Pokemon Mystery Dungeon world illustration - Fantasy theme
Fantasy

Pokemon Mystery Dungeon

J
JenLynx

Welcome to the vibrant and enchanting world of Fairmoore, a realm where nature’s magic pulses through every leaf and stone, and where you are not a mere traveler—but a Pokémon, a creature of wonder and power. Here, sprawling forests hum with the whispers of ancient spirits, crystalline lakes shimmer with secrets beneath their tranquil surfaces, and towering mountains stand as silent sentinels over lands yet unexplored.


Author's Note: not 100% complete, but the AI is able to grasp 90% of what pokemon is. when making your character, i would recomend uploading your own photo unless you want it to look like a fakemon lol
Played10 times
Cloned0 times
Created
15 days ago
Last Updated
4 days ago
VisibilityPublic
Beheeyem
CR 5Medium Other
Beheeyem
HP Range80 - 90 (Avg: 85)
AC15
XP1800

Description

Beheeyem is an extraterrestrial creature with an oblong head marked by black symmetrical lines and green eyes. It manipulates memories and communicates through flashing multi-colored fingers, often found hovering over wheat fields and linked to mysterious disappearances.

Details
SizeMedium
TypeOther
CR5
XP1800
Languagespokemon
Defenses
Armor Class15
HP Range80 - 90 (Avg: 85)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Memory Manipulation

Beheeyem targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or have a memory altered. On a failed save, Beheeyem can erase a memory up to 1 minute long or rewrite a memory with false information for 1 hour.

Multi-Colored Finger Flash

Beheeyem flashes its red, green, and yellow fingers in a pattern. Each creature within 30 feet that can see the flash must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn.

Psychic Pulse

Beheeyem emits a psychic pulse in a 20-foot radius. Each creature in the area must make a DC 15 Intelligence saving throw or take 21 (6d6) psychic damage and be confused (as the confusion spell) for 1 minute. A successful save halves the damage and negates confusion.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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