The D&D Pokédex #2

It’s a lazy Sunday evening and I recently got my hands on the 5th edition Monster Manual, so I thought it would be a good idea to continue this dumb little project and convert some more of your favourite Japanese seizure monsters into D&D statblocks!

250px-006Charizard

FLAMETAIL DRAGON

Flametails are smaller and less intelligent than “true” dragons, but no less fearsome. Scholars believe that the first flametails were wyverns that were somehow infused with elemental fire, transforming their venomous stinger into a constantly-burning flame, hence the name. Although aggressive, it has been known for some flametails to be tamed and even ridden into battle by particularly bold individuals. 

– Scholar Oak, Beasts Most Peculiar

Large dragon, unaligned

Armour Class 13 (natural armour)

Hit Points 110 (13d10 + 39)

Speed 30 feet, fly 60 feet

STR 19 (+4)   DEX  10 (+0)   CON 16 (+3)  INT 7 (-2)  WIS 12 (+1)   CHA  6 (-2)

Skills Perception +4

Damage Resistances fire

Damage Vulnerabilities cold

Senses darkvision 60 feet, passive Perception 14

Languages none

ACTIONS

Multiattack. The flametail dragon makes one bite attack and one claw or fiery tail attack.

Bite. Melee Weapon Attack. +7 to hit, reach 10 feet, one creature. Hit: 11 (2d6+4) piercing damage

Claw. Melee Weapon Attack. +7 to hit, reach 5 feet, one creature. Hit: 13 (2d8+4) slashing damage

Fiery Tail. Melee Weapon Attack. +7 to hit, reach 10 feet, one creature. Hit: 11 (2d6+4) bludgeoning and fire damage

Fire Breath (Recharge 5-6). The flametail dragon exhales a jet of flame in a 3-foot wide, 30-foot long line. Each creature in the area must tale a DC 14 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half damage on a successful one.

blastoise-mega

ARTILLERY TURTLE

This bizarre animal has developed the most curious of natural weapons; organic cannons which it uses to spray a variety of corrosive, freezing, or scalding liquids to drive off predators. To this day, I haven’t been able to determine exactly how the creature achieves this; I suspect some kind of innate link to the Elemental Plane of Water. Further research is required. 

As these beasts are incredibly strong and well-armoured, it’s no surprise that many military commanders attempt to train them to act as living siege engines.

 – Scholar Oak, Beasts Most Peculiar

Large beast (reptile), unaligned

Armour Class 18 (natural armour)

Hit Points 142(15d10 + 60)

Speed 20 feet, swim 30 feet

STR 18 (+4)   DEX  8 (-1)   CON 18 (+4)  INT 7 (-2)  WIS 12 (+1)   CHA  6 (-2)

Saving Throws Constitution +7

Damage Resistances fire

Damage Vulnerabilities lightning

Senses darkvision 60 feet, passive Perception 11

Languages none

Amphibious. The artillery turtle can breathe air and water.

ACTIONS

SlamMelee Weapon Attack. +7 to hit, reach 5 feet, one creature. Hit: 13 (2d8+4) bludgeoning damage

Multiattack. The artillery turtle makes two water cannon attacks.

Water Cannon. Ranged Weapon Attack. +7 to hit, range 50/200 feet, one creature. Hit: 10 (2d10-1) acid, cold, or fire damage

Tidal Rush (Recharge 5-6). The artillery turtle combines its cannons to unleash a wave of water in a 30-foot cone. Each creature in the area must tale a DC 15 Constitution saving throw, taking 16 (3d10) bludgeoning damage, being pushed 10 feet away from the artillery turtle and being knocked prone on a failed save, or half damage and no other effects on a successful one.

250px-012Butterfree

GLITTERWING MONARCH

These large, beautiful butterfly-like creatures are usually peaceful, and avoid violence when they can. They typically congregate in large groups to watch over their larvae. Their delicate nature shouldn’t be mistaken for one of weakness though; although too frail to attack enemies directly, the glitterwings are fully capable of defending themselves with the odd powders seemed to be produced by their flapping wings.

– Scholar Oak, Beasts Most Peculiar

Small beast (insect), unaligned

Armour Class 14

Hit Points 18 (5d6)

Speed 10 feet, fly 40 feet

STR 6 (-2)   DEX  16 (+3)   CON 10 (+0)  INT 3 (-4)  WIS 10 (+0)   CHA  4 (-3)

Damage Resistances psychic

Damage Vulnerabilities fire

Senses passive Perception 10

Languages none

ACTIONS

Blinding Powder (Recharge 5-6). The glitterwing monarch sprinkles powder over a creature within 10 feet of it. The creature must pass a DC 10 Dexterity saving throw. On a failed save, the creature is blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turn to end the effect early.

Numbing Powder (Recharge 5-6). The glitterwing monarch sprinkles powder over a creature within 10 feet of it. The creature must pass a DC 10 Wisdom saving throw. On a failed save, the creature halves it speed and it can’t perform reactions or more than one attack per round for 1 minute. The creature can repeat the saving throw at the end of each of its turn to end the effect early.

Toxic Powder (Recharge 5-6). The glitterwing monarch sprinkles powder over a creature within 10 feet of it. The creature must pass a DC 10 Constitution saving throw. On a failed save, the creature takes 4 (1d8) poison damage and is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turn to end the effect early.

So there we go, a few more beasties for D&D games! I’m having fun making these, so expect more to come, such as the javelin hornet (Beedrill), striker falcon (Pidgeotto) and chomper (Raticate).

Gareth

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