| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Volt Absorb (1-10): Chinchou heals 50% of its maximum HP when Chinchou is hit by an electric damage type move.
Illuminate (11-18): Chinchou can shine light up to 10ft in all directions with Chinchou in the center.
Water Absorb (19-20): Chinchou heals 50% of its maximum HP when Chinchou is hit by a water damage type move.
Pokémon Rule: All Pokémon get, at max, 4 moves and can only use 1 move per turn unless an ability or move indicates otherwise.
Level: Chinchou is level 5.
Thunder Wave: As an action, Chinchou can paralyze a target Pokémon within 5ft of Chinchou. At the end of the target Pokémon's turn the target Pokémon must roll a DEX check (DC: 10). The target Pokémon is unparalyzed upon a successful DEX check.
Bubble Beam: Ranged Weapon Attack: Attack +1 to hit. Reach: 5ft. 1 target. Hit: 2d6+1. Water Damage. Upon a successful hit the target Pokémon rolls a D20. If the result is 8 or lower, the target Pokémon goes down 1 in the initiative order.
Evolve: (At level 27) As a bonus action: Chinchou can evolve on it's turn into a Lanturn. Use Lanturn's stat sheet going further
Description
It lives in ocean depths beyond the reach of sunlight. It flashes lights on its antennae to communicate with others of its kind.
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