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Spiritomb

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Spiritomb: Ghost / Dark Type

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Spiritomb Traits

Allignment: Not Available

Binding

You can momentarily bind evil and chaotic creatures to your will. This trait allows you to use the Command spell against any evil aligned creatures without using components. It also allows you to use the Command spell against chaotically aligned creatures with the necessary components. Once used it can not be used again for an hour. When using this trait you do not use a spell slot and you use it as if it is a first level spell. If you do not have a spell save DC, your DC save for this trait is 8+proficiency+Charisma modifier. This is a temporary trait, when the sheet is finished it will be updated.

Size

Height: 3’03”
Weight: 238 LBS

Speed

20 Feet

Age

200 years

Languages

You can speak, read and write Common and Sonhinese.

Nature

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

Racial Ability score increase

XXXX(something about why you get said mods). Your Wisdom ability score increases by +1 and at level 7 your Charisma score increases by +2. See rules on racial ability score increase for more information.

Evolution

This is the only evolution of this line. Spiritomb can not evolve.

Spiritomb Names

Possible names for Spiritomb

Mikaruge, Spirtomb, Kryppuk, Hwagangdol, Fangaahm or Gwaai.

Abilities: Pick One

Pressure: You step towards your enemy and you see them shaking. Just being in your presence terrifies them. They should be terrified, you have so many ways in which you can defeat them.

On a short rest you may regain power points points equal to half your hit die rather than gaining health.

Infiltrator: You know how to move perfectly to hit your foes without fear of consequences. Time to hit them hard.

Your attacks ignore half and three quarters cover.

Racial Attacks: Pick One

LV 1

Shadow Sneak Pg XXXX

Nasty Plot Pg XXXX

Hypnosis Pg XXXX

LV 7

Ominous Wind Pg XXXX

Sucker Punch Pg XXXX

Dream Eater 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. Super Effective: Fairy. Immune: Normal, Fighting and Psychic. See ‘type effectiveness’ for more information.

Evolution Trait

Evil Feelings: You know when good or evil spirits are around. This trait allows you to use the Detect Evil and Good spell a number of times per long rest equal to your proficiency modifier. WHen using this trait you do not use a spell slot. This is a temporary trait, when the sheet is finished it will be updated.


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