Small Beast
AC 16 N/A    Initiative +1 (11)
HP 70 (5d12)
Speed 20 ft.
Mod Save
STR 15 +2 +8
DEX 13 +1 +6
CON 18 +4 +12
Mod Save
INT 6 −2 +0
WIS 10 +0 +4
CHA 16 +3 +10
Senses Passive Perception 10
Languages None
CR 10 (XP 5,900; PB +4)
Traits

Type: Normal
Proficiencies: Medicine, Perception
Saving Throws: CON, CHA
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

ABILITIES
Healer: As an action, this Pokemon may touch a creature to heal poison, burn, or paralysis. When it uses this ability, roll a d4. On the a result of 1 or 2, the status effect is moved to itself.
Regenerator: Once per long rest, this Pokémon regains hit points equal to its level when it returns to its Pokéball.
Klutz: This Pokémon cannot hold an item.

NO EVOLUTION

Actions

ONLY FOUR MOVES 'PREPARED'/USED

LEVEL 5 MOVES
Growl: You target a creature with an intimidating growl. The creature must make a WIS save against your Move DC. On a fail, it adds -1 to any attack it makes for the duration. This modifier can be stacked if it fails multiple growl saves, up to a maximum of -5.

Power Move: CHA, STR
Move Time: 1 action
PP: 20
Duration: 1 Minute
Range: 100ft

Misty Terrain: You cover the ground in a thin, healing mist that surrounds a 120 foot circle, centered on you. For 3 turns, no grounded creatures inside the mist can suffer from new status conditions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, grounded creatures in the terrain are resistant to dragon-type damage, or if they were vulnerable to dragon-type damage, they take regular damage instead.

Move Power: NONE
Move Time: 1 action
PP: 5
Duration: 3 rounds
Range: Self (60ft radius)

Pound: You crush a creature with a pound attack. Make a melee attack roll against a target, doing 1d6 + MOVE normal damage on a hit.

Move Power: STR, DEX
Move Time: 1 action
PP: 20
Duration: Instantaneous
Range: Melee
At Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

Baby-Doll Eyes: You quickly widen your eyes in an attempt to charm a creature, decreasing their will to fight. When you or an ally in range are targeted by a Move that requires an attack roll, you may use a reaction to impose disadvantage on the roll.

Move Power: NONE
Move Time: 1 reaction
PP: 3
Duration: Instantaneous
Range: 30ft

Refresh: A wave of healing energy washes over you, curing poison, paralysis, and burn.

Move Power: NONE
Move Time: 1 action
PP: 3
Duration: Instantaneous
Range: Self

Disarming Voice: You let out a charming cry, dealing emotional damage to any creature in range that can hear you. This move automatically hits for 1d4 + MOVE fairy damage unless a creature is in the invulnerable stages of Fly, Dig, Bounce, etc.

Move Power: CHA
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Self (20ft Radius)
At Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

Bonus Actions

ONLY FOUR MOVES 'PREPARED'/USED
Helping Hand: You can use a bonus action on your turn to choose one ally other than yourself within 60 feet of you who can hear you. That ally can add a d6 to one ability check, attack roll, or saving throw it makes within the next 10 minutes, before the result of the roll is called by the DM. An ally being helped can only have one d6 available at a time.

Move Power: NONE
Move Time: 1 bonus action
PP: 5
Duration: 10 minutes
Range: 60ft
At Higher Levels: The helping dice for this move changes to d8 at level 5, d10 at level 10, and d12 at level 17.

 

Description

The Hearing Pokémon. Its auditory sense is astounding. It has a radarlike ability to understand its surroundings through slight sounds.

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