avoid other Pokémon. It can be found in small packs, called skulks, that are led and protected by Ninetales. Sorcanno Vulpix can expel breath as cold as -58°F (-50°C), which is capable of freezing anything. While it is not suited to warmer environments, its tail can produce ice to lower the surrounding temperature if needed. An old, local name for this Pokémon is "Keokeo", referring to its white pelt. Weavile is a natural predator of Sorcanno Vulpix.
Sorcanno Vulpix
After long years in the ever-snowcapped mountains of Alola, this Vulpix has gained power over ice.
Armor Class | 13 |
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Hit Points | 6d6 |
Speed | 30 ft. |
Strength | 10 (+0) |
Dexterity | 13(+1) |
Constitution | 10 (+0) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 12 (+1) |
Damage Vulnerabilities | Fire |
Damage Resistances | Ice |
Saving Throws | Dexterity d20+5 |
Skills | Perception d20+4 | Investigation d20+4 |
Senses | Darkvision 30 ft. |
Languages | Aquan |
Challenge | ½ (100 XP) |
Special 1 | Snow Cloak | Sorcanno Vulpix AC increases by 2 in arctic terrain, | or when it is snowing or hailing |
Special 2 | Snow Warning | When Sorcanno Vulpix enters an outside battle, | the weather immediately changes to hail. |
In the case of another pokemon with similar weather ability, | the tie goes to the pokemon with the highest Dexterity |
Action 1 | Powder Snow | Ranged Weapon Attack | d20+4 to hit |
Range 15 ft., all targets within range | Hit 4d4 ice damage and become frozen. | On a successful save, a target takes half as much damage and isn’t frozen | Sorcanno Vulpix attacks with |
a chilling gust of powdery snow |
Action 2 | Tail Whip | Sorcanno Vulpix cutely wags its tail at a target it can see within range, | making it less wary. |
The target must succeed on | a DC 14 saving throw or the next attack roll made | against it before the end of | its turn will have an advantage |
Action 3 | Aurora Beam | Ranged Weapon Attack | d20+4 to hit |
Range 15ft., one target | Hit 2d8 ice damage, | target must roll d10 on a 1 it has a -1 penalty to all of | its damage rolls while it remains in battle. |
Sorcanno Vulpix lets loose a rainbow colored | blast on a target it can see within range |
Action 4 | Ice Beam | Ranged Weapon Attack | d20+4 to hit |
Range 15 ft., one target | Hit 1d4+1 ice damage. | Sorcanno Vulpix flash freezes a chunk of ice | and hurls it at a target it can see within range |
Action 5 | Blizzard | Sorcanno Vulpix summons a mightily howling blizzard | around it harming all targets within a 25 foot range. |
All targets must make a DC 12 Constitution saving throw. | On a failed save, a target takes 8d12 ice damage | and becomes frozen. On a successful save, | it takes half damage and is not frozen |
In the Sorcanno region, Ninetales has a different appearance. Its coat is pale blue, and its fur is more flowing and wispier. The tips of its tails and crest, as well as the lower halves of its legs, are white. The crest on its head is longer and its nine tails are less distinct from each other. Additionally, it has larger eyes, which are blue, and small tufts of fur in front of its ears.
Sorcanno Ninetales lives on Sorcanno snow-capped Mount Lanakila, which is considered by some to be holy ground. As such, it is revered as a sacred messenger or deity. Sorcanno Ninetales has a gentle temperament and is known to aid lost humans in distress, though this is primarily done to keep them out of its territory. It will punish any threat to its pack of Vulpix. It can produce ice crystals from its fur, which it can use for both offense and defense. The ice crystals can act as a shield or form balls that can be fired like bullets with enough force to shatter rock.
Sorcanno Ninetales
A deity resides in the snowy mountains where this Pokémon lives. In ancient times, it was worshiped as that deity’s incarnation.
Armor Class | |
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Hit Points | 20d6+60 |
Speed | 35 ft. |
Strength | 13 (+1) |
Dexterity | 19 (+4) |
Constitution | 11 (+0) |
Intelligence | 6(-2) |
Wisdom | 12 (+1) |
Charisma | 12 (+1) |
Damage Vulnerabilities | Fire | Steel |
Damage Resistances | Ice |
Saving Throws | Dexterity d20+8 |
Skills | Perception d20+5 | Investigation d20+5 |
Senses | Darkvision 50 ft. |
Languages | Aquan |
Challenge | 6 (2,300 P) |
Special 1 | Snow Cloak | Sorcanno Ninetales AC increases by 2 in arctic terrain, | or when it is snowing or hailing |
Special 2 | Snow Warning | When Sorcanno Ninetales enters an outside battle, | the weather immediately changes to hail. |
In the case of another pokemon with a similar weather ability, | the tie goes to the pokemon with the highest Dexterity score |
Action 1 | Dazzling Gleam | Sorcanno Ninetales releases a bright powerful light. | Each target within 20 feet of it must make |
a DC 15 Constitution saving throw. | On a failed save a target takes 6d6+1 radiant damage. | On a successful save, | it takes half damage |
Action 2 | Imprision | Sorcanno Ninetales attempts to seal moves it knows away from enemies. | Each hostile target within 45 feet must succeed on |
a DC 15 saving throw or it will be unable to | use any moves known by it while | Sorcanno Ninetales remains in battle |
Action 3 | Ice Beam | Sorcanno Ninetales unleashes an icy-cold beam | of energy that is 80 feet long and 5 feet wide |
to freeze it opponents. Each target in range must make | a DC 14 Dexterity saving throw. | On a failed save a target takes 8d6+1 ice type | damage and must succeed on |
a DC 14 Constitution saving throw to avoid being frozen. | On a successful save, | a target takes half damage and is not frozen |
Action 4 | Ice Shard | Ranged Weapon Attack | d20+5 to hit |
Range 30 ft., one target | Hit 1d4+4 ice damage. | Sorcanno Ninetales flash freezes a chunk of ice | and hurls it at a target it can see within range |
Acton 5 | Safeguard | Sorcanno Ninetales creates a protective field that prevents it | and its allies within 45 ft. from gaining any status conditions |
Reaction | Confuse Ray (Recharge during a Short Rest) | Ninetails targets one creature it can see within 60 feet of it. | The target must succeed on |
a DC 14 Wisdom saving throw | or be charmed by ninetails for one minute. | Whenever the charmed creature attempts to attack ninetails | or target it with a non-beneficial spell, |
it must succeed at another saving throw | or be forced to target themselves | or an ally within range with the attack or effect |
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