Ralts is a humanoid Pokémon with a white body. It has thin arms and legs that widen toward the feet. There is a wispy extension trailing off the back of its feet, creating the overall impression of a nightgown or oversized dress. Most of its face is covered by green hair that resembles a bowl cut, but a pair of pinkish-red eyes is sometimes visible. There are two flat, red horns on top of its head: a large one toward the front and a smaller one at the back.
Ralts uses the horns to read people and Pokémon's emotions. Warm feelings cause its body to warm as well, but it hides if it senses hostility. If its Trainer is in a cheerful mood, Ralts also becomes cheerful and joyous. It is known to inhabit urban areas, but it does not normally show itself to humans. However, when it senses happy feelings, it will approach people. Ralts prefers to hang out with people of cheerful nature more than those with gloomy natures. Regardless, Ralts will show no discrimination against anyone based on age or gender.
Ralts
The horns on its head provide a strong power that enables it to sense people’s emotions.
Armor Class | 10 |
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Hit Points | 6d4 |
Speed | 20 ft. |
Strength | 4 (-3) |
Dexterity | 10 (+0) |
Constitution | 10 (+0) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Saving Throws | Wisdom d20+3 |
Skills | Insight d20+3 |
Senses | Passive Perception 11 |
Languages | Telepathy 60 ft. | Sylvan |
Challenge | 0 (10 XP) |
Special | Emotion Sense | Ralts can sense the emotions of creatures within 60 feet of it |
Action 1 | Confusion | One creature Ralts can see within 60 feet must succeed | on a DC 11 Wisdom saving throw |
or take 1d6 psychic damage |
Action 2 | Teleport | Ralts can teleport up to 100 feet |
Kirlia is a bipedal, maiden-like humanoid Pokémon that appears to be wearing a tutu. Most of its body is coloured white, and there are three ruffles on each hip. Beneath the ruffles, it has skinny green legs with long, pointed feet. Its arms are also thin with two digits each. It has green hair that covers most of its face and reaches its shoulders on either side, resembling two ponytails. Large, red eyes are visible on either side of the hair that covers its face. On each side of its head is a flat, crimson horn that resembles a hairpin.
Kirlia's horns are used to amplify its psychokinetic power and distort the air around it. The distortion in the air causes scenery mirages and can cause a rip in dimensions. This ability also allows Kirlia to see into the future. It enjoys dancing on sunny mornings and grows beautiful when exposed to a Trainer with positive emotions. Kirlia inhabits urban areas.
Kirlia
It has a psychic power that enables it to distort the space around it and see into the future.
Armor Class | 13 |
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Hit Points | 20d4 |
Speed | 25 ft. |
Strength | 6 (-2) |
Dexterity | 10 (+0) |
Constitution | 10 (+0) |
Intelligence | 10 (+0) |
Wisdom | 16 (+3) |
Charisma | 12 (+1) |
Saving Throws | Wisdom d20+5 |
Skills | Insight d20+5 |
Senses | Passive Perception 13 |
Languages | Telepathy 60 ft. | Sylvan |
Challenge | 1/2 (100 XP) |
Special 1 | Emotion Sense | Kirlia can sense the emotions of creatures within 60 feet of it |
Special 2 | Psychokinetic Distortion | Kirlia can add their Wisdom modifier to their AC |
Action 1 | Confusion | One creature Kirlia can see within 60 | feet must succeed on a DC 13 Wisdom saving throw |
or take 2d6 psychic damage and | have disadvantage on their next attack roll before | the end of their next turn |
Action 2 | Teleport | Kirlia can teleport up to 100 feet |
Action 3 | Healing Pulse (Recharge 5-6) | Kirlia releases a healing pulse. | All creatures of Kirlia’s choice within |
20 feet of it regains 1d10 expended hit points |
Action 4 | Scenery Mirage (Recharges After a Long Rest) | Kirlia psychokinetic powers can create mirages. | As an action, Kirlia makes the terrain |
within a 50-foot radius look like some | other sort of natural terrain. | Manufactured structures, equipment, and | creatures within the area aren’t changed in appearance. |
The tactile characteristics of the terrain are unchanged, | so creatures entering the area are likely to see through the illusion. | If the difference isn’t obvious by touch a creature | carefully examining the illusion can attempt |
a DC 13 Intelligence (Investigation) check to disbelieve it. | A creature who discerns the illusion for what it is, | sees it as a vague image superimposed on the terrain |
Gardevoir is a bipedal, humanoid Pokémon whose body resembles a flowing gown. Most of its body is white, but its hair, arms, and the underside of its gown are green. Its hair curls over its face and down the sides of its head. Behind its red eyes are short spikes, resembling a masquerade mask. It has long arms with three fingers on each hand and slender white legs. A red, fin-like horn extends from its chest, and a shorter, more rounded horn extends from the back. A band of green on its chest extends to the center of the front horn and connects to its sleeve-like arms.
Gardevoir is able to see the future using its psychic powers. Its telekinetic powers enable it to lift objects and support itself without feeling the pull of gravity. Additionally, it is able to create small black holes and distort dimensions. Gardevoir's power reaches its peak when protecting its Trainer, whom it will protect with its life. This Pokémon inhabits urban areas.
Gardevoir
To protect its Trainer, it will expend all its psychic power to create a small black hole.
Armor Class | 16 |
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Hit Points | 40d8 |
Speed | 30 ft. |
Strength | 10 (+0) |
Dexterity | 12 (+1) |
Constitution | 10 (+0) |
Intelligence | 10 (+0) |
Wisdom | 22 (+6) |
Charisma | 16 (+3) |
Saving Throws | Wisdom d20+11 |
Skills | Insight d20+11 |
Senses | Passive Perception 16 |
Languages | Telepathy 60 ft. | Sylvan |
Challenge | 15 (13,000 XP) |
Special 1 | Emotion Sense | Gardevoir can sense the emotions of creatures within 60 feet of it |
Special 2 | Legendary Resistance (3/day) | When Gardevoir fails a saving throw, | it can choose to succeed instead |
Special 3 | Psychokinetic Distortion | Gardevoir can add their Wisdom modifier to their AC |
Action 1 | Psychic | One creature Gardevoir can see within 100 feet must succeed on | a DC 19 Wisdom saving throw |
or take 4d10 psychic damage and | have disadvantage on their next attack roll | before the end of their next turn |
Action 2 | Teleport | Gardevoir can teleport up to 100 feet |
Action 3 | Hypnosis (Recharge 6) | One creature Gardevoir can see within 60 feet must succeed on | a DC 19 Wisdom saving throw |
or fall asleep for 1 minute. | The creature can repeat the saving throw | at the end of each of their turns, | waking up on a successful save |
Action 4 | Moonblast (Recharge 5-6) | Gardevoir channels the power of the moon at a point within 100 feet. | Each creature in a 15 foot radius, |
100 foot high cylinder centered on the point must make | a DC 19 Dexterity saving throw, | taking 9d6 radiant damage on a failed save, | or half as much damage on a successful one |
Legendary Actions | Gardevoir can take 3 legendary actions, | choosing from the options below. | Only one legendary action option can be used at a time |
and only at the end of another creature’s turn. | Gardevoir regains spent legendary | actions at the start of its turn |
Legendary Action | Future Sight | One creature Gardevoir can see within 60 feet must succeed | on a DC 19 Wisdom saving throw |
or take 4d10 psychic damage at the end of their next turn |
Gallade is a white, bipedal Pokémon. Its lower body consists of rounded hips with strong legs. It has a thin green torso with sharp, red horns sticking out of its chest and back. Its arms are shaped like tonfas with extendable blades in its elbows. Its head resembles a gladiator's helmet with a white face, red eyes, and a teal head crest. It has spikes on the sides of its face.
It is a master of courtesy and swordsmanship that is capable of predicting its foe's moves. True to Gallade's honorable warrior image, it is just as protective of its Trainer as its counterpart Gardevoir, using the blades on its elbows to defend. The shoulder blades are said to be shaper than even the best swords. Gallade is known to be sharply aware of a person's wish for help and seeks out those who need its assistance in battle. Gallade fights savagely with fast and fierce attacks. Gallade is capable of teaching itself on how to learn swordsmanship at an impressive rate.
Gallade
When trying to protect someone, it extends its elbows as if they were swords and fights savagely.
Armor Class | 16 |
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Hit Points | 12d10 |
Speed | 30 ft. |
Strength | 20 (+5) |
Dexterity | 18 (+4) |
Constitution | 18 (+4) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Saving Throws | Wisdom d20+11 | Strength d20+11 |
Skills | Acrobatics d20+12 | Persuasion d20+11 |
Senses | Passive Perception 16 | Truesight 20 ft. |
Languages | Telepathy 60 ft. | Sylvan |
Challenge | 12 (8,400 XP) |
Special 1 | Steadfast | Once per long rest, when Gallade fails a saving throw | against a negative condition, |
Gallade can choose to pass instead |
Special 2 | Justified | When Gallade is hit by a Dark- type move, | it gets advantage on its next attack |
Action 1 | Sacred Sword | Melee Weapon Attack | d20+13 to hit |
Reach 5 ft., one target | Hit 8d8+5 slashing damage |
Action 2 | Psybeam | Range Spell Ability | d20+12 to hit |
Range 60 ft., one target | Hit 2d8+2 psychic damage | and target must succeed a | DC 15 Wisdom saving throw or become confused |
Action 3 | Dream Eater | Range Spell Ability | d20+12 to hit |
Range 30 ft., one target | Hit 4d6+2 psychic damage | and Gallade regions HP equal to half the damage dealt |
Action 4 | Psycho Cut | Melee Weapon Attack | d20+13 to hit |
Reach 20 ft., one target | Hit 6d6+5 psychic damage |
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