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Volcarona[edit]

Medium elemental, any alignment

Armor Class 17 (natural armor)


Hit Points 136 (21d8 + 42)
Speed 10 ft., 50 ft.

STR DEX CON INT WIS CHA


12 (+1) 17 (+3) 15 (+2) 14 (+2) 19 (+4) 15 (+2)

Skills Perception +7
Damage Immunities fire
Senses passive Perception 17
Languages Ignan, understands Common but can't speak
Challenge 7 (2,900 XP)

Heated Body. A creature that touches the volcarona or hits it with a melee attack while within 5 feet of
the volcarona takes 7 (2d6) fire damage.

Fire Absorption. Whenever the volcarona is subjected to fire damage, it takes no damage and instead
gains a number of hit points equal to the fire damage dealt.

White Smoke. The volcarona has advantage on saving throws against effects that would cause it to
gain disadvantage on attack rolls, ability checks, or saving throws.

Swarm. While it has 40 hit points or fewer, creatures have disadvantage on saving throws against the
volcarona's abilities, and those abilities deal an additional 10 (3d6) fire damage.

ACTIONS
Fiery Dance. The volcarona targets one creature it can see within 30 feet of it, which must make a DC
15 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) fire damage, and the Volcarona
gains advantage on all saving throws until the start of its next turn. On a successful save, the creature
takes half as much damage and the volcarona gains no benefits.

Fire Spin. Ranged Spell Attack: +7 to hit, range 80/320 ft., one target. Hit: 20 (5d6 + 3) fire damage. If
the target is a creature, it must succeed on a DC 15 Strength saving throw or be restrained for 1 minute.
While restrained in this way, a creature takes 7 (2d6) fire damage at the start of each of its turns, and at
the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

Bug Buzz (Recharge 4-6). The volcarona releases a sonic pulse. All creatures within 30 feet of it must
make a DC 15 Constitution saving throw. On a failed save, the target takes 35 (10d6) thunder damage,
and it is stunned until the end of its next turn. On a successful save, the target takes half as much
damage and is not stunned.

Dragonite[edit]
Large dragon, any good alignment

Armor Class 17 (natural armor)


Hit Points 153 (18d10 + 54)
Speed 30 ft., swim 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA


22 (+6) 13 (+1) 17 (+3) 15 (+2) 19 (+4) 14 (+2)

Proficiency Bonus +4
Senses darkvision 60 ft., passive Perception 14
Languages Draconic, understands Common but can't speak it
Challenge 10 (5,900 XP)

Inner Focus. The dragonite has advantage on saving throws against being charmed or frightened.

Shed Skin. The dragonite has advantage on saving throws to end effects currently active on itself.

Innate Spellcasting. The dragonite's spellcasting ability is Wisdom (spell save DC 18). It can innately
cast gust of wind and wall of water at will, requiring no components.

Magic Weapons. The dragonite's weapon attacks are magical.

Outrage (Recharges after a Short or Long Rest). As a bonus action, the dragonite can enter a rage
at the start of its turn. The rage lasts for 1 minute or until the dragonite is incapacitated. While raging,
the dragonite gains the following benefits:

 The dragonite has advantage on Strength checks and Strength saving throws.

 When it makes a melee weapon attack, the dragonite gains a +4 bonus to the damage roll
(included in the attack).

 The dragonite has resistance to bludgeoning, piercing, and slashing damage.


ACTIONS
Multiattack. The dragonite makes two dragon tail attacks.

Dragon Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 6) bludgeoning
damage, or 22 (4d6 + 10) bludgeoning damage while raging.
REACTIONS
Multiscale. When the dragonite takes damage from any source, it can use its reaction to grant itself
resistance to the damage. This resistance begins before the dragonite takes the damage, and ends
when it uses this feature again.

Gardevoir[edit]
Medium fey, any alignment

Armor Class 15 (natural armor)


Hit Points 150 (20d8 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA


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

Saving Throws Wis +6, Cha +8


Skills Performance +8, Persuasion +8
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.

ACTIONS
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.
REACTIONS
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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