Gardevoir (5e Creature)

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Gardevoir

Medium humanoid, 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) 18 (+4) 16 (+3) 21 (+5)

Saving Throws Wis +6
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)


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.

Calm Mind. 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. When a creature hits the gardevoir with an attack while within 5 feet of it, it can use its reaction to force the creature to make a DC 16 Charisma saving throw. On a failed save, the gardevoir gains a randomly determined feature of the target, and the target loses that feature. These effects lasts until the gardevoir uses this trait again.


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