Psychic(+2 WIS/INT) SR: 1
HP: 120(D12) AC: 19 Minimum Level Found: 10
STR: 20(+5) |DEX: 12(+1) |CON: 19(+4) |INT: 6(-2) |WIS: 16(+3) |CHA: 10(+0)
Saving Throw: Con/Str
Skills:
Supersweet Syrup: Once per long rest, you can force your opponent to make a DEX saving throw. On a fail, all rolls against them may be made at advantage.
Regenerator: Once per long rest, this Pokémon regains hit points equal to its level when it returns to its Pokéball.
Sticky Hold: Held items cannot be stolen or knocked away from this Pokémon.
Weaknesses: Flying, Poison, Bug, Ice, Dragon, Fairy
Resistances: Ground, Water, Grass, Electric
Immunities:None
Starting Moves | Learnable Via TMs
Type: Water | Move Power: CON/WIS | Move Time: 1 action
PP: 5 | Duration: Instantaneous | Range: 30ft
You scatter droplets of a mysterious water that restores the HP of yourself and an ally, healing 2d4 + MOVE hit points.
Level | 1 | 5 | 10 | 17 | + Move? |
---|---|---|---|---|---|
Healing | 2d4 | 2d12 | 2d8 | 4d6 | Yes |
Type: Rock | Move Power: STR/DEX | Move Time: 1 action
PP: 3 | Duration: Instantaneous | Range: Melee
You lash out with unknown inner power. Make a melee attack roll against a creature, doing 1d10 + MOVE rock damage on a hit. On a natural attack roll of 19 or 20, all of your ability scores go up by 1 while you remain in battle. This move can be stacked for a maximum of +5 to all ability scores.
|Psycho Cut |Safeguard |Amnesia |Aura Sphere |PsychicType: Psychic | Move Power: INT/WIS | Move Time: 1 action
PP: 5 | Duration: Instantaneous | Range: 40ft
Description: You tap into a target’s mind, damaging their will to fight. Make a ranged attack on a creature in range, doing 2d8 + MOVE psychic damage on a hit. If the natural attack roll is 18 or higher, the target becomes confused.
Level | 1 | 5 | 10 | 17 | + Move? |
---|---|---|---|---|---|
Damage | 2d8 | 1d10 | 3d10 | 4d12 | Yes |
Psychic(+2 WIS/INT) SR: 2.5
HP: 309(D20) AC: 18 Minimum Level Found: 20
STR: 18(+4)|DEX: 18(+4)|CON: 18(+4)|INT: 8(-1)|WIS: 12(+1)|CHA: 10(+0)
Saving Throw: WIS/INT
Skills:
Synchronize: If this Pokémon becomes burned, paralyzed, or poisoned, its attacker receives the negative status condition as well (if not immune).
Weaknesses: Bug, Ghost, Dark
Resistances: Fighting, Psychic
Immunities:None
Starting Moves | Learnable Via TMs
Type: Normal | Move Power: STR/DEX | Move Time: 1 Action
PP: 20 | Duration: Instantaneous | Range: Melee
You crush a creature with a pound attack. Make a melee attack roll against a target, doing normal damage on a hit.
Level | 1 | 5 | 10 | 17 | + Move? |
---|---|---|---|---|---|
Damage | 1d6 | 1D12 | 2D8 | 4D6 | Yes |
Type: Normal | Move Power: None | Move Time: 1 Action
PP: 3 | Duration: 1 Minute, Concentration | Range: 40ft
Your body flashes into a mirror for just a moment. When it returns to normal, you take on the type of a creature in range.
Type: Psychic | Move Power: None | Move Time: 1 bonus action
PP: 10 | Duration: 1 minute | Range: Self
ur mind elevates to a new level of focus. Add +2 to any saving throw you make for the duration, but select one of your moves that is not Amnesia. You forget that move and cannot use it for the duration.
Type: Normal | Move Power: None | Move Time: 1 bonus action
PP: 20 | Duration: Instantaneous | Range: Self
As a bonus action, you may switch out, passing along all negative status effects or stat changes to the new creature. This includes existing substitutes, critical hit bonuses, AC increases, etc. Moves that require concentration may also be transferred, with concentration now dependent on the new creature.
Type: Rock | Move Power: STR/DEX | Move Time: 1 action
PP: 3 | Duration: Instantaneous | Range: Melee
You lash out with unknown inner power. Make a melee attack roll against a creature, doing 1d10 + MOVE rock damage on a hit. On a natural attack roll of 19 or 20, all of your ability scores go up by 1 while you remain in battle. This move can be stacked for a maximum of +5 to all ability scores.
Type: Water | Move Power: CON/WIS | Move Time: 1 action
PP: 5 | Duration: Instantaneous | Range: 30ft
You scatter droplets of a mysterious water that restores the HP of yourself and an ally, healing 2d4 + MOVE hit points.
Level | 1 | 5 | 10 | 17 | + Move? |
---|---|---|---|---|---|
Healing | 2d4 | 2d12 | 2d8 | 4d6 | Yes |
Type: Dark | Move Power: None | Move Time: 1 action
PP: 10 | Duration: 1 minute, Concentration | Range: Self
Description: You stimulate your brain with nasty thoughts. For the duration, you have advantage on any attacks with the Wisdom move power. If the attack requires a Wisdom saving throw, the target has disadvantage.
Type: Normal | Move Power: Varies | Move Time: 1 action
PP: 5 | Duration: Varies | Range: Varies
Description: You summon a move at random to inflict against a creature. When you use this move, roll a d100 three times and add the results. The resulting number is the TM number for the move you make. If the number is above the highest TM, roll again. If the move is unable to be completed because of positioning, range, etc., Metronome fails.
Type: Psychic | Move Power: WIS/INT | Move Time: 1 action
PP: 5 | Duration: 1 minute, Concentration | Range: 30ft
Description: You create psychic walls within the mind of a target in range. Force the target to make a WIS saving throw against your Move DC. On a failure, the target is unable to use any Move it knows that is the same as yours for the duration.
Type: Normal | Move Power: None | Move Time: 1 action
PP: 5 | Duration: 1 minute, Concentration | Range: 50ft
Description: You attempt to morph into a near-exact copy of a creature in range. The base SR of the target must be able to be controlled by your trainer or the move fails. For the duration, you copy the target's type, ability scores, skills, speeds, senses, abilities, and current moves. You retain your own feats, level, and HP (Changed CON does not impact your HP).
Type: Fighting | Move Power: STR/DEX | Move Time: 1 action
PP: 5 | Duration: Instantaneous | Range: 30ft
Description: You focus your aura into a concentrated blast that strikes a creature in range. This move is guaranteed to hit for 1d6 + MOVE fighting damage, except when targeting a creature in the invulnerable stages of Fly, Dig, Bounce, etc.
Level | 1 | 5 | 10 | 17 | + Move? |
---|---|---|---|---|---|
Damage | 1d6 | 1d10 | 2d8 | 5d4 | Yes |
Type: Psychic | Move Power: INT/WIS | Move Time: 1 action
PP: 5 | Duration: Instantaneous | Range: 40ft
Description: You tap into a target’s mind, damaging their will to fight. Make a ranged attack on a creature in range, doing 2d8 + MOVE psychic damage on a hit. If the natural attack roll is 18 or higher, the target becomes confused.
Level | 1 | 5 | 10 | 17 | + Move? |
---|---|---|---|---|---|
Damage | 2d8 | 1d10 | 3d10 | 4d12 | Yes |