Slowpoke / Slowbro / Slowking / Forian Slowpoke / Forian Slowbro / Forian Slowking
Slowpoke
Slow-witted and oblivious, this Pokémon won’t feel any pain if its tail gets eaten. It won’t notice when its tail grows back, either.
| Armor Class | 12 | ||
|---|---|---|---|
| Hit Points | 6d8+12 | ||
| Speed | 15 ft. | Swim 15 ft. | |
| Strength | 10 (+0) | ||
| Dexterity | 6 (-2) | ||
| Constitution | 14 (+2) | ||
| Intelligence | 6 (-2) | ||
| Wisdom | 16 (+3) | ||
| Charisma | 8 (-2) | ||
| Damage Vulnerabilities | Lightning | Necrotic | |
| Damage Resistances | Cold | Fire | Psychic |
| Languages | Aquan | ||
| Challenge | 1/4 (50 XP) | ||
| Special 1 | Hold Breath | The Slowpoke can hold its breath for 30 minutes | |
| Special 2 | Oblivious | The Slowpoke has advantage on saving throws against being charmed | |
| Action 1 | Headbutt | Melee Weapon Attack | d20+2 to hit |
| Reach 5 ft., one target | Hit 1d8 bludgeoning damage | ||
| Action 2 | Confusion | The Slowpoke subjects a creature within 60 feet of itself to a mild psychic attack. | The targeted creature must succeed on a |
| DC 13 Intelligence saving throw or | take 2d6 psychic damage on a failed save, | or half as much damage on a successful one | |
| Action 3 | Yawn (Recharge 5-6) | All creatures of Slowpoke’s choice within 20 feet must make a | DC 10 Charisma saving throw, |
| falling asleep for 1 minute on a failure |
Slowbro
Slowpoke became Slowbro when a Shellder bit on to its tail. Sweet flavors seeping from the tail make the Shellder feel as if its life is a dream.
| Armor Class | 16 (natural armor) | ||
|---|---|---|---|
| Hit Points | 20d8+100 | ||
| Speed | 20 ft. | Swim 25 ft. | |
| Strength | 16 (+3) | ||
| Dexterity | 8 (-1) | ||
| Constitution | 20 (+5) | ||
| Intelligence | 7 (-2) | ||
| Wisdom | 18 (+4) | ||
| Charisma | 8 (-2) | ||
| Saving Throws | Intelligence d20+1 | Wisdom d20+7 | |
| Damage Resistances | Psychic | Cold | Fire |
| Damage Vulnerabilities | Lightning | Necrotic | |
| Senses | Passive Perception 14 | ||
| Language | Aquan | ||
| Challenge | 2 (450 XP) | ||
| Special 1 | Hold Breath | The Slowbro can hold its breath for 1 hour | |
| Special 2 | Oblivious | The Slowbro has advantage on saving throws against being charmed. | When the Slowbro takes damage, |
| it can use its reaction to roll d12 and | subtract the result from the total damage. | It can use that feature up to three times | and expended uses are restored when the Slowbro finishes a long rest |
| Action 1 | Multiattack | Melee Weapon Attack | The Slowbro makes two attacks, |
| one with its head and one with its tail | |||
| Action 2 | Headbutt | Melee Weapon Attack | d20+6 to hit |
| Reach 5 ft., one target | HIt 2d8+3 bludgeoning | ||
| Action 3 | Tail Whip | Melee Weapon Attack | d20+6 to hit |
| Reach 10 ft., one target | Hit 2d12+3 piercing damage | ||
| Action 4 | Confusion | The Slowbro subjects up to four creatures | within 30 feet of itself to a mild psychic attack. |
| The targeted creature must succeed on a | DC 15 Intelligence saving throw or | take 4d8 psychic damage | |
| Action 5 | Psychic (Recharge 5-6) | The Slowbro subjects up to four creatures | within 60 feet of itself to a powerful psychic attack. |
| The targeted creature must make a | DC 15 Intelligence saving throw, | taking 4d8 psychic damage on a failure | or half as much on a success. |
| 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 |
Slowking
Miraculously, this former Slowpoke’s latent intelligence was drawn out when Shellder poison raced through its brain.
| Armor Class | 16 (Insight) | ||
|---|---|---|---|
| Hit Points | 22d8+100 | ||
| Speed | 30 ft. | Swim 30 ft. | |
| Strength | 14 (+2) | ||
| Dexterity | 10 (+0) | ||
| Constitution | 16 (+3) | ||
| Intelligence | 22 (+6) | ||
| Wisdom | 18 (+4) | ||
| Charisma | 12 (+1) | ||
| Senses | Passive Perception 14 | ||
| Languages | Common | Aquan | |
| Challenge | 7 (2,900 XP) | ||
| Special 1 | Insight | Slowking can add its Wisdom modifier to its AC | |
| Special 2 | Shellder Poison | A shellder bites slowkings head. | If ever removed, slowking’s Intelligence score becomes 6 |
| Action 1 | Multiattack | Slowking makes two weapon attacks | |
| Action 2 | Psychic (Recharge 5-6) | All creatures within 60 feet of Slowking must make a | DC 17 Wisdom saving throw, |
| taking 6d8 psychic damage on a failed save, | or half as much on a successful one | ||
| Action 3 | Swagger (Recharge 5-6) | One creature Slowking can see within 60 feet must succeed on a | DC 17 Wisdom saving throw or |
| be affected by the confusion spell. | The target can repeat the saving throw at the | end of each of their turns to end this effect. | While confused, the target has advantage on attack rolls |
| Action 4 | Zen Headbutt | Melee Weapon Attack | d20+9 to hit |
| Reach 5 ft., one target | Hit 1d8+2 bludgeoning damage | plus 2d8 psychic damage | |
| Action 5 | Water Pulse | Ranged Weapon Attack | d20+3 to hit |
| Range 60/120 ft., one target | Hit 2d8 cold damage |
Forian Slowpoke
Although this Pokémon is normally zoned out, its expression abruptly sharpens on occasion. The cause for this seems to lie in Slowpoke’s diet.
| Armor Class | 12 | ||
|---|---|---|---|
| Hit Points | 3d8 | ||
| Speed | 15 ft. | Swimming 25 ft. | |
| Strength | 12 (+1) | ||
| Dexterity | 8 (-1) | ||
| Constitution | 14 (+2) | ||
| Intelligence | 6 (-2) | ||
| Wisdom | 12 (+1) | ||
| Charisma | 10 (+0) | ||
| Saving Throws | Constitution d20+4 | Wisdom d20+5 | |
| Languages | Aquan | ||
| Challenge | ½ (50 XP) | ||
| Special 1 | Gluttony | Forian Slowpoke must eat when it drops below half its HP | |
| Special 2 | Own Tempo | Forian Slowpoke is immune to becoming confused | |
| Action 1 | Acid | Ranged Weapon Attack | d20+2 to hit |
| Reach 5 ft., one target | Hit 1d6 poison type damage | Forian Slowpoke hurls a small ball of acid at a target | it can see within range Make a ranged attack roll |
| Action 2 | Confusion | The Slowpoke subjects a creature within 60 feet of itself to a mild psychic attack. | The targeted creature must succeed on a |
| DC 13 Intelligence saving throw or | take 1d6 psychic damage on a failed save, | or half as much damage on a successful one | |
| Action 3 | Water Pulse | Ranged Weapon Attack | d20+2 to hit |
| Reach 10 ft., one target | Hit 3d6+1 bludgeoning damage | the target must succeed on a | DC 12 Constitution saving throw or become confused. |
| Forian Slowpoke attacks with a pulsing blast of water |
Forian Slowbro
A Shellder bite set off a chemical reaction with the spices inside Slowbro’s body.
| Armor Class | 14 | ||
|---|---|---|---|
| Hit Points | 10d10 | ||
| Speed | 30 ft. | Swimming 30 ft. | |
| Strength | 17 (+3) | ||
| Dexterity | 13 (+1) | ||
| Constitution | 16 (+3) | ||
| Intelligence | 6 (-2) | ||
| Wisdom | 16 (+3) | ||
| Charisma | 10 (+0) | ||
| Saving Throws | Constitution d20+4 | Wisdom d20+4 | |
| Damage Resistances | Poison | Celestial | |
| Languages | Aquan | ||
| Challenge | 2 (450 XP) | ||
| Special 1 | Quick Draw | Once per short rest,Forian Slowbro may immediately | react and attack as a bonus action without provoking attack of opportunity |
| Special 2 | Own Temp | Forian Slowbro is immune to becoming confused | |
| Action 1 | Confusion | The Slowbro subjects up to four creatures within 30 feet | of itself to a mild psychic attack. |
| The targeted creature must succeed on a | DC 15 Intelligence throw or | take 4d8 psychic damage | |
| Action 2 | Tackle | Melee Weapon Attack | d20+6 to hit |
| Range 10 ft., one target | Hit 1d6+3 bludgeoning damage. | Forian Slowbro slams into a target using his whole body | |
| Action 3 | Water Pulse | Ranged Weapon Attack | d20+6 to hit |
| Range 10 ft., one target | Hit 3d6+3 bludgeoning damage, | the target must make a | DC 15 Constitution saving throw on |
| a failure becoming confused. | Forian Slowbro attacks with a pulsing blast of water | ||
| Action 4 | Slack Off | Forian Slowbro slacks off and lazes about, | restoring its HP by up to half its maximum HP |
| Action 5 | Psychic | Ranged Weapon Attack | d20+6 to hit |
| Range 60 ft., one target | Target must make a Wisdom saving throw of | DC 15 on a failed save taking | 8d8+3 psychic damage. |
| The target must succeed on a Charisma Throw | DC 16 or the next roll made against it has advantage due | to the target being disoriented. | On a successful save, it takes half |
| damage and suffers no other effects |
Forian Slowking
A combination of toxins and the shock of evolving has increased Shellder’s intelligence to the point that Shellder now controls Slowking.
| Armor Class | 14 | ||
|---|---|---|---|
| Hit Points | 10d6 | ||
| Speed | 30 ft. | Swimming 30 ft. | |
| Strength | 16 (+3) | ||
| Dexterity | 12 (+1) | ||
| Constitution | 18 (+1) | ||
| Intelligence | 14 (+2) | ||
| Wisdom | 16 (+3) | ||
| Charisma | 10 (+0) | ||
| Saving Throws | Constitution d20+6 | Wisdom d20+8 | |
| Damage Resistances | Poison | ||
| Languages | Common | Aquan | |
| Challenge | 7 (2,900 XP) | ||
| Special 1 | Curious Medicine | Once per short rest, | Forian Slowking may reset all stats of all allies in battle |
| Special 2 | Own Tempo | Forian Slowking is immune to becoming confused | |
| Action1 | Water Pulse | Ranged Weapon Attack | d20+4 to hit |
| Range 60/120 ft. one target | Hit 3d8+4 cold damage | ||
| Action 2 | Zen Headut | Melee Weapon Attack | d20+9 to hit |
| Range 10 ft., one target | Hit 1d8+3 bludgeoning damage | plus 3d8 psychic damage | |
| Action 3 | Healing Pulse | Forian Slowking emits a healing pulse on a target he can see within range 30 ft., | causing it to regain HP equal to up to half of its maximum HP |
| Action 4 | Swagger (Recharge 5-6) | One creature Slowking can see within 60 feet must succeed on | a DC 17 Wisdom saving throw or |
| be affected by the confusion spell. | The target can repeat the saving throw | at the end of each of their turns to end this effect. | While confused, the target has advantage on attack rolls |
| Action 5 | Psychic | Ranged Weapon Attack | d20+5 to hit |
| Range 60 ft., one target | HIt 8d8+3 psychic type damage | and must succeed a DC 17 Charisma saving throw | or the next attack roll made against it |
| has advantage due to it being disoriented. | On a successful save, it takes half damage and suggest no other effects |
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