Gardevoir (5e Creature)

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medium humanoid, any alignment

Armor Class 12
Hit Points 40 (8d8 + 4)
Speed 30 ft.

14 (+2) 15 (+2) 13 (+1) 18 (+4) 19 (+4) 18 (+4)

Damage Vulnerabilities poison
Damage Immunities psychic
Senses passive Perception 14
Languages Understands Common but cannot speak it
Challenge 3 (700 XP)

Telepathy. The gardevoir can use telepathy to communicate simple ideas to any creature that can understand at least one language within 100 feet of it. It can also send images that it sees to the other creature. It does not need to share a language with the creature in order to be understood.

Synchronize. If the gardevoir becomes paralyzed, poisoned, stunned or petrified, it can pass this condition on to an enemy it can see within 100 feet of it.


Psychic. Ranged Weapon Attack: +6 to hit, reach 60/120 ft., one target. Hit: 11 (1d12 + 5) psychic damage. The gardevoir uses its Charisma modifier instead of its Dexterity.

Dream Eater. The gardevoir targets an unconscious creature within 60 feet of it and reaches into its mind. It pulls out all of the creature's thoughts while it remains unconscious and the creature takes 16 (3d10) psychic damage. The gardevoir then regains hit points equal to half the damage dealt rounded down.


Gardevoir are loyal Pokémon, and people like keeping them around, maybe because they are the most humanoid Pokémon in existence. They are telepathic and have mild future sight, just enough to feel if their trainer is going to be in trouble, then they will open their minds and attack with reckless abandon.

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