Gardevoir (5e Creature)

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Medium fey, any alignment

Armor Class 15 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft.

10 (+0) 16 (+3) 17 (+3) 20 (+5) 16 (+3) 21 (+5)

Saving Throws Wis +6, Cha +8
Skills Performance +8, Persuasion +8
Damage Vulnerabilities poison
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan, understands Common but doesn't speak it, telepathy 120 ft.
Challenge 6 (2,300 XP)

Fey Ancestry. The gardevoir has advantage on saving throws against being charmed, and magic can't put it to sleep.

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.


Extrasensory. 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.

Moonblast. Ranged Spell Attack: +8 to hit, range 80/320 ft., one target. Hit: 19 (3d8 + 5) radiant damage.

Calm Mind (3/day). For 1 minute, or until its concentration is broken (as if concentrating on a spell), the gardevoir has advantage on all attack rolls.


Trace. In response to taking damage, the gardevoir uses its reaction to grant itself resistance to the damage. This resistance ends when the gardevoir uses this feature again.

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