Eevee / Vaporeon / Jolteon / Flareon / Espeon / Umbreon / Leafeon / Glaceon / Sylveon
Eevee
It has the ability to alter the composition of its body to suit its surrounding environment.
Armor Class | 15 | ||
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Hit Points | 1d10+2 | ||
Speed | 30 ft. | ||
Strength | 5 (-3) | ||
Dexterity | 16 (+3) | ||
Constitution | 15 (+2) | ||
Intelligence | 8 (-1) | ||
Wisdom | 12 (+1) | ||
Charisma | 15 (+2) | ||
Skills | Survival d20+7 | Use Magical Device d20+8 | |
Senses | Darkvision 60 ft. | Passive Perception 10 | |
Languages | Terran | ||
Challenge | 0 (10 XP) | ||
Special 1 | Helping Hand | When Eevee takes the help action on its turn, | the creature it aids can treat |
a D20 roll of 9 or high as a 10 in the next | ability check or attack roll it makes | before the Eevee’s next turn, | in addition to gaining advantage on |
that ability check or attack roll | |||
Special 2 | Quick Attack | On the Eevee’s first tun during combat, | it has advantage on attack rolls against |
creatures that have not yet acted | |||
Special 3 | Run Away | Eevee can take the Dash or Disengage action as | a bonus action on each of its turns |
Action 1 | Slam | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d4-3 slashing damage | ||
Action 2 | Bite | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1 piercing damage |
Vaporeon
When Vaporeon’s fins begin to vibrate, it is a sign that rain will come within a few hours.
Armor Class | 21 | ||
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Hit Points | 7d8+42 | ||
Speed | 30 ft. | Swim 60 ft. | |
Strength | 9 (-1) | ||
Dexterity | 18 (+4) | ||
Constitution | 23 (+6) | ||
Intelligence | 14 (+2) | ||
Wisdom | 14 (+2) | ||
Charisma | 21 (+5) | ||
Damage Resistances | Fire | Cold | |
Saving Throws | Constitution d20+4 | ||
Skills | Survival d20+10 | Use Magical Device d20+18 | Swim d20+17 |
Hide d20+18 | |||
Senses | Passive Perception 11 | ||
Languages | Aquan | ||
Challenge | 6 (2,300 XP) | ||
Special 1 | Amphibious | Vaporeon can breathe air and water | |
Special 2 | Helping Hand | When Vaporeon takes the Help Action on its turn, | the creature it aids can treat a |
D20 roll of 9 or lower as a 10 on the next ability | check or attack roll it makes before | the Vaporeon’s next turn, | in addition to gaining advantage on |
that ability check or attack roll | |||
Special 3 | Quick Attack | On Vaporeon’s first turn during combat, | it has advantage on attack rolls against |
creatures that have not yet acted | |||
Special 4 | Water Absorb | Vaporeon regains 1d4 hit points | whenever it starts its turn submerged in water |
or whenever it is soaked with at | least 5 gallons of water at one time. | It receives the hit points before any | other effect or effects of the water |
Special 5 | Water Form | Vaporeon can become invisible or | visible as an action while fully |
submerged in water | |||
Special 6 | Innate Spellcasting | Vaporeon’s innate spellcasting ability is Wisdom. | Vaporeon can innately cast the following spells, |
requiring no material components | |||
Spells 1 | At Will | Shape Water | Create Water |
Water Walk (self only) | |||
Action 1 | Multiattack | Vaporeon makes either two Bite | attacks or two Water Gun attacks |
Action 2 | Slam | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | 1d4-1 bludgeoning damage | ||
Action 3 | Bite | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d4+2 piercing damage | ||
Action 4 | Water Gun | Ranged Weapon Attack | d20+4 to hit |
Range 30/50 ft., one target | Hit 1d4+2 bludgeoning damage | ||
Action 5 | Aqua Ring | As a bonus action on its turn, | Vaporeon can envelop itself in a veil of magical water. |
At the start of each of the Vaporeon’s turns | while enveloped in this ring, | it regains 1d6 hit points. | As an action, Vaporeon can close the ring, |
and it disappears by melding it into its body. | If the Vaporeon takes damage while enveloped in the ring, | it must succeed on | a Constitution saving throw with |
a DC equal to 10 or half of the damage taken, | whichever number is higher, | or else the ring closes. | If Vaporeon takes damage from multiple sources, |
it makes a separate saving throw for each source of damage. | The ring also closes if the Vaporeon | is incapacitated or if it dies | |
Reaction | Acid Armor | Vaporeon hardens itself in response | to a weapon attack that would hit it, |
giving itself resistance to bludgeoning, | piercing, and slashing damage | (including the damage of the triggering attack) | until the start of its next turn |
Jolteon
If it is angered or startled, the fur all over its body bristles like sharp needles that pierce foes.
Armor Class | 22 | ||
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Hit Points | 15d6+12 | ||
Speed | 40 ft. | ||
Strength | 9 (-1) | ||
Dexterity | 26 (+8) | ||
Constitution | 17 (+3) | ||
Intelligence | 10 (+0) | ||
Wisdom | 16 (+3) | ||
Charisma | 23 (+6) | ||
Damage Resistances | Electric | Flying | |
Damage Vulnerabilities | Ground | ||
Skills | Perception d20+3 | Knowledge (nature) d20+10 | Use Magical Device d20+18 |
Survival d20+17 | Appraise d20+6 | ||
Languages | Primordial | ||
Challenge | 6 (2,300 XP) | ||
Special 1 | Keen Hearing and Smell | Jolteon has advantage on Wisdom | (Perception) checks that rely on hearing or smell |
Special 2 | Electrical Fur | Any creature that hits Jolteon with a melee attack | while within 5 ft. takes 1d6 electric damage |
Special 3 | Battery Charge | If hit with an electrical attack, Jolteon’s speed is doubled for 1 minute | |
Special 4 | Adaptive | Jolteon is capable of supporting itself in any physical environment. | It does not have to breathe, eat, or drink, |
and is immune to any poison. | Jolteon are never exhausted, | do not sleep and are not severely impacted | by high or low temperatures |
Special 5 | Scent | Jolteon can detect approaching enemies, | sniff out hidden foes, and track by sense of smell. |
Jolteon can detect opponents within 30 feet by sense of smell. | If the opponent is upwind, the range increases | to 60 ft; if downwind it drops to 15 feet | |
Special 6 | Spellcasting Ability | Jolteon’s innate spellcasting ability is Wisdom. | Vaporeon can innately cast the following spells, |
requiring no material components | |||
Spells 1 | At Will | Shocking Grasp | |
Spells 2 | 3/day | Orb of Electricity | |
Spells 3 | 2/day | Amplify | Call Lightning |
Expeditious Retreat | Glitterdust | Haste | Magic Missile |
ShatterSkittish Nerves | Sound Burst | ||
Spells 4 | 1/ week | Big Sky | |
Action 1 | Slam | Melee Weapon Attack | d20+14 |
Reach 5 ft. one target | Hit 1d4-1 bludgeoning damage | ||
Action 2 | Bite | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 piercing damage/dark damage | ||
Action 3 | Thunderbolt | Ranged Weapon Attack | d20+4 to hit |
Range 60/120 ft.,one target | Hit 3d6+2 electric damage | ||
Action 4 | Pin Missile | Ranged Weapon Attack | Any creature within 10 feet of Jolteon |
must succeed on a DC 14 Dexterity saving | throw or take 1d6+2 piercing damage | on a failed save or half as much on a successful one |
Flareon
Once it has stored up enough heat, this Pokémon’s body temperature can reach up to 1,700 degrees Fahrenheit.
Armor Class | 22 | ||
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Hit Points | 15d6+12 | ||
Speed | 40 ft. | ||
Strength | 13 (+1) | ||
Dexterity | 18 (+4) | ||
Constitution | 19 (+4) | ||
Intelligence | 14 (+2) | ||
Wisdom | 16 (+3) | ||
Charisma | 19 (+4) | ||
Damage Resistances | Fire | Grass | |
Damage Vulnerabilities | Water | Ground | Rock |
Skills | Perception d20+3 | Survival d20+13 | Use Magic Device d20+16 |
Craft (Blacksmithing) d20+16 | Tumble d20+14 | Appraise d20+8 | |
Senses | Passive Perception 13 | ||
Languages | Infernal | ||
Challenge | 6 (2,300 XP) | ||
Special 1 | Keen Hearing and Smell | Flareon has advantage on Wisdom | (Perception) checks that rely on hearing and smell |
Special 2 | Crispy Pup | Any creature that his Flareon with a melee attack | while within 5 feet takes 1d6 fire damage |
Special 3 | Adaptive | A Flareon is capable of supporting itself in any physical environment. | It does not have to breathe, eat, or drink, |
and is immune to any poison. | Flareon are never exhausted, do not sleep, | and are not severely impacted | by high or low temperatures |
Special 4 | Scent | Flareon can detect approaching enemies, | sniff out hidden foes, and track |
by sense of smell. Flareon can detect opponents | within 30 feet by sense of smell. If the | opponent is upwind, | the range increases to 60 ft, |
if downwind it drops to 15 feet | |||
Special 5 | Fire Subtype | Flareon has immunity to fire. | It has vulnerability to cold, |
which means it takes half again as much (+50%) damage | as normal from cold, regardless | of whether a saving throw is allowed, | or if the save is a success or failure |
Special 6 | Spell-Like Abilities | Flareon innate spellcasting ability is Wisdom. | Vaporeon can innately cast the following spells, |
requiring no material components | |||
Spells 1 | At Will | Burning Hands | |
Spells 2 | 3/day | Divine Power | |
Spells 3 | 2/day | Fireball | Greater Magic Fang |
Scare | Scorcher | Bull’s Strength | Magic Missile |
Shield of Faith | True Strike | Enlarge | |
Spells 4 | 1/week | Dragon Breath | |
Action 1 | Slam | Melee Weapon Attack | d20+12 to hit |
Reach 5 ft., one target | Hit 1d4+2 bludgeoning damage | ||
Action 2 | Fire Fang | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 2d6+2 fire damage | ||
Action 3 | Flame Burst | Ranged Weapon Attack | d20+4 to hit |
Range 60/120 ft., one creature | Hit 3d6+2 fire damage | ||
Action 4 | Take Down | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 bludgeoning damage. | Must make DC 14 Strength | saving throw or be marked prone |
Action 5 | Fire Fang | Melee Weapon Attack | d20+4 to hit |
Reach 5ft., one target | Hit 2d6+1 Fire damage, | and the target must succeed on a | DC 14 Constitution saving throw or become burned |
Espeon
By reading air currents, it can predict things such as the weather or its foe’s next move.
Armor Class | 21 | ||
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Hit Points | 7d10+21 | ||
Speed | 15 ft. | Fly 60 ft. | |
Strength | 9 (-1) | ||
Dexterity | 24 (+7) | ||
Constitution | 17 (+3) | ||
Intelligence | 12 (+1) | ||
Wisdom | 16 (+3) | ||
Charisma | 23 (+6) | ||
Damage Resistance | Magic | ||
Damage Vulnerabilities | Dark | Cold | |
Skills | Knowledge (nature) d20+8 | Use Magic Device d20+18 | Sense Motive d20+17 |
Survival d20+19 | |||
Senses | Passive Perception 14 | ||
Languages | Telepathic 120 ft. | ||
Challenge | 7 (2,900 XP) | ||
Special 1 | Keen Hearing and Smell | Espeon has advantage on Wisdom | (Perception) checks that rely on hearing and smell |
Special 2 | Adaptive | Espeon is capable of supporting itself | in any physical environment. |
It does not have to breathe, eat, | or drink, and is immune to any poison. | Espeon are never exhausted, | do not sleep, and are |
not severely impacted by high or low temperatures | |||
Special 3 | Scent | Espeon can detect approaching enemies, | sniff out hidden foes, and track |
by sense of smell. Espeon can | detect opponents within 30 feet | by sense of smell. | If the opponent is upwind, |
the range increases to 60 ft,v if downwind it drops to 15 feet | |||
Special 4 | Spell Resistance | Espeon is able to avoid being affected by spells. | Spell resistance equals 17 |
Special 5 | Innate Spell-Like Abilities | Espeon's innate spellcasting ability is Wisdom. | Espeon can innately cast the following spells, |
requiring no material components | |||
Spells 1 | At Will | Unnerving Gaze | Dancing Lights |
Ghost Sound | |||
Spells 2 | 3/day | Psionic Blast | |
Spells 3 | 2/day | Confusion | Fear |
Suggestion | Touch of Madness | Detect Thoughts | Sleep |
Weather Eye | True Strike | Alarm | |
Spells 4 | 1/week | Commune with Nature | |
Action 1 | Confusion | Range Weapon Attack | d20+7 to hit |
Range 30 ft., one target | Hit 1d6+3 psychic damage, | target must succeed on a | DC 16 Wisdom saving throw or become confused |
Action 2 | Psybeam | Range Weapon Attack | d20+7 to hit |
Range 60 ft., one target | Hit 2d8+3 psychic damage, | target must succeed on a | DC 16 Wisdom saving throw or become confused |
Action 3 | Psychic | Range Weapon Attack | d20+7 to hit |
Range 60 ft., one target | Target must make a | DC 16 Wisdom saving throw. | On a failed save, it takes |
8d8+3 psychic damage, | and it must succeed on a Charisma saving throw | or the next attack roll made against it had advantage due to it being disoriented. | On a successful save, it takes |
half damage and suffers no other effects | |||
Action 4 | Psyshock | Range Weapon Attack | d20+7 to hit |
Range 40 ft., one target | Hit 6d6+3 psychic damage. | This attack ignores any bonuses to AC | or any debuffs to moves |
Action 5 | Future Sight | Range Weapon Attack | d20+7 to hit |
Range 60 ft. one target | Choose a target you can see within range. | Two turns after you use this move, | make an attack roll on the target |
at the end of your turn. | On hit, you deal 8d10 psychic damage | as you blast it with a hunk of psychic energy |
Umbreon
When this Pokémon becomes angry, its pores secrete a poisonous sweat, which it sprays at its opponent’s eyes.
Armor Class | 21 | ||
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Hit Points | 7d10+28 | ||
Speed | 30 ft. | ||
Strength | 9 (-1) | ||
Dexterity | 18 (+4) | ||
Constitution | 19 (+4) | ||
Intelligence | 16 (+3) | ||
Wisdom | 20 (+5) | ||
Charisma | 17 (+3) | ||
Damage Resistance | Psychic | ||
Damage Vulnerabilities | Celestial | Radiance | |
Skills | Bluff d20+9 | Hide d20+20 | Move Silently d20+20 |
Survival d20+15 | Use Magic Device d20+15 | ||
Senses | Passive Perception 15 | Blindsight 5 ft. | |
Languages | Primordial | ||
Challenge | 7 (2,900 XP0 | ||
Special 1 | Keen Hearing and Smell | Umbreon has advantage on Wisdom | (Perception) checks that rely on hearing and smell |
Special 2 | Adaptive | Umbreon is capable of supporting itself in any physical environment. | It does not have to breathe, eat, or drink, |
and is immune to any poison. | Umbreon are never exhausted, do not sleep, | and are not severely impacted by | high or low temperatures |
Special 3 | Scent | Umbreon can detect approaching enemies, | sniff out hidden foes, |
and track by sense of smell. Umbreon | can detect opponents within 30 feet by sense of smell. | If the opponent is upwind, | the range increases to 60 ft, |
if downwind it drops to 15 feet | |||
Special 4 | Spell Resistance | Umbreon is able to avoid being affected by spells. | Spell resistance equals 17 |
Special 5 | Spell Like Abilities | Umbreon’s innate spellcasting ability is Wisdom. | Umbreon can innately cast the following spells, |
requiring no material components | |||
Spells 1 | At Will | Unnerving Gaze | No Light |
Ghost Sound | |||
Spells 2 | 3/day | Restoration | |
Spells 3 | 2/day | Poison | Deeper Darkness |
Circle of Nausea | Finger Darts | Song of Festering Death | Seething Eyebane |
Protection from Good | True Strike | Death Grimace | |
Spells 4 | 1/week | Soul Shackles | |
Action 1 | Slam | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | Hit 1d4-1 bludgeoning damage | ||
Action 2 | Bite | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | Hit 1d6-1 shadow damage | Constitution DC 17 Saving throw or flinch | |
Action 3 | Snarl | Range Voice Attack | Umbreon howls, intimidating those around it. |
Each target within range that can hear Umbreon must | make a DC 17 Wisdom saving throw. | On a failed save, the target suffers a -1 penalty | to attack rolls while it remains in battle |
Action 4 | Assurance | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | Hit 2d6-1 shadow damage. | Double the damage if the target has already | taken damage this round |
Action 5 | Dark Pulse | Self | Umbreon releases a horrible aura imbued with dark thoughts. |
Each target within 20 feet of Umbreon must | make a DC 17 Wisdom throw. | On a failed save, a target | takes 4d8+3 shadow damage and flinches. |
On a successful save, it takes | half damage and doesn't flinch | ||
Action 6 | Foul Play | Melee Weapon Attack | d20+10 to hit |
Reach 5ft., one target | Hit 4d10 shadow damage | plus the target’s strength modifier |
Leafeon
Galarians favor the distinctive aroma that drifts from this Pokémon’s leaves. There’s a popular perfume made using that scent.
Armor Class | 20 | ||
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Hit Points | 7d10+35 | ||
Speed | 15 ft. | Climb 15 ft. | |
Strength | 9 (-1) | ||
Dexterity | 23 (+6) | ||
Constitution | 20 (+5) | ||
Intelligence | 10 (+0) | ||
Wisdom | 16 (+3) | ||
Charisma | 19 (+4) | ||
Damage Resistance | Cold | ||
Damage Vulnerabilities | Fire | ||
Skills | Balance d20+18 | Knowledge (nature) d20+12 | Survival d20+9 |
Use Magical Device d20+10 | |||
Senses | Passive Perception 14 | ||
Languages | Terran | ||
Challenge | 7 (2,900) XP | ||
Special 1 | Keen Hearing and Smell | Leafeon has advantage on Wisdom | (Perception) checks that rely on hearing and smell |
Special 2 | Adaptive | Leafeon is capable of supporting itself in any physical environment. | It does not have to breathe, eat, or drink, |
and is immune to any poison. | Leafeon are never exhausted, | do not sleep, and are not severely | impacted by high or low temperatures |
Special 3 | Scent | Leafeon can detect approaching enemies, | sniff out hidden foes, |
and track by sense of smell. | Leafeon can detect opponents within 30 feet by sense of smell. | If the opponent is upwind, | the range increases to 60 ft, |
if downwind it drops to 15 feet | |||
Special 4 | Spell Resistance | Leafeon is able to avoid being affected by spells. | Spell resistance equals 11 |
Special 5 | Spell Like Abilities | Leafeon's innate spellcasting ability is Wisdom. | Leafeoncan innately cast the following spells, |
requiring no material components | |||
Spells 1 | At Will | Sanctuary | |
Spells 2 | 3/day | Spell Immunity | |
Spells 3 | 2/day | Calm Animals | Cat’s Grace |
Charm Person | Cloud of Knives | Entangle | Filter |
Greater Magic Fang | Plan Growth | Sleep | |
Spells 4 | 1/week | Commune with Nature | |
Action 1 | Slam | Melee Weapon Attack | d20+14 to hit |
Reach 5 ft., one target | Hit 1d4-1 bludgeoning damage | ||
Action 2 | Razor Leaf | Ranged Weapon Attack | d20+14 to hit |
Range 120 ft., one target | Hit 2d8+6 Slicing and piercing damage | ||
Action 3 | Magical Leaf | Ranged Weapon Attack | d20+14 to hit |
Range 30 ft., one target | Hit 1d6+3 slicing damage. | Leafeon scatters curious leaves that chase a target | Leafeon can see within range, |
this move never misses | |||
Action 4 | Giga Drain | Melee Weapon Attack | d20+14 to hit |
Reach 5 ft., one target | Hit 3d6-1 Slicing damage, | and Leafeon regains half the amount | of damage taken by the target |
Glaceon
Any who become captivated by the beauty of the snowfall that Glaceon creates will be frozen before they know it.
Armor Class | 25 | ||
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Hit Points | 7d10+28 | ||
Speed | 30 ft. | ||
Strength | 9 (-1) | ||
Dexterity | 21 (+5) | ||
Constitution | 19 (+4) | ||
Intelligence | 12 (+1) | ||
Wisdom | 15 (+2) | ||
Charisma | 23 (+6) | ||
Damage Resistance | Cold | ||
Damage Vulnerabilities | Fire | ||
Skills | Listen d20+18 | Survival d20+18 | Use Magical Device d20+18 |
Senses | Passive Perception 14 | ||
Languages | Aquan | ||
Challenge | 7 (2,900) XP | ||
Special 1 | Keen Hearing and Smell | Glaceon has advantage on Wisdom | (Perception) checks that rely on hearing and smell |
Special 2 | Adaptive | Glaceon is capable of supporting itself in any physical environment. | It does not have to breathe, eat, or drink, |
and is immune to any poison. | Glaceon are never exhausted, | do not sleep, and are not severely impacted | by high or low temperatures |
Special 3 | Scent | Glaceon can detect approaching enemies, | sniff out hidden foes, |
and track by sense of smell. | Glaceon can detect opponents | within 30 feet by sense of smell. | If the opponent is upwind, |
the range increases to 60 ft, | if downwind it drops to 15 feet | ||
Special 4 | Spell Resistance | Glaceon is able to avoid being affected by spells. | Spell resistance equals 11 |
Special 5 | Spell Like Abilities | Glaceon’s innate spellcasting ability is Wisdom. | Glaceon can innately cast the following spells, |
requiring no material components | |||
Spells 1 | At Will | Winter Chill | |
Spells 2 | 3/day | Wall of Ice | |
Spells 3 | 2/day | Creeping Cold | Endure Elements |
Grease | Ice Burst | Ice Knife | Ice Shape |
Pass Without a Trace | Sleet Storm | Wind Wall | |
Spells 4 | 1/week | Control Winds | |
Action 1 | Slam | Melee Weapon Attack | d20+13 to hit |
Reach 5 ft., one target | Hit 1d4-1 bludgeoning damage | ||
Action 2 | Blizzard | Range Weapon Attack | Glaceon summons a mighty, |
howling blizzard around itself to harm | all targets within 60 feet. | Each target must make a | DC 17 Constitution saving throw. |
On a failed save, a target | takes 8d12 ice damage and becomes frozen. | On a successful save, it takes half damage | and is not frozen |
Action 3 | Freeze-Dry | Range Weapon Attack | Glaceon rapidly cools a target it can see |
within range of 50 feet. | The target must make a | DC 17 Constitution saving throw, | taking 6d6 ice damage on a failed save |
and half as much on a success. | |||
Action 4 | Ice Fang | Melee Weapon Attack | d20+13 to hit |
Reach 5 ft., one target | Hit 2d6-1 ice damage, | and the target must succeed on a | DC 17 Constitution saving throw or become frozen. |
If Glaceon attacks a target who has not | yet taken its turn this round, | it must make a separate | Constitution saving throw to avoid flinching |
Action 5 | Ice Shard | Range Weapon Attack | Glaceon flash freezes a chunk of ice |
and hurls it at a target within range | d20+13 to hit | Range 150 ft., one target | Hit 1d4+5 ice damage |
Action 6 | Range Breath Attack | d20+13 to hit | Range 60 ft., one target |
Hit 1d8-1 ice damage and the target’s speed | is reduced by 10 feet until | the end of Glaceon’s next turn |
Sylveon
By releasing enmity-erasing waves from its ribbonlike feelers, Sylveon stops any conflict
Armor Class | 23 | ||
---|---|---|---|
Hit Points | 23d6+46 | ||
Speed | 30 ft. | ||
Strength | 12 (+1) | ||
Dexterity | 21 (+5) | ||
Constitution | 19 (+4) | ||
Intelligence | 14 (+2) | ||
Wisdom | 18 (+4) | ||
Charisma | 23 (+6) | ||
Damage Resistance | Necrotic | ||
Damage Immunities | Radiant | ||
Senses | Darkvision 60 ft. | Passive Perception 14 | |
Languages | Celestial | Sylvan | |
Challenge | 6 (2,300 XP) | ||
Special 1 | Keen Hearing and Smell | Sylveon has advantage on Wisdom | (Perception) checks that rely on hearing and smell |
Special 2 | Adaptive | Sylveon is capable of supporting itself in any physical environment. | It does not have to breathe, eat, or drink, |
and is immune to any poison. | Sylveon are never exhausted, do not sleep, | and are not severely impacted | by high or low temperatures |
Special 3 | Scent | Sylveon can detect approaching enemies, | sniff out hidden foes, and |
track by sense of smell. | Sylveon can detect opponents within | 30 feet by sense of smell. | If the opponent is upwind, |
the range increases to 60 ft, | if downwind it drops to 15 feet | ||
Special 4 | Radiant Absorption | Whenever Sylveon is subjected to radiant damage, | it takes no damage and instead gains |
a number of hit points back equal to the radiant damage dealt | |||
Special 5 | Pixilate (3/day) | When Sylveon deals damage, | it can deal an additional 2d6 radiant damage |
Special 6 | Spell Resistance | Sylveon is able to avoid being affected by spells. | Spell resistance equals 11 |
Action 1 | Multiattack | Sylveon makes two moonblast attacks | |
Action 2 | Slam | Melee Weapon Attack | d20+13 to hit |
Reach 5 ft., one target | Hit 1d4-1 bludgeoning damage | ||
Action 3 | Moonblast | Ranged Spell Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 3d8+5 radiant damage | ||
Action 4 | Misty Terrain | For 1 minute, or until Sylveon loses concentration | (as if concentrating on a spell), |
the Sylveon and all creatures of its choice | within 30 feet of it are immune to all | conditions except invisible and prone | |
Action 5 | Draining Voice | Voice Attack | Sylveon lets out a charming cry that does 1d8+6 |
Fairy type damage to all targets within range, | and this move never misses | ||
Action 6 | Draining Kiss | Touch Attack | Sylveon steals energy from a target |
you can see within range with a kiss | d20+17 to hit | Hit 2d8+6 fairy type damage, | and Sylveon regains HP equal |
to three-fourths of the damage dealt |
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