Gardevoir (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Pokémon franchise, and/or include content directly affiliated with and/or owned by Creatures Inc., Game Freak, and Nintendo. D&D Wiki neither claims nor implies any rights to Pokémon copyrights, trademarks, or logos, nor any owned by Creatures Inc., Game Freak, and Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Gardevoir[edit]

Medium fey, any alignment


Armor Class 15 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 17 (+3) 20 (+5) 16 (+3) 21 (+5)

Saving Throws Wis +6, Cha +8
Skills Performance +8, Persuasion +8
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan, understands Common but doesn't speak it, telepathy 120 ft.
Challenge 6 (2,300 XP)


Fey Ancestry. The gardevoir has advantage on saving throws against being charmed, and magic can't put it to sleep.

Synchronize. When the gardevoir is charmed, frightened, paralyzed, poisoned, stunned, or put to sleep by an effect originating from a creature within 120 ft. of it, that creature must make a DC 16 Wisdom saving throw or be affected as well as if they were targeted by the effect.

Pixilate (3/day). The gardevoir deals an additional 7 (2d6) radiant damage with an attack.

ACTIONS

Extrasensory. Ranged Spell Attack: +8 to hit, range 80/320 ft., one target. Hit: 15 (3d6 + 5) psychic damage, and the target must succeed on a DC 16 Intelligence saving throw or be stunned until the end of its next turn.

Moonblast. Ranged Spell Attack: +8 to hit, range 80/320 ft., one target. Hit: 19 (3d8 + 5) radiant damage.

Calm Mind (3/day). For 1 minute, or until its concentration is broken (as if concentrating on a spell), the gardevoir has advantage on all attack rolls.

REACTIONS

Trace. In response to taking damage, the gardevoir uses its reaction to grant itself resistance to the damage. This resistance ends when the gardevoir uses this feature again.



Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!


Advertisements: