Gardevoir (5e Creature)
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Gardevoir
Medium humanoid, any alignment Armor Class 15 (natural armor)
Saving Throws Wis +6 Synchronize. When the gardevoir is charmed, frightened, paralyzed, poisoned, stunned, or put to sleep by an effect originating from a creature within 120 ft. of it, that creature must make a DC 16 Wisdom saving throw or be affected as well as if they were targeted by the effect. Pixilate (3/day). The gardevoir deals an additional 7 (2d6) radiant damage with an attack. ACTIONSExtrasensory. Ranged Spell Attack: +8 to hit, range 80/320 ft., one target. Hit: 15 (3d6 + 5) psychic damage, and the target must succeed on a DC 16 Intelligence saving throw or be stunned until the end of its next turn. Calm Mind. For 1 minute, or until its concentration is broken (as if concentrating on a spell), the gardevoir has advantage on all attack rolls. REACTIONSTrace. When a creature hits the gardevoir with an attack while within 5 feet of it, it can use its reaction to force the creature to make a DC 16 Charisma saving throw. On a failed save, the gardevoir gains a randomly determined feature of the target, and the target loses that feature. These effects lasts until the gardevoir uses this trait again. |
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