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 Class | 14 | ||
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Hit Points | 24d6+48 | ||
Speed | 30 ft. | ||
Strength | 14 (+2) | ||
Dexterity | 18 (+4) | ||
Constitution | 14 (+2) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 10 (+0) | ||
Senses | Passive Perception 8 | ||
Languages | Common | ||
Challenge | 5 (1,800 XP) | ||
Special 1 | Contrary | If Spinda would have disadvantage, | it instead has advantage, and vice versa |
Special 2 | Teeter Dance | As a bonus action, Spinda performs a | wobbly dance that confuses those around it. |
All creatures within 30 feet of Spinda that can see it | must succeed on a DC 15 Wisdom saving throw | or 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 eyes | to 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 1 | Multiattack | Spinda makes two attacks | |
Action 2 | Dizzy Punch | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit: 2d6+4 bludgeoning damage | and the target must succeed on | a DC 15 Constitution saving throw |
or be confused until the end of their next turn. | A confused creature must choose to act normally | or 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 |
Reaction | Sucker Punch | As a reaction, Spinda makes a Dizzy Punch against | a creature that targets Spinda with a melee attack. |
This attack happens before the triggering attack roll |
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