Medicham (5e Creature)

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Medium monstrosity, any alignment

Armor Class 16
Hit Points 136 (21d8 + 42)
Speed 35 ft.

16 (+3) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 14 (+2)

Saving Throws Str +6
Senses passive Perception 13
Languages Primordial, understands Common but can't speak
Challenge 5 (1,800 XP)

Psychic Defense. While the medicham is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Pure Power. When the medicham would normally roll one or more dice for damage, it instead uses the highest number possible for each die. For example, instead of dealing 2d6 damage to a creature, it deals 12.

Acupressure. Damage dealt by the medicham can't be reduced or negated in any way.

Magic Weapons. The medicham's weapon attacks are magical.


Multiattack. The medicham makes two attacks: one with its psychic fist and one with its fighting fist.

Psychic Fist. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) psychic damage.

Fighting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

A Medicham Source

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