Abra / Kadabra / Alakazam Species in Other Realms | World Anvil

Abra / Kadabra / Alakazam

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 Class16
Hit Points 4d6-4
Speed30 ft.
Strength6 (-2)
Dexterity14 (+2)
Constitution8 (-1)
Intelligence19 (+4)
Wisdom14 (+2)
Charisma12 (+1)
Damage VulnerabilitiesNecrotic
Damage ResistancesPsychic
Saving ThrowsDexterity d20+4 Wisdom d20+4
SkillsInsight d20+4 Perception d20+4
SensesBlindsight 60 ft.Passive Perception 14
LanguagesTelepathy 120 ft.
Challenge1/2 (100 XP)
Special 1AwarenessAbra cannot be surprised
Special 2Psychic DefenseThe Abra’s AC includes its intelligence modifier
Special 3LevitateAs 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 groundand must concentrate on this levitationas if concentrating on a spell
Special 4Magic GuardThe Abra has advantage on saving throws againstspells and other magical effects
Special 5Innate Spellcasting (Psionics)The Abra’s innate spellcasting ability is Intelligence.It can innately cast the following spells.
Requiring no components
Spell 1At WillMisty 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 Class17
Hit Points 26d8=26
Speed30 ft.
Strength8 (-1)
Dexterity15 (+2)
Constitution10 (+0)
Intelligence20 (+5)
Wisdom15 (+2)
Charisma14 (+2)
Damage VulnerabilitiesNecrotic
Damage ResistancesPsychic
Saving ThrowsDexterity d20+5 Wisdom d20+5
SkillsInsight d20+5 Perception d20+5
SensesPassive Perception 15
LanguagesTelepath 120 ft.
Challenge5 (1,800 XP)
Special 1Psychic DefenseThe Kadabra’s AC includes its Intelligence modifier
Special 2LevitateAs 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 groundand must concentrate on this levitationas if concentrating on a spell
Special 3Magic GuardThe Kadabra has advantage on saving throws againstspells and other magical effects
Special 4AwarenessKadabra cannot be surprised
Special 5Innate 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 1At WillMisty StepFeather Fall
Levitate
Spells 23/dayDetect ThoughtsHold Person
Shield
Spells 32/dayTelekinesis
Action 1MultiattackThe Kedabra targets two different creatures with Confusion
Action 2ConfusionThe Kedabra subjects a creature withina 60 feet line that is 5 feet wide.
Each creature in that area must make its choice ofa DC 16 Dexterity or Intelligence saving throw,taking 6d6 psychic damageon a failure or half as much on a success
Action 3Psybeam (Recharge 5-6)The Kadabra emits a psychedelic beam of alphawaves in a 60-foot line that is 5 feet wide
Each creature in that area must make its choice ofa DC 16 Dexterity or Intelligence saving throw,taking 11d6 psychic damageon a failure or half as much on a success
Action 4KinesisThe Kadabra bends its silver spoon,emitting an invisible burst of alpha waves in a 30-foot cone.
Each creature in that area must succeed ona DC 16 Intelligence saving throwor 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 Class20
Hit Points 48d8
Speed40 ft.
Strength10 (+0)
Dexterity16 (+3)
Constitution11 (+0)
Intelligence30 (+10)
Wisdom20 (+5)
Charisma18 (+4)
Damage VulnerabilitiesNecrotic
Damage ResistancesPsychic
Saving ThrowsDexterity d20+8 Constitution d20+5 Intelligence d20+14
Wisdom d20+9
SkillsInsight d20+9 Perception d20+13
SensesPassive Perception 23
LanguagesTelepathy 120 ft.
Challenge16 (15,000 XP)
Special 1AwarenessAlakazam cannot be surprised
Special 2Head SupportAlakazam has to use its powers to support its head.It it is stunned, it falls prone,
loses concentration, and itsAC becomes 10 until it can act again
Special 3Psychic DefenseThe Alakazam’s AC includes its Intelligence modifier
Special 4LevitateAs 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 offof the ground and must concentrateon this levitation as if concentrating on a spell
Special 5Magic GuardThe Alakazam has advantage on saving throwsagainst spells and other magical effects
Special 6Innate Spellcasting (Psionics)The Alakazams innate spellcasting ability is Intelligence(spell save DC 20).
It can innately cast the following spells,requiring no components
Spells 1At WillMist StepFeather Fall
Levitate
Spells 23/day eachDetect ThoughtsHold Person
Spells 33/dayConfusionShield
Telekinesis
Action 1MultiattackThe Alakazam targets up to four different creatures with Confusion.It can substitute one Confusion with Psychic
Action 2ConfusionThe Alakazam subjects a creature within 120 feetof itself to a mild psychic attack.
The targeted creature must succeed ona DC 20 Intelligence saving throw ortake 686 psychic damage
Action 3PsychicThe Alakazam subjects a creature within60 feet of itself to a powerful psychic attack.
The targeted creature must makea DC 20 Intelligence saving throw,taking 10d8 psychic damage ona 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 throwat the end of each of its turns,ending the effect on itself on a success
Action 4Psybeam (Recharge 5-6)The Alakazam emits a psychedelic beam of alpha wavesin a 90-foot line that is 5 feet wide.
Each creature in that area must make its choice ofa DC 20 Dexterity or Intelligence saving throw,taking 18d6 psychic damageon a failure or half as much on a success
Action 5KinesisThe Alakazam bends its sliver spoons,emitting an invisible burst of alpha waves in a 60-foot cone.
Each creature in that area must succeed ona DC 20 Intelligence saving throwor have disadvantage on attack rollsand ability checks for one round.
An affected creature can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Action 6Recover (Recharge 6)As a bonus action, the Alakazam makes aDC 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 checkor half as much on a failed one
Action 7ReflectAlakazam gains resistance to all non-magical damage for up to 1 minute

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