Spinda Species in Other Realms | World Anvil

Spinda

Spinda is a bipedal, red panda Pokémon with rabbit-like features. Its eyes are made of two black spirals, which point in the opposite direction to each other. There is a similar swirling pattern on its ears. It has a small body with short stumpy arms and legs, and its coat is primarily cream-colored. Its arms are red and it has a red stripe bordering along the bottom of its belly, as well as two small spots on the soles of its feet. It has four spots, which can appear anywhere on its face and ears, with a fifth on the back of its head. These spot patterns are different for each and every Spinda.   It has dizzying, confusing, and scattering dance-like movements, though it thinks it is walking in a straight line. These movements confuse their opponents and make it difficult for them to aim at it. It lives in the mountains.  

Spinda

Its steps are shaky and stumbling. Walking for a long time makes it feel sick.


Armor Class14
Hit Points 24d6+48
Speed30 ft.
Strength14 (+2)
Dexterity18 (+4)
Constitution14 (+2)
Intelligence6 (-2)
Wisdom10 (+0)
Charisma10 (+0)
SensesPassive Perception 8
LanguagesCommon
Challenge5 (1,800 XP)
Special 1ContraryIf Spinda would have disadvantage,it instead has advantage, and vice versa
Special 2Teeter DanceAs a bonus action, Spinda performs awobbly dance that confuses those around it.
All creatures within 30 feet of Spinda that can see itmust succeed on a DC 15 Wisdom saving throwor gain disadvantage on all attack rolls,ability checks, and saving throws
until the end of their next turn.Unless surprised, a creature can avert its eyesto avoid the saving throw as a reaction.If it does so, it can’t see Spinda until the end of its next turn.
If it looks at Spinda in the meantime,it must immediately make the save
Action 1MultiattackSpinda makes two attacks
Action 2Dizzy PunchMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit: 2d6+4 bludgeoning damageand the target must succeed ona DC 15 Constitution saving throw
or be confused until the end of their next turn.A confused creature must choose to act normallyor randomly when they use an action on their turn.If they act randomly, they must make a weapon attack
against a random creature within their reach.If they act normally,they can act normally but take 4d6 psychic damage
ReactionSucker PunchAs a reaction, Spinda makes a Dizzy Punch againsta creature that targets Spinda with a melee attack.
This attack happens before the triggering attack roll

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