Gastly / Haunter / Gengar Species in Other Realms | World Anvil

Gastly / Haunter / Gengar

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 Class12
Hit Points 6d8+6
Speed0 ft.Fly 30 ft. (hover)
Strength1 (-5)
Dexterity14 (+2)
Constitution14 (+2)
Intelligence10 (+0)
Wisdom10 (+0)
Charisma14 (+2)
SkillsIntimidate d20+3 Stealth d20+4
Damage VulnerabilitiesRadiantPsychic
Damage ResistancesBludgeoningPiercingSlashing from non magical weapons
AcidColdFireLightning
Thunder
Damage ImmunitiesNecroticPoison
Condition ImmunitiesCharmedExhaustionGrappled
ParalyzedPetrifiedPoisonedRestrained
Unconscious
SensesDarkvision 120 ft.Passive Perception 10
LanguagesPrimordial
Challenge1/2 (200 XP)
Special 1Incorporeal MovementGastly can move through other creaturesand objects as if they were difficult terrain.
It takes 1d10 force damageif it ends its turn inside an object
Special 2EngulfGastly 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 throwor take 1d6 poison damage
Special 3Wind SusceptibilityGastly is mostly gas, so a strong wind disperses it,incapacitating it until it can reform
Special 4Ethereal SightGastly can see 60 feet into the Ethereal Planewhen it is on the Material plane, and vice versa
Special 5Sunlight SensitivityWhen in sunlight, the Gastly has disadvantage on attack rolls,as well as on Wisdom (Perception) checks that rely on sight
Special 6Innate SpellcastingThe Gastly’s innate spellcasting ability is Charisma (spell save DC 12).The Gastly can innately cast the following spells,
requiring no material components:
Spells 1At WillMinor IllusionPoison Spray
Spells 21/daySleep
Action 1LickMelee Weapon Attack d20+4 to hit
Reach 5 ft., one creatureHit 1d6+2 necrotic damageand the target must succeed on a DC 12 Constitution saving throwor be stunned until the end of its next turn.
The Gastly’s tongue is considered magical forthe purpose of overcoming resistanceand immunity to nonmagical attacks and damage
Action 2EtherealnessThe 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 Class13
Hit Points 10d8+20
Speed0 ft.Fly 30 ft. (hover)
Strength12 (+1)
Dexterity16 (+3)
Constitution15 (+2)
Intelligence12 (+1)
Wisdom12 (+1)
Charisma16 (+3)
Saving ThrowsDexterity d20+5 Wisdom d20+3
SkillsIntimidate d20+5 Stealth d20+7
Damage VulnerabilitiesPsychicRadiant
Damage ResistancesAcidColdFire
LightningThunderBludgeoningPiercing
Slashing from nonmagical attacks
Damage ImmunitiesNecroticPoison
Condition ImmunitiesCharmedExhaustionGrappled
ParalyzedPetrifiedPoisonedProne
RestrainedUnconscious
SensesDarkvision 120 ft.Passive Perception 11
LanguagesPrimordial
Challenge4 (1,100 XP)
Special 1Incorporeal MovementHaunter can move through other creaturesand objects as if they were difficult terrain.
It takes 1d10 force damage if itends its turn inside an object
Special 2EngulfHaunter 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 throwor take 1d8 poison damage
Special 3Wind SusceptibilityHaunter is mostly gas,so a strong wind disperses it,
incapacitating it until it can reform
Special 4Ethereal SightThe Haunter can see 60 feet into the Ethereal Planewhen it is on the Material Plane, and vice versa
Special 5Sunlight SensitivityWhile in sunlight, the Haunter has disadvantage on attack rolls,as well as on Wisdom (Perception) checks that rely on sight
Special 6Innate SpellcastingThe 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 1At Will:Chill TouchMinor Illusion
Misty StepPoison Spray
Spells 23/dayRay of SicknessSilent Image
Spells 31/day eachFearSleep
Action 1LickMelee Weapon Attack d20+5 to hit
Reach 5 ft., one creatureHit 3d6 necrotic damageand the target must succeed on aDC 12 Constitution saving throw or be stunned
until the end of its next turn.The Haunter’s tongue is considered magicalfor the purpose of overcoming resistance and immunityto nonmagical attacks and damage
Action 2Shadow BallRanged Spell Attack d20+5 to hit
Range 120 ft., one creatureHit 4d6 necrotic damage
Action 3Night Shade (Recharge 4-6)The Haunter assails a creature within 60 feet of itselfwith nightmarish visions and agonizing dread.
The creature must make a DC 13 Wisdom saving throw,taking 4d8 psychic damage and becoming frightenedof 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 throwat 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 4EtherealnessThe Haunter enters the Ethereal Planfrom the Material Plane, or vice versa.
It is visible on the Material Plane whileit is in the Border Ethereal, and vice versa,yet it can’t be affect or be affectedby 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 Class14 (natural armor)
Hit Points 16d8+48
Speed30 ft.Fly 30 ft. (hover)
Strength16 (+3)
Dexterity17 (+3)
Constitution17 (+3)
Intelligence14 (+2)
Wisdom13 (+1)
Charisma18 (+4)
Saving ThrowsDexterity d20+7 Wisdom d20+5
SkillsIntimidate d20+7 Stealth d20+11 Perception d20+5
Damage VulnerabilitiesPsychicRadiant
Damage ResistancesAcidColdFire
LightningThunderBludgeoningPiercing
Slashing from nonmagical attacks
Damage ImmunitiesNecroticPoison
Condition ImmunitiesCharmedExhaustionGrappled
ParalyzedPetrifiedPoisonedProne
RestrainedUnconscious
SensesDarkvision 120 ft.Passive Perception 15
LanguagesPrimordial
Challenge9 (5,000 XP)
Special 1Incorporeal MovementThe Gengar can move through other creaturesand objects as if they were difficult terrain.
It takes 1d10 force damage ifends its turn inside an object
Special 2Shadow StealthWhile in dim light or darkness, the shadow can take the Hide actionas a bonus action
Special 3Ethereal SightThe Gengar can see 60 feet into the Ethereal Planewhen it is on the Material Plane, and vice versa
Special 4Sunlight SensitivityWhile in sunlight, the Gengar has disadvantage on attack rolls,as well as on Wisdom (Perception) checks that rely on sight
Special 5Innate SpellcastingThe 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 1At WillChill TouchMinor Illusion
Mist StepPoison SprayRay of SicknessSilent Image
Spells 23/dayFearSleep
Spells 31/dayPhantasmal Killer
Action 1LickMelee Weapon Attack d20+7 to hit
Reach 5 ft., one creatureHit 3d6 necrotic damageand the target must succeed on aDC 15 Constitution saving throw
or be stunned for up to 1 minute.An affected creature can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success.
The Gengar’s tongue is considered magical for the purposeof overcoming resistance and immunity tononmagical attacks and damage
Action 2Shadow BallRanged Spell Attack d20+7 to hit
Range 120 ft., one creatureHit 4d12 necrotic damage
Action 3Night Shade (Recharge 4-6)The Gengar assails a creature within 60 feet of itselfwith nightmarish visions and agonizing dread.
The creature must make a DC 15 Wisdom saving throw,take d8 psychic damage and becoming frightenedof 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 savingthrow 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 4Hypnosis (Recharge 5-6)One creature Gengar can see within 60 feet must make aDC 15 Charisma saving throw,
falling asleep for 1 minute on a failed save.The creature can repeat the saving throwat the end of each of their turns to wake up
Action 5Dream EaterOne sleeping target takes 4d8 psychic damage.Gengar recovers that many hit points
Action 6EtherealnessGengar enters the Ethereal Planefrom the Material Plane, or vice versa.
It is visible on the Material Plane whileit is in the Border Ethereal, and vice versa,yet it can’t affect or be affectedby anything on the other plane
ReactionDestiny 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 soulto that of the creature that damage it as it dies.The Gengar cannot use this reaction if the damage dealt is radiantor if the target is an undead.
The target must make a DC 15 Charisma saving throw,taking necrotic damage equal tothe 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 throwcannot be killed outright by the damage,though it can still be reduced to 0 hit pointsand knocked unconscious

Comments

Please Login in order to comment!