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Misdreavus: Ghost Type

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Misdreavus Traits

Allignment: Not Available


Height: 2’04”
Weight: 2 LBS


25 Feet


150 years


You can speak, read and write Common and Jthooic.


There are 30 natures, pick a nature that best describes your character. Increase and decrease the appropriate stat accordingly.

Racial Ability score increase

You have a strong desire and are naturally good at spooking and pulling pranks on those around you. You also have a strong connection to all negative energy around you and can sense and overcome it with ease. Choose your Charisma or Wisdom score and increase it by +1. See rules on racial ability score increase for more information


No pokemon has to evolve, but if Misdreavus wishes to evolve it may do so by consuming a Dusk Stone(see Mismagius for upgrades)

Misdreavus Names

Possible names for Misdreavus

Muma, Feuforeve, Misdreavus, Traunfugil, Muuma, Mengyao or Fugere.

Abilities: Pick One

Levitate: As you hover above the ground you see a rock flying towards you. You gracefully float higher and the rock flies underneath you. You are the master of the sky, no one can hit you out of it.

All Ground type racial attacks have no effect on you. You are also immune to difficult terrain and effects that are bound to the ground (such as caltrops or the entangle spell.


You are rather sneaky, well you have to be to pull the pranks you want to do. Gain advantage on all stealth checks. This is a temporary trait, when the sheet is finished it will be updated.

Racial Attacks: Pick One

Psybeam Pg XXXX

Pain Split Pg XXXX

Shadow Ball Pg XXXX

For a list of all attacks, see the Pokémon's attack sheet.

Type Effectiveness

The below are the effectiveness of racial attacks against this pokemon based on type: Not Very effective: Poison and Bug. Super Effective: Ghost and Dark. Immune: Normal, Fighting and Ground. See ‘type effectiveness’ for more information.

Evolution Trait

Frightened: If a creature is within 15 feet and is scared or has the ‘frightened’ condition you can absorb and sense their feelings. Roll 1D20 with advantage to learn why they are frightened, the DM sets the amount. If you are within 15 feet of the scared creature for 5 minutes or longer you absorb most of their fear causing them to become numb. This is a temporary trait, when the sheet is finished it will be updated.

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