Re: Pokedex Redone
Posted: Wed Feb 07, 2024 7:19 am
Spinarak
Tiny Magical Beast, CR 1/2
11 13 12 3 10 8
1d6+1 (4 HP), Init +1, Speed 20' Climb 15'
BAB/Grab: +1/-7
-Bite +4 (1d3 plus Poison)
AC: 14 (+2 Size, +1 Natural Armour, +1 Dexterity), Flat 13, Touch 13
Fort +1 Ref +3 Will +0
Feats: Weapon Finesse (B), Weapon Focus (Bite)
Skills: Hide +13
Special Attacks: Poison Sting, String Shot, Absorb
Special Qualities: Bug and Poison Pokemon Traits, Darkvision 60', Low-Light Vision, Insomnia
Rare Traits: Sniper, Disable, Electroweb, Lunge, Megahorn, Night Slash, Rage Powder, Toxic Thread
Tutor Moves: Scary Face, Substitute, Trailblaze, Pounce, Lunge, Skitter Smack, Bug Bite, Stomping Tantrum, Cross Poison, Mimic
Advancement: 2-3 HD (Tiny); evolves into Ariados at 4 HD
Hit Dice: 1d6 HP, Good BAB, Good Ref, 2 + Int skill points
This bright green spider, with various vivid markings, is the size of a house cat. It seems to have only six limbs, but is absolutely a spider.
Bug and Poison Traits: Spinarak is weak against [Fire], [Flying], [Psychic] and [Rock] attacks, and resist [Fairy], [Fighting] and [Grass] attacks. It's Bite is a [Poison] attack.
Poison Sting (Ex): Spinarak has a venomous bite. Anything damaged by its Bite is afflicted by Poison, with Primary and Secondary damage of 2 Dexterity and Constitution damage. The Save DC is Constitution-based, so for the standard Spinarak is 11.
String Shot (Ex): with a Standard Action at will, Spinarak can spit a stream of silk string out as a Ranged Touch Attack to 15 feet. If it hits, the target becomes Entangled for three rounds. If already Entangled, they become Slowed for the same duration, which is reset to three rounds again. Future uses against a Slowed opponent reset the duration. This is a [Bug] attack.
Absorb (Su): once per three rounds, Spinarak can use a Standard Action to make a Melee Touch Attack against an adjacent creature. If this hits, it deals 1d4 damage per 2 hit dice (minimum 1d4, maximum 5d4) to the target, and regains lost hit points equal to half the damage dealt - although this cannot raise its hit points above the maximum. This is a [Grass] attack.
Insomnia (Ex): Spinarak is never Drowsy, and cannot be made to fall Asleep. It does sleep, for 2 hours per day, but is immune to effects that make it sleep (and cannot use the Rest move). This is a [Pokebility].
Rare Traits:
Sniper (Ex): the rare Spinarak with this ability delivers deadly critical hits. Any critical hit has a doubled multiplier. This is a [Pokebility].
Disable (Su): once per minute, Spinarak may curse an enemy within 100 feet with a Standard Action if it has this trait. Whichever special attack the opponent used most recently becomes disabled, blocked off in the target's mind for one minute. This [Normal] attack is a [Mind-Affecting] [Compulsion] effect.
Electroweb (Su): once per hour, a Spinarak with this may create a Web effect, as the spell, with a Save DC of 10 + half its hit dice + its Charisma Bonus. Additionally, every turn in which a creature is in the area of the web, they suffer 2d6 Electricity damage. This is an [Electric] effect.
Lunge (Ex): with a Standard Action, or as the attack at the end of a Charge, Spinarak can make a single Primary Gore attack that has a base damage of 1d6 for a Tiny creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and inflicts a -4 Penalty to the target's Strength for one minute. This is a [Bug] attack.
Megahorn (Ex): with a Full Round Action at will, a Spinarak with this attack may ram its spiky head into a foe, making a single Gore attack as a Primary natural weapon, with a base damage of 2d6 (for a Tiny creature) plus two times its Strength Bonus. This attack may be directed at a pair of adjacent creatures if it wishes, providing both are within its reach, and it has a Critical value of 19-20/x4. This is a [Bug] attack.
Night Slash (Ex): at will, a Spinarak with this attack may unleash an attack originally used by evil samurai to murder people at a crossroads. It may make a single Claw attack with a Standard Action, treated as a Keen Katana wielded in two hands, sized appropriately (1d6, 17-20/x2 for a Tiny creature). This has an Enhancement Bonus of +1 per 3 hit dice (round up), deals ongoing Bleed damage equal to the Enhancement Bonus, and the increased Threat Range can be increased further via Improved Critical and similar. This is a [Blade] [Dark] attack.
Rage Powder (Ex): once per hour, a Spinarak with this may use a Standard Action to unleash a cloud of powder that enrages all who inhale it. This extends ten feet in all directions, and all in the area must attempt a Will Save (DC 10 + half its hit dice + its Constitution Bonus) or be affected by a Rage effect for one minute. For this duration, every turn the target has a 50% chance of attacking the nearest target, and a 50% chance of attacking Spinarak. This is a [Powder] [Bug] effect.
Toxic Thread (Ex): whenever Spinarak uses String Shot or Gooey Thread, it also exposes the target to a poison. A target that is touched by either effect is potentially poisoned, with a Save DC of 10 + half its hit dice + its Constitution Bonus, Primary effects of 1d4+1 Strength Damage and suffering 1d4 Hit Point damage per round for the one minute duration, and Secondary effects of being Nauseated for 1d4+1 rounds. This is a [Poison] effect, but the webs themselves remain [Bug] effects.
At 2 hit dice, it learns Infestation and Scary Face
Infestation (Su): once per hour, Spinarak may deliver a horrifying infestation of something when it succeeds on a melee attack. For the next 5 rounds, the target is afflicted with a Swarm attack, dealing 2d6 damage, with a Distraction Save DC of 10 + half the attacker's hit dice + its Charisma Bonus. After the 5 rounds, the swarm disippates. This is a [Bug] attack.
Scary Face (Ex): Spinarak may pull a scary face at a foe to Demoralise them with a Swift Action, and if successful they are Frightened for 1 round before the normal effects take place. This is a [Normal] effect.
At 3 hit dice, it learns Night Shade, Gooey Thread and Spider Scram
Night Shade (Sp): once per minute, Spinarak may extend a spooky field of darkness, allowing it to cast Damning Darkness with a duration of three rounds, plus one round per hit die, as a [Ghost] attack.
Gooey Thread (Ex): once per hour, Spinarak can weave and throw a web that functions as the spell Web. The Save DC is 10 + half its hit dice + its Constitution Bonus. This is a [Bug] effect. A DC 20 Survival check may be made to harvest enough of this glue-like substance (expending an hourly use) to then render it into a dose of Sovereign Glue with a DC 20 Craft (Alchemy) check.
Spider Scram (Su): once per hour, Spinarak can use a Move-Equivalent Action to step into the Plane of Shadow. It remains there for up to one minute, at which point it is automatically shifted back, but may also use a Move-Equivalent Action to step back into its previous plane. While on the Plane of Shadow as a result of using this, it is partially able to view the plane it left, seeing ghostly silhouettes of objects and creatures. This is a [Ghost] effect.
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Ariados
Small Magical Beast, CR 4
15 10 15 7 16 12
4d8+8 (26 HP), Init +0, Speed 20' Climb 20'
BAB/Grab: +4/+2
-Bite +8 (1d6+3 plus Poison) and Gore +5 (1d6+1 plus Poison)
AC: 16 (+1 Size, +5 Natural Armour), Flat 16, Touch 11
Fort +6 Ref +4 Will +4
Feats: Weapon Finesse (B), Weapon Focus (Bite), Multi-Attack
Skills: Hide +11, Intimidate +8, Move Silently +7, Survival +10
Special Attacks: String Shot, Poison Sting, Absorb, Infestation, Scary Face, Night Shade, Gooey Thread, Poison Fang, Fell Stinger, Shadow Sneak, Venom Drench
Special Qualities: Bug and Poison Pokemon Traits, Darkvision 60', Low-Light Vision, Spider Lair, Spider Scram, Focus Energy, Swords Dance
Rare Traits: Sniper, Disable, Electroweb, Lunge, Megahorn, Night Slash, Rage Powder
Tutor Moves: Trailblaze, Pounce, Smart Strike, Leech Life, Lunge, Skitter Smack, Baton Pass, X-Scissor, Bug Bite, Stomping Tantrum, Psycho Cut, Mimic, Night Slash
Advancement: 5-7 HD (Small); 8-10 HD (Medium); 11-13 HD (Large); 14-16 HD (Huge); 17+ HD (Gargantuan)
Hit Dice: 1d8 HP, Good BAB, Good Fort and Ref, 6 + Int skill points
This brightly coloured spider appears intelligent and intimidating. It is the size of a large dog, and although it only has six legs, it is still very much a spider. If not for the horn jutting from its head, the various markings and fact that the spinnerets look like fangs would make it hard to tell which side is the face.
Bug and Poison Traits: Ariados is weak against [Fire], [Flying], [Psychic] and [Rock] attacks, and resist [Fairy], [Fighting] and [Grass] attacks. It's Bite is a [Poison] attack.
Spider Lair (Su): wherever Ariados lurks is its lair, that is a fact. Whenever Initiative is first rolled for a combat that involves Ariados, or it emerges from its pokeball, it may instantly deploy a web (as a Monstrous Spider of equal hit dice) extending 20 feet from itself (30' if Ariados is larger than Large), as a Free Action not on its turn. The Escape Artist DC is 10 + half its hit dice + its Constitution Bonus, and the Strength check DC is 4 higher than that. This is a [Pokebility] that replaces Insomnia.
Poison Fang (Ex): Ariados' Bite becomes even more hazardous. This deals damage as though one Size Category larger, and carries a strong venom - the Save DC is 11 + half its hit dice + its Constitution Bonus (+2 on a Critical Hit)), the Primary and Secondary damage is 4 points of Dexterity and Constitution damage, and failing the saving throw against the primary damage also renders the target Nauseated for one minute. This is a [Bite] [Poison] effect and replaces Poison Sting for the Bite attack. Poison Sting now applies to its Gore.
Fell Stinger (Su): with a Standard Action, Ariados can make a single Primary Bite attack against a target, without the benefits of Poison Fang. If this reduces the target below 1 hit point, Ariados is then fully empowered by the experience and the joy of murder, gaining a +8 Enhancement Bonus to Strength for one minute.
Shadow Sneak (Su): once per three rounds, Ariados may make a special Slam attack that deals 1d4 damage for a Small creature, as its choice of a Swift or Immediate Action. This is a [Ghost] attack.
Venom Drench (Su): with a Standard Action once per five rounds, Ariados may douse a Poisoned target within 20 feet with even more toxins, activating the existing ones and weakening the target. The target suffers a Penalty to Strength, Dexterity and Charisma for one minute, of -1 per 3 hit dice the attacker has (round up).
Focus Energy (Ex): with a Standard Action at will, Ariados can enter a focused state that makes its attacks more dangerous. It enjoys a doubled critical threat range for all attacks it makes for the next minute.
Swords Dance (Ex): with a Standard Action at will, Ariados may perform the legendary Swords Dance, providing its movement is unobstructed. For the next minute, it enjoys a +8 Enhancement Bonus to Strength. Furthermore, it may make a Perform (Dance) check, even untrained, as part of using this, and if a 15 or more is rolled, its Natural Weapons grow by one virtual Size category for the duration, or two virtual Size categories if a 25 or more is rolled. Increases from using this multiple times do not stack. This is a [Dance] effect and a [Normal] effect.
At 5 hit dice, it learns Neurotoxin and Substitute
Neurotoxin (Su): Ariados has a special poison that may be used once per three rounds as a Standard Action, directly targeting a creature within 30 feet, and with a Will Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Alternatively, once per three rounds this may replace an existing Poison it has on a natural weapon or special attack, with a Fort Save to negate (DC 10 + half its hit dice + its Constitution Bonus). The Primary damage is 2 points of Intelligence, Wisdom and Charisma damage, as well as being unable to use [Psychic] effects, Psionic powers and [Mind-Affecting] effects for three rounds, and the Secondary damage is 4 points of Intelligence, Wisdom and Charisma damage. This is a [Mind-Affecting] [Poison] attack.
Substitute (Sp): once per hour, Ariados may suffer Non-lethal damage equal to a quarter of its Maximum Hit Points, as a Standard Action, and in doing so create a Project Image effect. Additionally, it is rendered Invisible for the duration of this effect. If a creature disbelieves the illusion, they also see through the invisibility. This is a [Normal] effect.
At 6 hit dice, it learns Sucker Punch and Spider Web
Sucker Punch (Ex): Ariados gains a Primary Slam attack that can only be used as an Immediate Action, to interrupt an attack. This has a base damage of 1d8 for a Small creature, plus one and a half times its Strength Bonus, and the target is denied its Dexterity Bonus to Armour Class against this. Instead of denying Ariados a Swift action on its next turn, it consumes next turn's Standard action. This is a [Dark] attack.
Spider Web (Ex): Ariados may spin webs exactly as a web-spinning Monstrous Spider of equal hit dice. This is a [Bug] effect.
At 7 hit dice, it learns Pin Missile and Psychic Fangs
Pin Missile (Ex): with a Full Round Action, Ariados may unleash a hail of needle-like stingers at targets within 30 feet. It makes three ranged attacks, plus one extra attack at eleven and sixteen hit dice respectively. Each one deals 1d4 Piercing damage (for a Small creature), plus half its Strength Bonus, and a 20/x2 Critical value, and damage is added together before applying Resistance or Weakness a single time. This is a [Bug] attack and does not carry its venom.
Psychic Fangs (Su): Ariados may use its Bite attack at normal damage for its Size, and without the Poison, but out to Close Range (with no Reach, but still using its choice of Strength or Dexterity for the attack roll), dealing an extra 1d6 points of damage for every 4 hit dice it has (round up). This also destroys (and is unaffected by) Light Screen, Reflect and Aurora Veil. This is a [Bite] [Psychic] attack.
At 8 hit dice, its Charisma increases by 2 and it learns Trapdoor
Trapdoor (Su): once per hour, Ariados may either cast Shadow Well, or may use a Swift Action to target a creature within Medium Range, and on a failed Will Save they are pulled through the Plane of Shadow to a point within 30 feet of it. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Ghost] attack.
At 9 hit dice, it learns Poison Jab and Toxic Spikes
Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, Ariados can make a single Primary Sting attack that has a base damage of 2d6 for a Medium creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and carries the venom of its Poison Fang. The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] attack.
Toxic Spikes (Su): with a Standard Action, Ariados can scatter venomous spikes around. This creates a Spike Growth effect, with a duration of 1 round per hit die. Furthermore, any creature that takes damage from this must make a Fortitude Save against Poison at the end of their turn - the Save DC is Constitution-based, and the Primary damage is 2 Strength damage, followed by taking 1d4 damage per round for one minute. The Secondary damage is 2 Constitution damage. If it casts this on a new area, any existing instances of its Toxic Spikes vanish (although any damage is still done). It may, however, cast it on an already-affected area, in which case it deals damage as a Spike Stones effect, the Ability Damage is doubled, and the ongoing poison damage becomes 1d6 per round. This is a [Poison] effect.
At 10 hit dice, it learns Cross Poison and Toxic Nest
Cross Poison (Ex): with a Standard Action, Ariados may make two Primary Bite attacks against the same target, with a doubled Critical Threat range (17-20). If one attack hits, there is a chance of Poison (DC 10 + half its hit dice + its Constitution Bonus, Primary and Secondary Damage of 2 Dex and Con). If both attacks hit, the Save DC and both types of Ability Damage are increased by 2. Each Critical Hit scored also increases the Save DC by 2. This is a [Poison] attack, and if it is Resisted, add the damage together before subtracting the defender's hit dice a single time.
Toxic Nest (Su): with a Swift Action at will, Ariados may activate latent poisons within all of its webs in Close Range. Any creature currently touching any of them is subject to Poison with a Save DC of 10 + half its hit dice + its Charisma Bonus, and both Primary and Secondary effects of 4 Constitution Damage. This is a [Poison] attack.
At 11 hit dice, it learns Sticky Web
Sticky Web (Ex): when Ariados creates webs as traps (rather than throwing them at creatures), including via the Gooey Thread ability, they are completely invisible, and the DC to escape them (whether by Strength or Escape Artist) increases by 4. This is a [Bug] effect.
At 12 hit dice, its Charisma increases by 2 and it learns Toxic Thread
Toxic Thread (Ex): whenever Ariados uses String Shot or Gooey Thread, it also exposes the target to a poison. A target that is touched by either effect is potentially poisoned, with a Save DC of 10 + half its hit dice + its Constitution Bonus, Primary effects of 1d4+1 Strength Damage and suffering 1d4 Hit Point damage per round for the one minute duration, and Secondary effects of being Nauseated for 1d4+1 rounds. This is a [Poison] effect, but the webs themselves remain [Bug] effects.
At 13 hit dice, it learns Super Poison Breath
Super Poison Breath (Su): once per day, Ariados may exhale a 20' Cone of toxic gas with a Standard Action. All in the area are subject to Poison with a Save DC 10 + half its hit dice + its Constitution Bonus, and has Primary Damage Nausea for 1 round per 2 hit dice of Ariados (round up), and Secondary Damage of Unconsciousness for 1 minute. This is a [Poison] attack.
At 14 hit dice, its Wisdom increases by 2 and it learns Megahorn
Megahorn (Ex): with a Full Round Action at will, Ariados may ram its spiky head into a foe, making a single Gore attack as a Primary natural weapon, with a base damage of 8d6 (for a Huge creature) plus two times its Strength Bonus. This attack may be directed at a pair of adjacent creatures if it wishes, providing both are within its reach, and it has a Critical value of 19-20/x4. This is a [Bug] attack.
At 15 hit dice, it learns Maximum Silk Spinner
Maximum Silk Spinner (Su): once per minute, Mega Ariados may cast a Widened Web, with a duration of 5 rounds. Everything within the area is subject to 2d6 Swarm damage each round from thousands of crawling spiders, as well as Distraction and the Poison of regular Spider Swarms. Every Save DC is 10 + half of Mega Ariados' hit dice + its Constitution Bonus, as is the Escape Artist DC, and the Strength check DC is 4 higher than this. This is a [Bug] attack.
Mega Evolution: when Ariados becomes Mega Ariados, it becomes a terrifying monster that begins to resemble a Bebilith or Retriever Demon. Its Strength increases by 6, its Dexterity and Natural Armour increase by 4 each, and its Constitution, Wisdom and Charisma increase by 2 each. Its [Pokebility] becomes Merciless.
Merciless (Ex): any time Mega Ariados makes a successful attack against a creature that is Sickened, Nauseated, suffering from any kind of Poison or Disease, or suffering from Constitution Damage or Drain, the attack is upgraded to an automatic Critical Hit. This is a [Pokebility].
Tutor Moves:
Baton Pass (Su): at will, the Pokemon may use a Standard Action to pass the torch to an adjacent Pokemon, transferring all temporary effects. Any Bonus or Penalty it has that does not always apply, as well as any ongoing conditions that have a duration other than Permanent, Instantaneous or "until cured", is transferred from the Pokemon to the target. The durations continue as normal. This is a [Normal] effect.
Bug Bite (Ex): the Pokemon may make a Bite attack, without benefiting from other [Bite] attacks, as a Full Round Action. This deals 1d6 damage for a Medium creature, and ignores all effects of Armour and Shields - the bonus to AC and any special effects - and allows it to eat any one item of food amongst the target's possessions as it swarms over them. This is a [Bite] [Bug] attack.
Leech Life (Ex): by making a Bite attack as a Standard Action once per minute, the Pokemon may deal damage as though one Size larger (if it lacks a Bite attack, it gains one for this, which is adjusted to 1d8 for a Medium creature), and 1 point of Constitution Drain (from blood loss) per 4 hit dice (round up), multiplied on a Critical Hit as though it were normal damage. The Pokemon regains lost hit points equal to the damage dealt, plus 5 for each point of Constitution Drain, but can't be healed above its maximum hit points in this way. This is a [Bite] [Bug] attack.
Lunge (Ex): with a Standard Action, or as the attack at the end of a Charge, the Pokemon can make a single Primary Gore attack that has a base damage of 1d6 for a Tiny creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and inflicts a -4 Penalty to the target's Strength for one minute. This is a [Bug] attack.
Mimic (Su): once per hour, the Pokemon may use a Full Round Action to study another creature within Close Range that has used an Extraordinary, Supernatural or Spell-Like Ability within the last round, providing it was an ability that is activated as its own action (as opposed to always-on auras or conditional effects such as the Improved Grab special attack). For the next hour, the Pokemon gains that ability, with the same usage limits as the target. This is a [Normal] effect.
Night Slash (Ex): at will, the Pokemon may unleash an attack originally used by evil samurai to murder people at a crossroads. It may make a single Claw attack with a Standard Action, treated as a Keen Katana wielded in two hands, sized appropriately (1d6, 17-20/x2 for a Tiny creature). This has an Enhancement Bonus of +1 per 3 hit dice (round up), deals ongoing Bleed damage equal to the Enhancement Bonus, and the increased Threat Range can be increased further via Improved Critical and similar. This is a [Blade] [Dark] attack.
Pounce (Ex): at will, the Pokemon may Charge a foe using the usual rules and limitations for a charge. It has the Pounce special attack for this, able to make a Full Attack at the end of the charge, however no other special modifiers (such as Improved Grab or Poison) apply. A target hit by at least one of the attacks from this charge suffers a -4 Dexterity Penalty for 3 rounds. This is a [Bug] attack.
Psycho Cut (Su): once per three rounds, the Pokemon may use a Standard Action to manifest and swing a blade composed purely of psychic energy. This is treated as a Keen Falchion wielded in two hands, sized appropriately, with an Enhancement Bonus of +1 per 3 hit dice (round up). Furthermore, it is treated as a Reach Weapon that is able to target adjacent spaces, similar to a Spiked Chain. This is a [Blade] [Psychic] attack.
Skitter Smack (Ex): at will, the Pokemon may charge a foe, ignoring the usual movement and targeting restrictions and denying the foe their Dexterity Bonus to Armour Class. It only ever makes a single attack at the end of the charge even if it has the Pounce ability, but if this attack hits, it deals an extra 1d6 damage per 5 hit dice (round up), and the target is sufficiently startled and battered about as to suffer a -4 Morale Penalty to Charisma for 3 rounds. This is a [Bug] attack.
Smart Strike (Ex): with a Standard Action, the Pokemon may make a single Gore attack that simply hits, ignoring attack rolls, Mirror Images, Cover, Concealment and other forms of Miss Chance. It must still have Line of Effect, and must target a square the foe is in (meaning invisible foes have some safety), and the target must be on the same Plane (at least in part - an Astral creature that manifests onto the Material is vulnerable). This cannot break [Force] effects, so Protect or a Resilient Sphere would still provide complete safety. The base damage for this Gore is 1d8 for a Medium creature, plus one and a half times its Strength Bonus, though if the creature has the Power Attack feat, it is likely to increase the damage quite a bit. This is a [Steel] attack.
Stomping Tantrum (Ex): once per three rounds, the Pokemon can stomp its feet repeatedly on the ground, angry about the unfairness of the universe. This hits every adjacent creature touching the ground for 1d8 damage (for a Small creature) plus its Strength Bonus, plus an additional 1d6 damage per 4 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Strength Bonus). If the Pokemon attempted but failed to damage or otherwise afflict an opponent on its previous turn (such as missing with all attacks, all targets passing saving throws that Negate - including via Evasion or Mettle - enemies being completely immune, or Spell-Like Abilities failing to bypass Spell Resistance), the additional damage is instead 1d6 per hit die and everything that fails the saving throw suffers 1 point of Constitution Damage per 4 hit dice (round up). The added effects also apply if the Pokemon was unable to take any actions on its previous turn (such as from being Stunned), or failed to attack an enemy due to Confusion. This is a [Ground] attack.
Trailblaze (Su): at will, the Pokemon may Charge a foe using the normal rules and limitations for a charge - except when on Grassy Terrain, in which case it can move indirectly, turn corners and target foes other than the closest. It makes a single attack at the end of the charge, and then enjoys a +4 Enhancement Bonus to Dexterity for 3 rounds. This is a [Grass] attack.
X-Scissor (Ex): with a Standard Action, the Pokemon may make two Primary Bite attacks against the same target, without carrying its venom. These have a doubled Critical Threat range (17-20), and if either of the attacks is a Critical Hit, both of them are (providing they both actually hit). This is a [Blade] [Bug] attack.
Tiny Magical Beast, CR 1/2
11 13 12 3 10 8
1d6+1 (4 HP), Init +1, Speed 20' Climb 15'
BAB/Grab: +1/-7
-Bite +4 (1d3 plus Poison)
AC: 14 (+2 Size, +1 Natural Armour, +1 Dexterity), Flat 13, Touch 13
Fort +1 Ref +3 Will +0
Feats: Weapon Finesse (B), Weapon Focus (Bite)
Skills: Hide +13
Special Attacks: Poison Sting, String Shot, Absorb
Special Qualities: Bug and Poison Pokemon Traits, Darkvision 60', Low-Light Vision, Insomnia
Rare Traits: Sniper, Disable, Electroweb, Lunge, Megahorn, Night Slash, Rage Powder, Toxic Thread
Tutor Moves: Scary Face, Substitute, Trailblaze, Pounce, Lunge, Skitter Smack, Bug Bite, Stomping Tantrum, Cross Poison, Mimic
Advancement: 2-3 HD (Tiny); evolves into Ariados at 4 HD
Hit Dice: 1d6 HP, Good BAB, Good Ref, 2 + Int skill points
This bright green spider, with various vivid markings, is the size of a house cat. It seems to have only six limbs, but is absolutely a spider.
Bug and Poison Traits: Spinarak is weak against [Fire], [Flying], [Psychic] and [Rock] attacks, and resist [Fairy], [Fighting] and [Grass] attacks. It's Bite is a [Poison] attack.
Poison Sting (Ex): Spinarak has a venomous bite. Anything damaged by its Bite is afflicted by Poison, with Primary and Secondary damage of 2 Dexterity and Constitution damage. The Save DC is Constitution-based, so for the standard Spinarak is 11.
String Shot (Ex): with a Standard Action at will, Spinarak can spit a stream of silk string out as a Ranged Touch Attack to 15 feet. If it hits, the target becomes Entangled for three rounds. If already Entangled, they become Slowed for the same duration, which is reset to three rounds again. Future uses against a Slowed opponent reset the duration. This is a [Bug] attack.
Absorb (Su): once per three rounds, Spinarak can use a Standard Action to make a Melee Touch Attack against an adjacent creature. If this hits, it deals 1d4 damage per 2 hit dice (minimum 1d4, maximum 5d4) to the target, and regains lost hit points equal to half the damage dealt - although this cannot raise its hit points above the maximum. This is a [Grass] attack.
Insomnia (Ex): Spinarak is never Drowsy, and cannot be made to fall Asleep. It does sleep, for 2 hours per day, but is immune to effects that make it sleep (and cannot use the Rest move). This is a [Pokebility].
Rare Traits:
Sniper (Ex): the rare Spinarak with this ability delivers deadly critical hits. Any critical hit has a doubled multiplier. This is a [Pokebility].
Disable (Su): once per minute, Spinarak may curse an enemy within 100 feet with a Standard Action if it has this trait. Whichever special attack the opponent used most recently becomes disabled, blocked off in the target's mind for one minute. This [Normal] attack is a [Mind-Affecting] [Compulsion] effect.
Electroweb (Su): once per hour, a Spinarak with this may create a Web effect, as the spell, with a Save DC of 10 + half its hit dice + its Charisma Bonus. Additionally, every turn in which a creature is in the area of the web, they suffer 2d6 Electricity damage. This is an [Electric] effect.
Lunge (Ex): with a Standard Action, or as the attack at the end of a Charge, Spinarak can make a single Primary Gore attack that has a base damage of 1d6 for a Tiny creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and inflicts a -4 Penalty to the target's Strength for one minute. This is a [Bug] attack.
Megahorn (Ex): with a Full Round Action at will, a Spinarak with this attack may ram its spiky head into a foe, making a single Gore attack as a Primary natural weapon, with a base damage of 2d6 (for a Tiny creature) plus two times its Strength Bonus. This attack may be directed at a pair of adjacent creatures if it wishes, providing both are within its reach, and it has a Critical value of 19-20/x4. This is a [Bug] attack.
Night Slash (Ex): at will, a Spinarak with this attack may unleash an attack originally used by evil samurai to murder people at a crossroads. It may make a single Claw attack with a Standard Action, treated as a Keen Katana wielded in two hands, sized appropriately (1d6, 17-20/x2 for a Tiny creature). This has an Enhancement Bonus of +1 per 3 hit dice (round up), deals ongoing Bleed damage equal to the Enhancement Bonus, and the increased Threat Range can be increased further via Improved Critical and similar. This is a [Blade] [Dark] attack.
Rage Powder (Ex): once per hour, a Spinarak with this may use a Standard Action to unleash a cloud of powder that enrages all who inhale it. This extends ten feet in all directions, and all in the area must attempt a Will Save (DC 10 + half its hit dice + its Constitution Bonus) or be affected by a Rage effect for one minute. For this duration, every turn the target has a 50% chance of attacking the nearest target, and a 50% chance of attacking Spinarak. This is a [Powder] [Bug] effect.
Toxic Thread (Ex): whenever Spinarak uses String Shot or Gooey Thread, it also exposes the target to a poison. A target that is touched by either effect is potentially poisoned, with a Save DC of 10 + half its hit dice + its Constitution Bonus, Primary effects of 1d4+1 Strength Damage and suffering 1d4 Hit Point damage per round for the one minute duration, and Secondary effects of being Nauseated for 1d4+1 rounds. This is a [Poison] effect, but the webs themselves remain [Bug] effects.
At 2 hit dice, it learns Infestation and Scary Face
Infestation (Su): once per hour, Spinarak may deliver a horrifying infestation of something when it succeeds on a melee attack. For the next 5 rounds, the target is afflicted with a Swarm attack, dealing 2d6 damage, with a Distraction Save DC of 10 + half the attacker's hit dice + its Charisma Bonus. After the 5 rounds, the swarm disippates. This is a [Bug] attack.
Scary Face (Ex): Spinarak may pull a scary face at a foe to Demoralise them with a Swift Action, and if successful they are Frightened for 1 round before the normal effects take place. This is a [Normal] effect.
At 3 hit dice, it learns Night Shade, Gooey Thread and Spider Scram
Night Shade (Sp): once per minute, Spinarak may extend a spooky field of darkness, allowing it to cast Damning Darkness with a duration of three rounds, plus one round per hit die, as a [Ghost] attack.
Gooey Thread (Ex): once per hour, Spinarak can weave and throw a web that functions as the spell Web. The Save DC is 10 + half its hit dice + its Constitution Bonus. This is a [Bug] effect. A DC 20 Survival check may be made to harvest enough of this glue-like substance (expending an hourly use) to then render it into a dose of Sovereign Glue with a DC 20 Craft (Alchemy) check.
Spider Scram (Su): once per hour, Spinarak can use a Move-Equivalent Action to step into the Plane of Shadow. It remains there for up to one minute, at which point it is automatically shifted back, but may also use a Move-Equivalent Action to step back into its previous plane. While on the Plane of Shadow as a result of using this, it is partially able to view the plane it left, seeing ghostly silhouettes of objects and creatures. This is a [Ghost] effect.
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Ariados
Small Magical Beast, CR 4
15 10 15 7 16 12
4d8+8 (26 HP), Init +0, Speed 20' Climb 20'
BAB/Grab: +4/+2
-Bite +8 (1d6+3 plus Poison) and Gore +5 (1d6+1 plus Poison)
AC: 16 (+1 Size, +5 Natural Armour), Flat 16, Touch 11
Fort +6 Ref +4 Will +4
Feats: Weapon Finesse (B), Weapon Focus (Bite), Multi-Attack
Skills: Hide +11, Intimidate +8, Move Silently +7, Survival +10
Special Attacks: String Shot, Poison Sting, Absorb, Infestation, Scary Face, Night Shade, Gooey Thread, Poison Fang, Fell Stinger, Shadow Sneak, Venom Drench
Special Qualities: Bug and Poison Pokemon Traits, Darkvision 60', Low-Light Vision, Spider Lair, Spider Scram, Focus Energy, Swords Dance
Rare Traits: Sniper, Disable, Electroweb, Lunge, Megahorn, Night Slash, Rage Powder
Tutor Moves: Trailblaze, Pounce, Smart Strike, Leech Life, Lunge, Skitter Smack, Baton Pass, X-Scissor, Bug Bite, Stomping Tantrum, Psycho Cut, Mimic, Night Slash
Advancement: 5-7 HD (Small); 8-10 HD (Medium); 11-13 HD (Large); 14-16 HD (Huge); 17+ HD (Gargantuan)
Hit Dice: 1d8 HP, Good BAB, Good Fort and Ref, 6 + Int skill points
This brightly coloured spider appears intelligent and intimidating. It is the size of a large dog, and although it only has six legs, it is still very much a spider. If not for the horn jutting from its head, the various markings and fact that the spinnerets look like fangs would make it hard to tell which side is the face.
Bug and Poison Traits: Ariados is weak against [Fire], [Flying], [Psychic] and [Rock] attacks, and resist [Fairy], [Fighting] and [Grass] attacks. It's Bite is a [Poison] attack.
Spider Lair (Su): wherever Ariados lurks is its lair, that is a fact. Whenever Initiative is first rolled for a combat that involves Ariados, or it emerges from its pokeball, it may instantly deploy a web (as a Monstrous Spider of equal hit dice) extending 20 feet from itself (30' if Ariados is larger than Large), as a Free Action not on its turn. The Escape Artist DC is 10 + half its hit dice + its Constitution Bonus, and the Strength check DC is 4 higher than that. This is a [Pokebility] that replaces Insomnia.
Poison Fang (Ex): Ariados' Bite becomes even more hazardous. This deals damage as though one Size Category larger, and carries a strong venom - the Save DC is 11 + half its hit dice + its Constitution Bonus (+2 on a Critical Hit)), the Primary and Secondary damage is 4 points of Dexterity and Constitution damage, and failing the saving throw against the primary damage also renders the target Nauseated for one minute. This is a [Bite] [Poison] effect and replaces Poison Sting for the Bite attack. Poison Sting now applies to its Gore.
Fell Stinger (Su): with a Standard Action, Ariados can make a single Primary Bite attack against a target, without the benefits of Poison Fang. If this reduces the target below 1 hit point, Ariados is then fully empowered by the experience and the joy of murder, gaining a +8 Enhancement Bonus to Strength for one minute.
Shadow Sneak (Su): once per three rounds, Ariados may make a special Slam attack that deals 1d4 damage for a Small creature, as its choice of a Swift or Immediate Action. This is a [Ghost] attack.
Venom Drench (Su): with a Standard Action once per five rounds, Ariados may douse a Poisoned target within 20 feet with even more toxins, activating the existing ones and weakening the target. The target suffers a Penalty to Strength, Dexterity and Charisma for one minute, of -1 per 3 hit dice the attacker has (round up).
Focus Energy (Ex): with a Standard Action at will, Ariados can enter a focused state that makes its attacks more dangerous. It enjoys a doubled critical threat range for all attacks it makes for the next minute.
Swords Dance (Ex): with a Standard Action at will, Ariados may perform the legendary Swords Dance, providing its movement is unobstructed. For the next minute, it enjoys a +8 Enhancement Bonus to Strength. Furthermore, it may make a Perform (Dance) check, even untrained, as part of using this, and if a 15 or more is rolled, its Natural Weapons grow by one virtual Size category for the duration, or two virtual Size categories if a 25 or more is rolled. Increases from using this multiple times do not stack. This is a [Dance] effect and a [Normal] effect.
At 5 hit dice, it learns Neurotoxin and Substitute
Neurotoxin (Su): Ariados has a special poison that may be used once per three rounds as a Standard Action, directly targeting a creature within 30 feet, and with a Will Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Alternatively, once per three rounds this may replace an existing Poison it has on a natural weapon or special attack, with a Fort Save to negate (DC 10 + half its hit dice + its Constitution Bonus). The Primary damage is 2 points of Intelligence, Wisdom and Charisma damage, as well as being unable to use [Psychic] effects, Psionic powers and [Mind-Affecting] effects for three rounds, and the Secondary damage is 4 points of Intelligence, Wisdom and Charisma damage. This is a [Mind-Affecting] [Poison] attack.
Substitute (Sp): once per hour, Ariados may suffer Non-lethal damage equal to a quarter of its Maximum Hit Points, as a Standard Action, and in doing so create a Project Image effect. Additionally, it is rendered Invisible for the duration of this effect. If a creature disbelieves the illusion, they also see through the invisibility. This is a [Normal] effect.
At 6 hit dice, it learns Sucker Punch and Spider Web
Sucker Punch (Ex): Ariados gains a Primary Slam attack that can only be used as an Immediate Action, to interrupt an attack. This has a base damage of 1d8 for a Small creature, plus one and a half times its Strength Bonus, and the target is denied its Dexterity Bonus to Armour Class against this. Instead of denying Ariados a Swift action on its next turn, it consumes next turn's Standard action. This is a [Dark] attack.
Spider Web (Ex): Ariados may spin webs exactly as a web-spinning Monstrous Spider of equal hit dice. This is a [Bug] effect.
At 7 hit dice, it learns Pin Missile and Psychic Fangs
Pin Missile (Ex): with a Full Round Action, Ariados may unleash a hail of needle-like stingers at targets within 30 feet. It makes three ranged attacks, plus one extra attack at eleven and sixteen hit dice respectively. Each one deals 1d4 Piercing damage (for a Small creature), plus half its Strength Bonus, and a 20/x2 Critical value, and damage is added together before applying Resistance or Weakness a single time. This is a [Bug] attack and does not carry its venom.
Psychic Fangs (Su): Ariados may use its Bite attack at normal damage for its Size, and without the Poison, but out to Close Range (with no Reach, but still using its choice of Strength or Dexterity for the attack roll), dealing an extra 1d6 points of damage for every 4 hit dice it has (round up). This also destroys (and is unaffected by) Light Screen, Reflect and Aurora Veil. This is a [Bite] [Psychic] attack.
At 8 hit dice, its Charisma increases by 2 and it learns Trapdoor
Trapdoor (Su): once per hour, Ariados may either cast Shadow Well, or may use a Swift Action to target a creature within Medium Range, and on a failed Will Save they are pulled through the Plane of Shadow to a point within 30 feet of it. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Ghost] attack.
At 9 hit dice, it learns Poison Jab and Toxic Spikes
Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, Ariados can make a single Primary Sting attack that has a base damage of 2d6 for a Medium creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and carries the venom of its Poison Fang. The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] attack.
Toxic Spikes (Su): with a Standard Action, Ariados can scatter venomous spikes around. This creates a Spike Growth effect, with a duration of 1 round per hit die. Furthermore, any creature that takes damage from this must make a Fortitude Save against Poison at the end of their turn - the Save DC is Constitution-based, and the Primary damage is 2 Strength damage, followed by taking 1d4 damage per round for one minute. The Secondary damage is 2 Constitution damage. If it casts this on a new area, any existing instances of its Toxic Spikes vanish (although any damage is still done). It may, however, cast it on an already-affected area, in which case it deals damage as a Spike Stones effect, the Ability Damage is doubled, and the ongoing poison damage becomes 1d6 per round. This is a [Poison] effect.
At 10 hit dice, it learns Cross Poison and Toxic Nest
Cross Poison (Ex): with a Standard Action, Ariados may make two Primary Bite attacks against the same target, with a doubled Critical Threat range (17-20). If one attack hits, there is a chance of Poison (DC 10 + half its hit dice + its Constitution Bonus, Primary and Secondary Damage of 2 Dex and Con). If both attacks hit, the Save DC and both types of Ability Damage are increased by 2. Each Critical Hit scored also increases the Save DC by 2. This is a [Poison] attack, and if it is Resisted, add the damage together before subtracting the defender's hit dice a single time.
Toxic Nest (Su): with a Swift Action at will, Ariados may activate latent poisons within all of its webs in Close Range. Any creature currently touching any of them is subject to Poison with a Save DC of 10 + half its hit dice + its Charisma Bonus, and both Primary and Secondary effects of 4 Constitution Damage. This is a [Poison] attack.
At 11 hit dice, it learns Sticky Web
Sticky Web (Ex): when Ariados creates webs as traps (rather than throwing them at creatures), including via the Gooey Thread ability, they are completely invisible, and the DC to escape them (whether by Strength or Escape Artist) increases by 4. This is a [Bug] effect.
At 12 hit dice, its Charisma increases by 2 and it learns Toxic Thread
Toxic Thread (Ex): whenever Ariados uses String Shot or Gooey Thread, it also exposes the target to a poison. A target that is touched by either effect is potentially poisoned, with a Save DC of 10 + half its hit dice + its Constitution Bonus, Primary effects of 1d4+1 Strength Damage and suffering 1d4 Hit Point damage per round for the one minute duration, and Secondary effects of being Nauseated for 1d4+1 rounds. This is a [Poison] effect, but the webs themselves remain [Bug] effects.
At 13 hit dice, it learns Super Poison Breath
Super Poison Breath (Su): once per day, Ariados may exhale a 20' Cone of toxic gas with a Standard Action. All in the area are subject to Poison with a Save DC 10 + half its hit dice + its Constitution Bonus, and has Primary Damage Nausea for 1 round per 2 hit dice of Ariados (round up), and Secondary Damage of Unconsciousness for 1 minute. This is a [Poison] attack.
At 14 hit dice, its Wisdom increases by 2 and it learns Megahorn
Megahorn (Ex): with a Full Round Action at will, Ariados may ram its spiky head into a foe, making a single Gore attack as a Primary natural weapon, with a base damage of 8d6 (for a Huge creature) plus two times its Strength Bonus. This attack may be directed at a pair of adjacent creatures if it wishes, providing both are within its reach, and it has a Critical value of 19-20/x4. This is a [Bug] attack.
At 15 hit dice, it learns Maximum Silk Spinner
Maximum Silk Spinner (Su): once per minute, Mega Ariados may cast a Widened Web, with a duration of 5 rounds. Everything within the area is subject to 2d6 Swarm damage each round from thousands of crawling spiders, as well as Distraction and the Poison of regular Spider Swarms. Every Save DC is 10 + half of Mega Ariados' hit dice + its Constitution Bonus, as is the Escape Artist DC, and the Strength check DC is 4 higher than this. This is a [Bug] attack.
Mega Evolution: when Ariados becomes Mega Ariados, it becomes a terrifying monster that begins to resemble a Bebilith or Retriever Demon. Its Strength increases by 6, its Dexterity and Natural Armour increase by 4 each, and its Constitution, Wisdom and Charisma increase by 2 each. Its [Pokebility] becomes Merciless.
Merciless (Ex): any time Mega Ariados makes a successful attack against a creature that is Sickened, Nauseated, suffering from any kind of Poison or Disease, or suffering from Constitution Damage or Drain, the attack is upgraded to an automatic Critical Hit. This is a [Pokebility].
Tutor Moves:
Baton Pass (Su): at will, the Pokemon may use a Standard Action to pass the torch to an adjacent Pokemon, transferring all temporary effects. Any Bonus or Penalty it has that does not always apply, as well as any ongoing conditions that have a duration other than Permanent, Instantaneous or "until cured", is transferred from the Pokemon to the target. The durations continue as normal. This is a [Normal] effect.
Bug Bite (Ex): the Pokemon may make a Bite attack, without benefiting from other [Bite] attacks, as a Full Round Action. This deals 1d6 damage for a Medium creature, and ignores all effects of Armour and Shields - the bonus to AC and any special effects - and allows it to eat any one item of food amongst the target's possessions as it swarms over them. This is a [Bite] [Bug] attack.
Leech Life (Ex): by making a Bite attack as a Standard Action once per minute, the Pokemon may deal damage as though one Size larger (if it lacks a Bite attack, it gains one for this, which is adjusted to 1d8 for a Medium creature), and 1 point of Constitution Drain (from blood loss) per 4 hit dice (round up), multiplied on a Critical Hit as though it were normal damage. The Pokemon regains lost hit points equal to the damage dealt, plus 5 for each point of Constitution Drain, but can't be healed above its maximum hit points in this way. This is a [Bite] [Bug] attack.
Lunge (Ex): with a Standard Action, or as the attack at the end of a Charge, the Pokemon can make a single Primary Gore attack that has a base damage of 1d6 for a Tiny creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and inflicts a -4 Penalty to the target's Strength for one minute. This is a [Bug] attack.
Mimic (Su): once per hour, the Pokemon may use a Full Round Action to study another creature within Close Range that has used an Extraordinary, Supernatural or Spell-Like Ability within the last round, providing it was an ability that is activated as its own action (as opposed to always-on auras or conditional effects such as the Improved Grab special attack). For the next hour, the Pokemon gains that ability, with the same usage limits as the target. This is a [Normal] effect.
Night Slash (Ex): at will, the Pokemon may unleash an attack originally used by evil samurai to murder people at a crossroads. It may make a single Claw attack with a Standard Action, treated as a Keen Katana wielded in two hands, sized appropriately (1d6, 17-20/x2 for a Tiny creature). This has an Enhancement Bonus of +1 per 3 hit dice (round up), deals ongoing Bleed damage equal to the Enhancement Bonus, and the increased Threat Range can be increased further via Improved Critical and similar. This is a [Blade] [Dark] attack.
Pounce (Ex): at will, the Pokemon may Charge a foe using the usual rules and limitations for a charge. It has the Pounce special attack for this, able to make a Full Attack at the end of the charge, however no other special modifiers (such as Improved Grab or Poison) apply. A target hit by at least one of the attacks from this charge suffers a -4 Dexterity Penalty for 3 rounds. This is a [Bug] attack.
Psycho Cut (Su): once per three rounds, the Pokemon may use a Standard Action to manifest and swing a blade composed purely of psychic energy. This is treated as a Keen Falchion wielded in two hands, sized appropriately, with an Enhancement Bonus of +1 per 3 hit dice (round up). Furthermore, it is treated as a Reach Weapon that is able to target adjacent spaces, similar to a Spiked Chain. This is a [Blade] [Psychic] attack.
Skitter Smack (Ex): at will, the Pokemon may charge a foe, ignoring the usual movement and targeting restrictions and denying the foe their Dexterity Bonus to Armour Class. It only ever makes a single attack at the end of the charge even if it has the Pounce ability, but if this attack hits, it deals an extra 1d6 damage per 5 hit dice (round up), and the target is sufficiently startled and battered about as to suffer a -4 Morale Penalty to Charisma for 3 rounds. This is a [Bug] attack.
Smart Strike (Ex): with a Standard Action, the Pokemon may make a single Gore attack that simply hits, ignoring attack rolls, Mirror Images, Cover, Concealment and other forms of Miss Chance. It must still have Line of Effect, and must target a square the foe is in (meaning invisible foes have some safety), and the target must be on the same Plane (at least in part - an Astral creature that manifests onto the Material is vulnerable). This cannot break [Force] effects, so Protect or a Resilient Sphere would still provide complete safety. The base damage for this Gore is 1d8 for a Medium creature, plus one and a half times its Strength Bonus, though if the creature has the Power Attack feat, it is likely to increase the damage quite a bit. This is a [Steel] attack.
Stomping Tantrum (Ex): once per three rounds, the Pokemon can stomp its feet repeatedly on the ground, angry about the unfairness of the universe. This hits every adjacent creature touching the ground for 1d8 damage (for a Small creature) plus its Strength Bonus, plus an additional 1d6 damage per 4 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Strength Bonus). If the Pokemon attempted but failed to damage or otherwise afflict an opponent on its previous turn (such as missing with all attacks, all targets passing saving throws that Negate - including via Evasion or Mettle - enemies being completely immune, or Spell-Like Abilities failing to bypass Spell Resistance), the additional damage is instead 1d6 per hit die and everything that fails the saving throw suffers 1 point of Constitution Damage per 4 hit dice (round up). The added effects also apply if the Pokemon was unable to take any actions on its previous turn (such as from being Stunned), or failed to attack an enemy due to Confusion. This is a [Ground] attack.
Trailblaze (Su): at will, the Pokemon may Charge a foe using the normal rules and limitations for a charge - except when on Grassy Terrain, in which case it can move indirectly, turn corners and target foes other than the closest. It makes a single attack at the end of the charge, and then enjoys a +4 Enhancement Bonus to Dexterity for 3 rounds. This is a [Grass] attack.
X-Scissor (Ex): with a Standard Action, the Pokemon may make two Primary Bite attacks against the same target, without carrying its venom. These have a doubled Critical Threat range (17-20), and if either of the attacks is a Critical Hit, both of them are (providing they both actually hit). This is a [Blade] [Bug] attack.