Gastly has no true form, due to 95% of its body being poisonous gas, with the other 5% believed to be made up of the souls of those who died from the gas. However, it consistently appears as a black, spherical Pokémon surrounded by a purple haze. Gastly has a wide, pink mouth with two visible fangs. Though its eyes seem to extend past its round body, visible eyelids surround them.
It produces a faint, sweet smell. The toxic gas surrounding the main body can induce fainting and suffocation, and it is capable of enshrouding an enemy of any size. Gastly's gaseous form makes it one of the lightest Pokémon in existence. The anime suggests that Gastly has a playful personality, often frightening and playing pranks on people for fun. However, it has shown a willingness to preserve or pass on the memories of departed humans. It has further been shown to change form and create illusions, and it is capable of phasing through solid objects and forming tangible hands out of its gasses. Gastly can be found in caves, it has also been found living in old, dilapidated buildings as well. Its gaseous body will dwindle away when exposed to strong winds, so they huddle together in decent-sized groups under house eaves to avoid the wind. It may also cause flickering lights in abandoned houses.
Gastly
Born from gases, anyone would faint if engulfed by its gaseous body, which contains poison.
Armor Class | 12 |
---|
Hit Points | 6d8+6 |
Speed | 0 ft. | Fly 30 ft. (hover) |
Strength | 1 (-5) |
Dexterity | 14 (+2) |
Constitution | 14 (+2) |
Intelligence | 10 (+0) |
Wisdom | 10 (+0) |
Charisma | 14 (+2) |
Skills | Intimidate d20+3 | Stealth d20+4 |
Damage Vulnerabilities | Radiant | Psychic |
Damage Resistances | Bludgeoning | Piercing | Slashing from non magical weapons |
Acid | Cold | Fire | Lightning |
Thunder |
Damage Immunities | Necrotic | Poison |
Condition Immunities | Charmed | Exhaustion | Grappled |
Paralyzed | Petrified | Poisoned | Restrained |
Unconscious |
Senses | Darkvision 120 ft. | Passive Perception 10 |
Languages | Primordial |
Challenge | 1/2 (200 XP) |
Special 1 | Incorporeal Movement | Gastly can move through other creatures | and objects as if they were difficult terrain. |
It takes 1d10 force damage | if it ends its turn inside an object |
Special 2 | Engulf | Gastly can share the same space with another creature. | When a creature starts its turn engulfed by Gastly, |
it must succeed at a DC 11 Constitution saving throw | or take 1d6 poison damage |
Special 3 | Wind Susceptibility | Gastly is mostly gas, so a strong wind disperses it, | incapacitating it until it can reform |
Special 4 | Ethereal Sight | Gastly can see 60 feet into the Ethereal Plane | when it is on the Material plane, and vice versa |
Special 5 | Sunlight Sensitivity | When in sunlight, the Gastly has disadvantage on attack rolls, | as well as on Wisdom (Perception) checks that rely on sight |
Special 6 | Innate Spellcasting | The Gastly’s innate spellcasting ability is Charisma (spell save DC 12). | The Gastly can innately cast the following spells, |
requiring no material components: |
Spells 1 | At Will | Minor Illusion | Poison Spray |
Spells 2 | 1/day | Sleep |
Action 1 | Lick | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one creature | Hit 1d6+2 necrotic damage | and the target must succeed on a DC 12 Constitution saving throw | or be stunned until the end of its next turn. |
The Gastly’s tongue is considered magical for | the purpose of overcoming resistance | and immunity to nonmagical attacks and damage |
Action 2 | Etherealness | The Gastly enters the Ethereal plane from the Material Plane, or vice versa. | It is visible on the Material plane while |
it is in the Border Ethereal, and Vice Versa, | it can’t affect or be affected by anything on the other plane |
Haunter is purple with a gaseous body. It has a round head flanked by three large, spiked protrusions on either side. It has triangular eyes with small pupils and a mouth with a long, pink tongue. The gases composing its head curve into its mouth to form several pointed teeth. Disembodied hands with three clawed fingers each float in front of its body. Its body tapers into a jagged tail. Haunter's gaseous form makes it one of the lightest undead in existence.
Haunter hides in very dark places, such as caves, and is afraid of light. If a human or a creature comes near Haunter, it will stalk the victim while floating and beckon it to come closer. Once approached it will then lick the victim with its gaseous tongue, inflicting convulsions in the victim that last until death. It can also float through walls, control its hands from far away and control any creature that it touches with its hands. Despite its predatory nature, it has been known to entertain and prank people. Additionally, it has even been shown to feel intense loyalty to a deceased Trainer.
Ghostly Possession
Some Ghosts are capable of possessing living creatures and may use the additional action listed below. A Gastly, Haunter, or Gengar with the following action as a Challenge Rating of 1 (200 XP), 6 (2,500 XP), or 14 (11,500 XP), respectively. Possession uses the creature's spell save DC for its saving throw.
Possession (Recharge 6)
One humanoid that the creature can see within 5 ft. of it must succeed on a Charisma saving throw or be possessed by the creature; the creature then disappears, and the target is incapacitated and loses control of its body. The creature now controls the body but doesn't deprive the target of awareness. The creature can not be targeted by any attack, spell, or other effect except one that turns undead, and it retains its alignment, Intelligence, Wisdom, Charisma and Immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the creature ends it as a bonus action, or the creature is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the creature reappears in an unoccupied space within 5 ft., of the body. The target is immune to the ghost's possession for 24 hours after succeeding on the saving throw or after the possession ends.
Haunter
Its tongue is made of gas. If licked, its victim starts shaking constantly until death eventually comes.
Armor Class | 13 |
---|
Hit Points | 10d8+20 |
Speed | 0 ft. | Fly 30 ft. (hover) |
Strength | 12 (+1) |
Dexterity | 16 (+3) |
Constitution | 15 (+2) |
Intelligence | 12 (+1) |
Wisdom | 12 (+1) |
Charisma | 16 (+3) |
Saving Throws | Dexterity d20+5 | Wisdom d20+3 |
Skills | Intimidate d20+5 | Stealth d20+7 |
Damage Vulnerabilities | Psychic | Radiant |
Damage Resistances | Acid | Cold | Fire |
Lightning | Thunder | Bludgeoning | Piercing |
Slashing from nonmagical attacks |
Damage Immunities | Necrotic | Poison |
Condition Immunities | Charmed | Exhaustion | Grappled |
Paralyzed | Petrified | Poisoned | Prone |
Restrained | Unconscious |
Senses | Darkvision 120 ft. | Passive Perception 11 |
Languages | Primordial |
Challenge | 4 (1,100 XP) |
Special 1 | Incorporeal Movement | Haunter can move through other creatures | and objects as if they were difficult terrain. |
It takes 1d10 force damage if it | ends its turn inside an object |
Special 2 | Engulf | Haunter can share the same space with another creature. | When a creature stats its turn engulfed by the Haunter, |
it must succeed at a DC 14 Constitution saving throw | or take 1d8 poison damage |
Special 3 | Wind Susceptibility | Haunter is mostly gas, | so a strong wind disperses it, |
incapacitating it until it can reform |
Special 4 | Ethereal Sight | The Haunter can see 60 feet into the Ethereal Plane | when it is on the Material Plane, and vice versa |
Special 5 | Sunlight Sensitivity | While in sunlight, the Haunter has disadvantage on attack rolls, | as well as on Wisdom (Perception) checks that rely on sight |
Special 6 | Innate Spellcasting | The Haunter’s innate spellcasting ability is Charisma (spell save DC 13, | ( d20+5 to hit with spell attacks). |
The Haunter can innately cast the following spells, | requiring no material components: |
Spells 1 | At Will: | Chill Touch | Minor Illusion |
Misty Step | Poison Spray |
Spells 2 | 3/day | Ray of Sickness | Silent Image |
Spells 3 | 1/day each | Fear | Sleep |
Action 1 | Lick | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one creature | Hit 3d6 necrotic damage | and the target must succeed on a | DC 12 Constitution saving throw or be stunned |
until the end of its next turn. | The Haunter’s tongue is considered magical | for the purpose of overcoming resistance and immunity | to nonmagical attacks and damage |
Action 2 | Shadow Ball | Ranged Spell Attack | d20+5 to hit |
Range 120 ft., one creature | Hit 4d6 necrotic damage |
Action 3 | Night Shade (Recharge 4-6) | The Haunter assails a creature within 60 feet of itself | with nightmarish visions and agonizing dread. |
The creature must make a DC 13 Wisdom saving throw, | taking 4d8 psychic damage and becoming frightened | of the Haunter for up to 1 minute on a failed save, | or taking half as much damage on a successful one. |
An affected creature can repeat the saving throw | at the end of each of its turns, | ending the effect on itself on a success. | Each time an affected creature makes the saving throw on its turn and fails, |
it takes 2d8 psychic damage |
Action 4 | Etherealness | The Haunter enters the Ethereal Plan | from the Material Plane, or vice versa. |
It is visible on the Material Plane while | it is in the Border Ethereal, and vice versa, | yet it can’t be affect or be affected | by anything on the other plane |
Gengar is a dark purple, bipedal creature with a roundish body. It has red eyes, a wide mouth that is usually curled into a sinister grin, and pointed ears. On its back are numerous spikes and it has smaller spikes on top of its head similar to tufty fur. Its arms and legs are short with three digits on both its hands and feet. It also has a stubby tail.
Gengar has the ability to hide perfectly in the shadow of any object, granting it exceptional stealth. However, Gengar's body acts as a heat sink. Its presence cools the temperature of the surrounding area by nearly 10°F (5°C) because it absorbs the warmth. The anime has shown that Gengar can fly, possess people and other Pokémon, and extend its tongue by several meters. In Generation I, Night Shade was its signature move.
Gengar has the ability to hide perfectly in the shadow of any object, granting it exceptional stealth. However, Gengar's body acts as a heat sink. Its presence cools the temperature of the surrounding area by nearly 10°F (5°C) because it absorbs the warmth. Gengar can fly, possess people and other creatures, and extend its tongue by several meters.
Gengar is very mischievous, and at times, malicious. It enjoys playing practical jokes and casting curses, such as pretending to be one's shadow and then behaving erratically. When the quarry notices, the Gengar takes delight in its victim's terror. However, Gengar has been known to be loyal to a Trainer who treats it well. Gengar is rarely found in the wild, though they can be found in caves and dark places where shadows form. It is especially fond of urban areas such as cities and back alleys, but only during the night.
Gengar
On the night of a full moon, if shadows move on their own and laugh, it must be Gengar’s doing.
Armor Class | 14 (natural armor) |
---|
Hit Points | 16d8+48 |
Speed | 30 ft. | Fly 30 ft. (hover) |
Strength | 16 (+3) |
Dexterity | 17 (+3) |
Constitution | 17 (+3) |
Intelligence | 14 (+2) |
Wisdom | 13 (+1) |
Charisma | 18 (+4) |
Saving Throws | Dexterity d20+7 | Wisdom d20+5 |
Skills | Intimidate d20+7 | Stealth d20+11 | Perception d20+5 |
Damage Vulnerabilities | Psychic | Radiant |
Damage Resistances | Acid | Cold | Fire |
Lightning | Thunder | Bludgeoning | Piercing |
Slashing from nonmagical attacks |
Damage Immunities | Necrotic | Poison |
Condition Immunities | Charmed | Exhaustion | Grappled |
Paralyzed | Petrified | Poisoned | Prone |
Restrained | Unconscious |
Senses | Darkvision 120 ft. | Passive Perception 15 |
Languages | Primordial |
Challenge | 9 (5,000 XP) |
Special 1 | Incorporeal Movement | The Gengar can move through other creatures | and objects as if they were difficult terrain. |
It takes 1d10 force damage if | ends its turn inside an object |
Special 2 | Shadow Stealth | While in dim light or darkness, the shadow can take the Hide action | as a bonus action |
Special 3 | Ethereal Sight | The Gengar can see 60 feet into the Ethereal Plane | when it is on the Material Plane, and vice versa |
Special 4 | Sunlight Sensitivity | While in sunlight, the Gengar has disadvantage on attack rolls, | as well as on Wisdom (Perception) checks that rely on sight |
Special 5 | Innate Spellcasting | The Gengar’s innate spellcasting ability is Charisma | (spell save DC 15, d20+7 to hit with spell attacks). |
The Gengar can innately cast the following spells, | requiring no material components |
Spells 1 | At Will | Chill Touch | Minor Illusion |
Mist Step | Poison Spray | Ray of Sickness | Silent Image |
Spells 2 | 3/day | Fear | Sleep |
Spells 3 | 1/day | Phantasmal Killer |
Action 1 | Lick | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one creature | Hit 3d6 necrotic damage | and the target must succeed on a | DC 15 Constitution saving throw |
or be stunned for up to 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. |
The Gengar’s tongue is considered magical for the purpose | of overcoming resistance and immunity to | nonmagical attacks and damage |
Action 2 | Shadow Ball | Ranged Spell Attack | d20+7 to hit |
Range 120 ft., one creature | Hit 4d12 necrotic damage |
Action 3 | Night Shade (Recharge 4-6) | The Gengar assails a creature within 60 feet of itself | with nightmarish visions and agonizing dread. |
The creature must make a DC 15 Wisdom saving throw, | take d8 psychic damage and becoming frightened | of the Gengar for up to 1 minute on a failed save, | or taking half as much damage on a successful one. |
An affected creature can repeat the saving | throw at the end of each of its turns, | ending the affect on itself on a success. | Each time a creature makes the saving throw on its turn and fails, |
it takes 6d8 psychic damage |
Action 4 | Hypnosis (Recharge 5-6) | One creature Gengar can see within 60 feet must make a | DC 15 Charisma saving throw, |
falling asleep for 1 minute on a failed save. | The creature can repeat the saving throw | at the end of each of their turns to wake up |
Action 5 | Dream Eater | One sleeping target takes 4d8 psychic damage. | Gengar recovers that many hit points |
Action 6 | Etherealness | Gengar enters the Ethereal Plane | from the Material Plane, or vice versa. |
It is visible on the Material Plane while | it is in the Border Ethereal, and vice versa, | yet it can’t affect or be affected | by anything on the other plane |
Reaction | Destiny Bond (1/Day) | When a creature reduces the Gengar to 0 hit points with an attack or spell, | destroying the Gengar, |
then it can attempt to bind its withered soul | to that of the creature that damage it as it dies. | The Gengar cannot use this reaction if the damage dealt is radiant | or if the target is an undead. |
The target must make a DC 15 Charisma saving throw, | taking necrotic damage equal to | the Gengar’s maximum hit points on a failed save, | or half as much damage on a successful one. |
A creature that succeeds on the saving throw | cannot be killed outright by the damage, | though it can still be reduced to 0 hit points | and knocked unconscious |
Comments