Ralts / Kirlia / Gardevoir / Gallade Species in Other Realms | World Anvil

Ralts / Kirlia / Gardevoir / Gallade

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 Class10
Hit Points 6d4
Speed20 ft.
Strength4 (-3)
Dexterity10 (+0)
Constitution10 (+0)
Intelligence6 (-2)
Wisdom12 (+1)
Charisma10 (+0)
Saving ThrowsWisdom d20+3
SkillsInsight d20+3
SensesPassive Perception 11
LanguagesTelepathy 60 ft.Sylvan
Challenge0 (10 XP)
SpecialEmotion SenseRalts can sense the emotions of creatures within 60 feet of it
Action 1ConfusionOne creature Ralts can see within 60 feet must succeedon a DC 11 Wisdom saving throw
or take 1d6 psychic damage
Action 2TeleportRalts 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 Class13
Hit Points 20d4
Speed25 ft.
Strength6 (-2)
Dexterity10 (+0)
Constitution10 (+0)
Intelligence10 (+0)
Wisdom16 (+3)
Charisma12 (+1)
Saving ThrowsWisdom d20+5
SkillsInsight d20+5
SensesPassive Perception 13
LanguagesTelepathy 60 ft.Sylvan
Challenge1/2 (100 XP)
Special 1Emotion SenseKirlia can sense the emotions of creatures within 60 feet of it
Special 2Psychokinetic DistortionKirlia can add their Wisdom modifier to their AC
Action 1ConfusionOne creature Kirlia can see within 60feet must succeed on a DC 13 Wisdom saving throw
or take 2d6 psychic damage andhave disadvantage on their next attack roll beforethe end of their next turn
Action 2TeleportKirlia can teleport up to 100 feet
Action 3Healing 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 4Scenery 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 someother sort of natural terrain.Manufactured structures, equipment, andcreatures 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 creaturecarefully 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 Class16
Hit Points 40d8
Speed30 ft.
Strength10 (+0)
Dexterity12 (+1)
Constitution10 (+0)
Intelligence10 (+0)
Wisdom22 (+6)
Charisma16 (+3)
Saving ThrowsWisdom d20+11
SkillsInsight d20+11
SensesPassive Perception 16
LanguagesTelepathy 60 ft.Sylvan
Challenge15 (13,000 XP)
Special 1Emotion SenseGardevoir can sense the emotions of creatures within 60 feet of it
Special 2Legendary Resistance (3/day)When Gardevoir fails a saving throw,it can choose to succeed instead
Special 3Psychokinetic DistortionGardevoir can add their Wisdom modifier to their AC
Action 1PsychicOne creature Gardevoir can see within 100 feet must succeed ona DC 19 Wisdom saving throw
or take 4d10 psychic damage andhave disadvantage on their next attack rollbefore the end of their next turn
Action 2TeleportGardevoir can teleport up to 100 feet
Action 3Hypnosis (Recharge 6)One creature Gardevoir can see within 60 feet must succeed ona DC 19 Wisdom saving throw
or fall asleep for 1 minute.The creature can repeat the saving throwat the end of each of their turns,waking up on a successful save
Action 4Moonblast (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 makea DC 19 Dexterity saving throw,taking 9d6 radiant damage on a failed save,or half as much damage on a successful one
Legendary ActionsGardevoir 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 legendaryactions at the start of its turn
Legendary ActionFuture SightOne creature Gardevoir can see within 60 feet must succeedon 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 Class16
Hit Points 12d10
Speed30 ft.
Strength20 (+5)
Dexterity18 (+4)
Constitution18 (+4)
Intelligence6 (-2)
Wisdom14 (+2)
Charisma10 (+0)
Saving ThrowsWisdom d20+11 Strength d20+11
SkillsAcrobatics d20+12 Persuasion d20+11
SensesPassive Perception 16Truesight 20 ft.
LanguagesTelepathy 60 ft.Sylvan
Challenge12 (8,400 XP)
Special 1SteadfastOnce per long rest, when Gallade fails a saving throwagainst a negative condition,
Gallade can choose to pass instead
Special 2JustifiedWhen Gallade is hit by a Dark- type move,it gets advantage on its next attack
Action 1Sacred SwordMelee Weapon Attack d20+13 to hit
Reach 5 ft., one targetHit 8d8+5 slashing damage
Action 2PsybeamRange Spell Ability d20+12 to hit
Range 60 ft., one targetHit 2d8+2 psychic damageand target must succeed aDC 15 Wisdom saving throw or become confused
Action 3Dream EaterRange Spell Ability d20+12 to hit
Range 30 ft., one targetHit 4d6+2 psychic damageand Gallade regions HP equal to half the damage dealt
Action 4Psycho CutMelee Weapon Attack d20+13 to hit
Reach 20 ft., one targetHit 6d6+5 psychic damage

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