Abra is a bipedal Pokémon that is primarily yellow. Its face is kite-shaped with a small, pale yellow snout and two short, pointed ears with pale yellow interiors. Its wide eyes are normally closed. Abra's body is segmented with black skin is visible between its joints and along its neck. It has two brown, pauldron-shaped extensions on its shoulders, as well as a brown, fauld-like piece around its chest. It has three digits on each hand and foot, but its fingers considerably shorter than its toes. Two of its toes face forward and one faces backward. Its tail is thick and long, with a brown band located near the tip.
Abra can sense danger through a telepathic radar. When it does, it teleports to a safe location. However, it sometimes becomes panicked if it wakes in an unknown location. By hypnotizing itself, Abra is able to teleport itself even while sleeping. It can use other extrasensory abilities while sleeping as well and can even teleport into the treetops to pick and eat berries. The deeper Abra sleeps, the farther it teleports. Due to the strain of its telepathic powers, however, Abra sleeps 18 hours each day. If it fails to rest long enough, it will become unable to use its powers. The contents in Abra's dream can affect its powers. Abra lives in urban areas, but has been observed to teleport to a different location once per hour. If it teleports randomly, it can create illusory copies.
Abra
This Pokémon uses its psychic powers while it sleeps. The contents of Abra’s dreams affect the powers that the Pokémon wields.
Armor Class | 16 |
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Hit Points | 4d6-4 |
Speed | 30 ft. |
Strength | 6 (-2) |
Dexterity | 14 (+2) |
Constitution | 8 (-1) |
Intelligence | 19 (+4) |
Wisdom | 14 (+2) |
Charisma | 12 (+1) |
Damage Vulnerabilities | Necrotic |
Damage Resistances | Psychic |
Saving Throws | Dexterity d20+4 | Wisdom d20+4 |
Skills | Insight d20+4 | Perception d20+4 |
Senses | Blindsight 60 ft. | Passive Perception 14 |
Languages | Telepathy 120 ft. |
Challenge | 1/2 (100 XP) |
Special 1 | Awareness | Abra cannot be surprised |
Special 2 | Psychic Defense | The Abra’s AC includes its intelligence modifier |
Special 3 | Levitate | As a bonus action, the Abra can physically levitate. | Reducing its speed to 0 feet but |
giving itself flying speed of 30 feet. | It cannot fly higher than 5 feet off the ground | and must concentrate on this levitation | as if concentrating on a spell |
Special 4 | Magic Guard | The Abra has advantage on saving throws against | spells and other magical effects |
Special 5 | Innate Spellcasting (Psionics) | The Abra’s innate spellcasting ability is Intelligence. | It can innately cast the following spells. |
Requiring no components |
Spell 1 | At Will | Misty Step |
Kadabra is a primarily yellow, humanoid Pokémon. It has two long, pointed ears on top of its head, a red star on its forehead, narrow, deep-set eyes, and wide cheeks leading down to a thin snout. Extending from each side of its snout are two mustache-like tufts of fur; a male will have a longer mustache than a female. Kadabra's torso is segmented with bulky shoulders, a thick, brown chest, and a small abdomen marked by three red, wavy lines. Attached to the Pokémon's abdomen is a large, thick tail encircled with a brown band near its base. Its arms are thin with brown elbows and end in three-fingered hands with white claws. Its legs have prominent knees and large, three-toed feet, also ending in white claws. Two of its toes face forward and one backward. Kadabra is always seen carrying a silver spoon, which amplifies its telekinetic powers. A gold spoon does not work as an amplifier and Kadabra is only half as strong without a spoon. It is able to bend its spoon to use Kinesis, its signature move.
Kadabra emits alpha waves strong enough to induce headaches, and can even cause clocks to run backwards, machines to malfunction, and delicate devices to cease functioning altogether. The waves increase further in strength the more danger Kadabra faces. By closing its eyes, it can double the number of alpha particles it emits. When it has a headache, the alpha waves become unusual. All of Kadabra's brain cells work in unison while it uses its powers. It sleeps while levitating, using its springy tail like a pillow. It can store up psychic energy inside its star in preparation for its evolution. There is a theory that Kadabra was born from a transformed human child who could not control his powers. Kadabra lives in urban areas.
Kadabra
Using its psychic power, Kadabra levitates as it sleeps. It uses its springy tail as a pillow.
Armor Class | 17 |
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Hit Points | 26d8=26 |
Speed | 30 ft. |
Strength | 8 (-1) |
Dexterity | 15 (+2) |
Constitution | 10 (+0) |
Intelligence | 20 (+5) |
Wisdom | 15 (+2) |
Charisma | 14 (+2) |
Damage Vulnerabilities | Necrotic |
Damage Resistances | Psychic |
Saving Throws | Dexterity d20+5 | Wisdom d20+5 |
Skills | Insight d20+5 | Perception d20+5 |
Senses | Passive Perception 15 |
Languages | Telepath 120 ft. |
Challenge | 5 (1,800 XP) |
Special 1 | Psychic Defense | The Kadabra’s AC includes its Intelligence modifier |
Special 2 | Levitate | As a bonus action, the Kadabra can psychically levitate, | reducing its speed to 0 feet |
but giving itself a flying speed of 30 feet. | It cannot fly higher than 5 feet off of the ground | and must concentrate on this levitation | as if concentrating on a spell |
Special 3 | Magic Guard | The Kadabra has advantage on saving throws against | spells and other magical effects |
Special 4 | Awareness | Kadabra cannot be surprised |
Special 5 | Innate Spellcasting (Psionics) | The Kadabra’s innate spellcasting ability is Intelligence | (spell save DC 16, d20+8 to hit with spell attacks). |
It can innately cast the following spells, | requiring no components |
Spells 1 | At Will | Misty Step | Feather Fall |
Levitate |
Spells 2 | 3/day | Detect Thoughts | Hold Person |
Shield |
Spells 3 | 2/day | Telekinesis |
Action 1 | Multiattack | The Kedabra targets two different creatures with Confusion |
Action 2 | Confusion | The Kedabra subjects a creature within | a 60 feet line that is 5 feet wide. |
Each creature in that area must make its choice of | a DC 16 Dexterity or Intelligence saving throw, | taking 6d6 psychic damage | on a failure or half as much on a success |
Action 3 | Psybeam (Recharge 5-6) | The Kadabra emits a psychedelic beam of alpha | waves in a 60-foot line that is 5 feet wide |
Each creature in that area must make its choice of | a DC 16 Dexterity or Intelligence saving throw, | taking 11d6 psychic damage | on a failure or half as much on a success |
Action 4 | Kinesis | The Kadabra bends its silver spoon, | emitting an invisible burst of alpha waves in a 30-foot cone. |
Each creature in that area must succeed on | a DC 16 Intelligence saving throw | or have disadvantage on attack rolls and ability checks for 1 minute. | An affected creature can repeat the saving throw |
at the end of each of its turns, | ending the effect on itself on a success |
Alakazam is a humanoid Pokémon with a large mustache. A female Alakazam has a significantly shorter mustache than a male. It has a long, thin snout, narrow eyes, ear-like spikes extending from the top of its head, and an additional spike protruding from each cheek. Covering its yellow, skeletal body are brown armor-like sections over its chest, shoulders, forearms, and knees. There are three toes on each foot, each of which has a white claw. Two of the toes face forward, while one faces backwards. It wields a silver spoon in each hand, which act as amplifiers for its psychic abilities. The spoons are created using its psychic powers and it may give one to someone it trusts. Alakazam is able to lower the accuracy of its opponents by bending the spoons it wields, using its signature move Kinesis.
Alakazam is able to use all forms of psychic abilities. The overflow of its psychic powers can cause headaches to those nearby. These powers are used to move its body, as opposed to its weak muscles. It also uses its psychic powers to hold up its head, which is too heavy to be supported by its neck. Due to its continually growing brain, its head becomes larger with age. It is said to have an excellent memory and can remember everything that it has experienced since hatching as an Abra, to the time of its death, and has an IQ that exceeds 5,000. It is found in urban areas.
Alakazam
It has an incredibly high level of intelligence. Some say that Alakazam remembers everything that ever happens to it, from birth till death.
Armor Class | 20 |
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Hit Points | 48d8 |
Speed | 40 ft. |
Strength | 10 (+0) |
Dexterity | 16 (+3) |
Constitution | 11 (+0) |
Intelligence | 30 (+10) |
Wisdom | 20 (+5) |
Charisma | 18 (+4) |
Damage Vulnerabilities | Necrotic |
Damage Resistances | Psychic |
Saving Throws | Dexterity d20+8 | Constitution d20+5 | Intelligence d20+14 |
Wisdom d20+9 |
Skills | Insight d20+9 | Perception d20+13 |
Senses | Passive Perception 23 |
Languages | Telepathy 120 ft. |
Challenge | 16 (15,000 XP) |
Special 1 | Awareness | Alakazam cannot be surprised |
Special 2 | Head Support | Alakazam has to use its powers to support its head. | It it is stunned, it falls prone, |
loses concentration, and its | AC becomes 10 until it can act again |
Special 3 | Psychic Defense | The Alakazam’s AC includes its Intelligence modifier |
Special 4 | Levitate | As a bonus action, the Alakazam can psychically levitate, | reducing its speed to 0 feet |
but giving itself a flying speed of 30 feet. | It cannot fly higher than 5 feet off | of the ground and must concentrate | on this levitation as if concentrating on a spell |
Special 5 | Magic Guard | The Alakazam has advantage on saving throws | against spells and other magical effects |
Special 6 | Innate Spellcasting (Psionics) | The Alakazams innate spellcasting ability is Intelligence | (spell save DC 20). |
It can innately cast the following spells, | requiring no components |
Spells 1 | At Will | Mist Step | Feather Fall |
Levitate |
Spells 2 | 3/day each | Detect Thoughts | Hold Person |
Spells 3 | 3/day | Confusion | Shield |
Telekinesis |
Action 1 | Multiattack | The Alakazam targets up to four different creatures with Confusion. | It can substitute one Confusion with Psychic |
Action 2 | Confusion | The Alakazam subjects a creature within 120 feet | of itself to a mild psychic attack. |
The targeted creature must succeed on | a DC 20 Intelligence saving throw or | take 686 psychic damage |
Action 3 | Psychic | The Alakazam subjects a creature within | 60 feet of itself to a powerful psychic attack. |
The targeted creature must make | a DC 20 Intelligence saving throw, | taking 10d8 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 |
Action 4 | Psybeam (Recharge 5-6) | The Alakazam emits a psychedelic beam of alpha waves | in a 90-foot line that is 5 feet wide. |
Each creature in that area must make its choice of | a DC 20 Dexterity or Intelligence saving throw, | taking 18d6 psychic damage | on a failure or half as much on a success |
Action 5 | Kinesis | The Alakazam bends its sliver spoons, | emitting an invisible burst of alpha waves in a 60-foot cone. |
Each creature in that area must succeed on | a DC 20 Intelligence saving throw | or have disadvantage on attack rolls | and ability checks for one 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 |
Action 6 | Recover (Recharge 6) | As a bonus action, the Alakazam makes a | DC 18 Intelligence check to focus its alpha waves |
and psychically stimulate its body into healing itself. | It regains 4d8+15 hit points on a successful check | or half as much on a failed one |
Action 7 | Reflect | Alakazam gains resistance to all non-magical damage for up to 1 minute |
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