Meditite / Medicham
Meditite is a humanoid, bipedal Pokémon that resembles a person meditating. It usually sits in a yoga position, with knees bent and feet together with its hands resting on its knees. Its lower body is blue, with white on the wrists, feet, and lower body. Its onion-shaped head is also white with large eyes and pink ovals on its cheeks. It has round, swirled ears on the sides of its head. These ears are higher up on a male than on a female.
Meditite heightens its inner energy and spiritual power through meditation, which also allows it to levitate. It trains hours a day and never skips its daily yoga training. Meditite's training never ends, since it constantly loses concentration and focus while meditating. It eats one berry per day as part of training, which tempers its spirit and makes its senses sharper. It lives and trains in the mountains.
Medicham is a humanoid, bipedal Pokémon that resembles a yoga practitioner. It has a gray body with red and yellow adornments. A red headpiece with three bulb-like extensions covers the upper portion of its head: one on top and one on either side. The bulb on top is short on a female Medicham. Its large, focused eyes are slightly covered by the headpiece, and its red lips seem to be in a rounded or puckered position. Its legs appear to be covered with puffy, red pants that have a large yellow spot on the knees and yellow bands next to the hips.
Through the power of meditation and fasting, Medicham has developed a sixth sense. This allows it to use psychokinetic powers, and it heightens its energy to enhance this sixth sense. It battles with elegant, dance-like movements, which it uses to dodge attacks and launch devastating blows. The anime has shown that it can sense aura. It only eats once per month. It lives in fields and mountains. It will hide by using its powers to blend into its surroundings.
Meditite
It never skips its daily yoga training. It heightens its inner strength through meditation.
Armor Class | 13 | ||
---|---|---|---|
Hit Points | 12d4+24 | ||
Speed | 20 ft. | Fly 5 ft. | |
Strength | 9 (-1) | ||
Dexterity | 16 (+3) | ||
Constitution | 14 (+2) | ||
Intelligence | 8 (-1) | ||
Wisdom | 18 (+40 | ||
Charisma | 12 (+1) | ||
Saving Throws | Wisdom d20+6 | Charisma d20+3 | |
Senses | Passive Perception 14 | Truesight 10 ft. | |
Languages | Telepathy 60 ft. | ||
Challenge | 1 (200 XP) | ||
Special 1 | High Jump Kick | Meditie can fly up to its speed before making a kick attack | |
Special 2 | Levitate | Meditie can’t fly more than 5 feet off the ground | |
Action 1 | Meditate | Meditie awakens power within itself. | If its next attack hits, it deals double damage |
Action 2 | Mind Reader | Meditite senses the movements of one creature it can see. | It has advantage on the next attack roll against |
the creature before the end of Meditite’s next turn | |||
Action 3 | Confusion | One creature Meditite can see within 30 feet | must succeed on a DC 14 Wisdom saving throw |
or take 1d6 psychic damage | |||
Action 4 | Kick | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d6+3 bludgeoning damage |
Medicham
Through yoga training, it gained the psychic power to predict its foe’s next move.
Armor Class | 20 | ||
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Hit Points | 18d6+36 | ||
Speed | 30 ft. | Fly 5 ft. | |
Strength | 14 (+2) | ||
Dexterity | 18 (+4) | ||
Constitution | 14 (+2) | ||
Intelligence | 10 (+0) | ||
Wisdom | 22 (+6) | ||
Charisma | 12 (+1) | ||
Saving Throws | Wisdom d20+9 | Charisma d20+4 | |
Senses | Passive Perception 16 | Truesight 20 ft. | |
Languages | Telepathy 60 ft. | ||
Challenge | 5 (1,800 XP) | ||
Special 1 | High Jump Kick | Medicham can fly up to its speed before making a kick attack | |
Special 2 | Insightful Dodge | Medicham can add its Wisdom modifier to its AC (Included) | |
Special 3 | Levitate | Medicham can’t fly more than 5 feet off the ground | |
Action 1 | Multiattack | Medicham makes two weapon attacks | |
Action 2 | Meditate | Medicham awakens power within itself. | If it’s next attack its, it deals double damage |
Action 3 | Mind Reader | Medicham senses the movements of one creature it can see. | It has advantage on the next attack roll against |
the creature before the end of Medicham’s next turn | |||
Action 4 | Confusion | One creature Medicham can see within 30 feet must succeed | on a DC 17 Wisdom saving throw or take 2d6 psychic damage |
Action 5 | Kick | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d6+4 bludgeoning damage | ||
Action 6 | Force Palm | Ranged Weapon Attack | d20+7 to hit |
Range 30/90 ft., one target | Hit 2d10 force damage | ||
Reaction | Reversal | When a creature misses a melee attack against Medicham, | it can make a Kick attack against the attacker as a reaction |
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