Mesprit
Mesprit is a small, gray, fairy-like Pokémon. It has two tails that each have a red jewel-encrusted in them. Mesprit has a partially magenta face with four long, drooping appendages and another red gem encrusted in its forehead.
Mesprit's spirit can leave its body without dying and return to the body at will. Legends say that a person who touches it will have their emotions completely drained away. Mesprit was highly feared due to it punishing those who disrespect it; Mesprit will throw their emotions into disarray. Mesprit is said to have taught humans the ability to feel sorrow, pain, and joy. It was shown that it can teleport itself, as well as other Pokémon and humans. Though playful, it is a bit mischievous. In the past, it has been referred to as the "Being of Emotion" due to its role in giving humans the ability to feel happiness and sadness present in life. Alongside the other lake guardians, Mesprit is needed for the creation of a Red Chain. Either through gems extracted from its body or through its plume. Together they're also capable of destroying a Red Chain. They even have the power to calm down Dialga and Palkia should the deities be enraged, but not both at once. Mespirit is capable of speaking the human language via telepathy.
Mesprit
Known as “The Being of Emotion.” It taught humans the nobility of sorrow, pain, and joy.
Armor Class | 18 | ||
---|---|---|---|
Hit Points | 20d12+2 | ||
Speed | 25 ft., Walking | 40 ft., Flying | |
Strength | 15 (+2) | ||
Dexterity | 16 (+3) | ||
Constitution | 16 (+3) | ||
Intelligence | 16 (+3) | ||
Wisdom | 18 (+4) | ||
Charisma | 28 (+9) | ||
Damage Vulnerabilities | Bug | Dark | Ghost |
Damage Resistances | Fighting | Psychic | |
Saving Throws | Charisma d20+9 | Dexterity d20+3 | |
Skills | Insight d20+4 | Arcana d20+3 | Persuasion d20+9 |
Intimidation d20+9 | History d20+3 | ||
Languages | Common (Telepathy) | ||
Senses | Darkvision 60 ft. | Truesight 50 ft. | |
Challenge | 15 (13,000 XP) | ||
Special 1 | Levitate | Mespirt is immune to Ground-type moves. | |
Action 1 | Confusion | Range Attack | Range 30 ft., one target |
d20+9 to hit | Hit: 1d6+9 Psychic-type damage | Mespirt attacks a target it can see within range with a weak telekinetic force. | The target must succeed on a DC 14 WIS saving throw or become confused. |
Action 2 | Rest | Self | Mespirt falls asleep, which fully restores its HP and cures all existing conditions. |
Mespirt wakes up at the start of its turn two rounds later. | |||
Action 3 | Imprison | Self/Range Attack | Range 40 ft., all targets |
Mespirt attempts to steal moves it knows away from targets | Each target within range must succeed on a DC 14 WIS saving throw | or it will be unable to use any moves while it remains in battle. | |
Action 4 | Protect | Self | Mespirt guards itself from damage |
until the start of its next turn. | The next time it's targeted with a hostile move, | it does nothing and protect ends immediately. | This move can’t be used consecutively. |
Action 5 | Swift | Ranged Attack | Range 120 ft., all targets |
d20+3 to hit | Hit: 1d4+3 Normal-type damage | Mespirt creates three star-shaped rays | and fires them at a targets it can see within range. |
This attack never misses | Mespirt can aim each start at one target or several. | ||
Action 6 | Lucky Chant | Self/Range | Range 30 feet, all allies |
Mesprit lets out an incantation towards the sky | that brings good luck to it. | For the duration, Mesprit and all alies | within range are immune to the effects of critical hits. |
Action 7 | Future Sight | Range Attack | Range 60 ft., one target |
d20+4 to hit | Hit: 8d10+4 Psychic-type damage | Mespirt chooses a target it can see within range. | Mespirt blasts it with a hunk of psychic energy. |
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