#PokeroleSRD/Statblock

Trevenant

A Ghost/Grass Pokemon with a Nature nature at Rank rank. It’s Abilities are:

  • Natural Cure At the end of the round, if this Pokemon has a Status Ailment, it Rolls 3 Chance Dice to heal itself.
  • Frisk When this Pokemon enters the battlefield, Storyteller must reveal its trainer the held item of one foe.
  • Harvest If this Pokemon uses a berry as a held item during a fight, the berry will grow back at the end of the day.

Stats

HP (5)InitEvade Phys ClashSpec Clash
7 2 2 3 2
Str Dex Vit Spec Ins
3/6 2/4 2/5 2/4 2/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Confuse Ray - Ghost Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse the foe.
  • Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Growth - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Special+Nature. Effect: Increase the User’s Strength and Special.
  • Astonish - Ghost Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Roll 3 Chance Dice to Flinch the foe.
  • Horn Leech - Grass Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: The User restores HP equal to half the damage dealt, rounded down.
  • Ingrain - Grass Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: User Heals 1 HP at the end of every Round. While this move is active the User is now Blocked.
  • Feint Attack - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Never Fail.
  • Leech Seed - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: If successful spend 1 Will point to activate. At the end of each Round, Roll 1 Dice of Damage to the foe. User heals for 1 HP for every damage dealt this way. Grass Type Pokemon are immune to this Move. -1 Accuracy.
  • Curse - Ghost Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: Roll half the user’s HP as damage dice to itself, ignoring Defenses. The target will remove 1 success from all their rolls until the Curse is lifted.
  • Will-O-Wisp - Fire Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel. Effect: Burn the Foe. -2 Accuracy.
  • Forest’s Curse - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Will+Nature. Effect: Add the Grass Type to the Target’s Type (ie. Nidoran will now be Poison/Grass Heracross will now be Bug/Fight/Grass). If the Pokemon already has a third type attached then replace it.
  • Destiny Bond - Ghost Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Will+Channel. Effect: If the user faints this Round due to Combat damage, the Pokemon that dealt the damage will faint at the same time.
  • Phantom Force - Ghost Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+3. Effect: Charge Move. While charging this Move, other Moves will not affect the user. If the Target made a Shielding Action the shield is destroyed and won’t have any effect.
  • Wood Hammer - Grass Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
  • Shadow Claw - Ghost Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical.
  • Grudge - Ghost Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: The User Faints. The foe gets its Will depleted and any effects gained from spending them. The Foe must roll Loyalty at the end of every Round to keep battling. Each Round 1 more success is required.
  • Drain Punch - Fighting Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. The user restore HP equal to half the damage dealt, rounded down.
  • Imprison - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Clever+Channel. Effect: The foe cannot use any Moves known by the User. Lasts for a day.