Fairy Attacks. Clefable's attacks are magical.
Cute Charm. If a creature makes contact with Clefable or hits it with a melee attack, they must succeed a DC 14 Wisdom saving throw or be charmed by Clefable for 1 round.
Metronome. Clefairy wiggles its fingers as it's body glows. Roll 1d10, and consult the table below.
- Outrage. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 35 (10d6) bludgeoning damage. Clefable's next attack has advantage, but it also has disadvantage on all saving throws for 1 round.
- Calm Mind. Clefable closes its eyes and quietens it's mind. Clefable has advantage on its next attack and has advantage on all saving throws for 2 rounds.
- Confuse Ray. Clefable targets a single creature it can see, blasting it with a scintillating burst of light. The creature must succeed a DC 16 Wisdom saving throw or fall prone and have their movement speed halved for 1 minute.
- Twineedle. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 13 (3d8) piercing damage plus 2d8 poison damage. Clefairy uses this twice.
- Double Hit. On Clefable's next turn, it can use Metronome twice in one turn.
- Drum Beating. Clefable magically summons a drum in front of itself, and plays them. A giant vine comes out of the ground, grappling up to 2 creatures that Clefable can see (escape DC 17).
- Hex. Clefable closes its eyes and a giant, glowing eye appears at a single point within 30ft. of Clefable. The eye releases a beam of dark energy in a 60ft. cone. Any creature in range must succeed a DC 16 Charisma saving throw or take 16 (3d10) necrotic damage and be frightened of Clefable for 1 minute. A frightened creature can repeat the saving throw at the end of their turn, ending the effect on a success.
- Confide. Clefable whispers a secret in a hushed voice to a creature within 50ft. of it of its choice. The creature must succeed a DC 17 Wisdom saving throw or have their AC reduced by 6 for 1 minute.
- Scale Shot. Clefable magically summons shimmering scales around itself and shoots them in a 60ft. cone. Any creature in range must succeed a DC 16 Dexterity saving throw or take 6d10 piercing damage or half as much on a success. A creature that fails the saving throw also has their AC reduced by 2.
- Night Daze. Clefable releases a wave of energy of black as the darkest nightmares imaginable in a 30ft. radius. Any creature in range must succeed a DC 16 Wisdom saving throw or take 8d6 necrotic damage. A creature that fails the saving throw by 5 or more also falls unconscious for 1 minute. An unconscious creature will be awakened if shaken or damaged.
Description
Clefable is a tall, pink Pokémon with a vaguely star-shaped body. It has long, pointed ears with dark brown tips and black, oval eyes with wrinkles on either side. A curled lock of fur hangs over its forehead, much like its long, tightly curled tail. On its back is a pair of dark pink wings; each wing has three points. Its hands have three fingers each, and its feet have two clawed toes and dark pink soles.
Clefable is a timid, nocturnal creature that flees when it senses people approaching and is one of the world's rarest Pokémon. Its sensitive ears can distinctly hear a pin drop from half a mile to 1,100 yards away. Because of its acute hearing, it prefers to live in quiet, mountainous areas of which it is protective. It has also been seen at deserted lakes during a full moon. Using a bouncy gait, it can walk on water and sometimes appears to be flying using its small wings
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