Pokedex Redone

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Koumei
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Re: Pokedex Redone

Post by Koumei »

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.
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Koumei
Serious Badass
Posts: 13970
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Re: Pokedex Redone

Post by Koumei »

Gligar
Small Magical Beast, CR 2
15 15 14 3 6 12
2d6+4 (11 HP), Init +2, Speed 20' Climb 15' Fly 20' (Average) Burrow 15'
BAB/Grab: +2/+0
-2 Claws +5 (1d3+2) and Sting +3 (1d6+1 plus Poison)
AC: 17 (+1 Size, +4 Natural Armour, +2 Dexterity), Flat 15, Touch 13
Fort +5 Ref +5 Will +1
Feats: Weapon Finesse (B), Multiattack
Skills: Tumble +7
Special Attacks: Poison Sting, Sand Attack, Knock Off, Sharp Stinger, Sneak Attack +1d6
Special Qualities: Flying and Ground Pokemon Traits, Sand Veil, Harden, Iron Grip
Rare Traits: Immunity, Power Trick, Sand Tomb, Metal Claw, Night Slash, Poison Jab, Fire Fang, Cross Poison, Agility
Tutor Moves: Steel Wing, Sandstorm, Taunt, Torment, Aerial Ace, Spikes, Sand Tomb, Breaking Swipe, Bug Bite
Advancement: 3-5 HD (Small); evolves into Gliscor at 6 HD
Hit Dice: 1d6 HP, Good BAB, Good Fort and Ref, 2 + Int skill points

The creature gliding about through the air on its webbed wings looks like a sand scorpion, albeit a pretty big one. It could be menacing and evil if not for the dopey look on its face.

Flying and Ground Traits: Gligar is weak against [Ice], [Rock] and [Water] attacks, and resists [Bug], [Fighting] and [Poison] attacks. It is considered Immune to [Electric] and [Ground] attacks, always resisting them. When it burrows, it can choose whether to leave tunnels behind it. It can swim through sand at its normal speed, takes no damage or effects from [Electric] attacks when burrowing or sand-swimming, and when touching the ground has Evasion against [Electric] attacks. It suffers no damage or impediments from sand storms, dust storms, loose sand, quicksand or rough stony terrain, and gains Resistance equal to its hit dice against all energy types in sand storms and dust storms.

Poison Sting (Ex): Gligar has a venomous sting. Anything damaged by its Sting is afflicted by Poison, with Primary and Secondary damage of 2 Dexterity and Constitution damage. The Save DC is Constitution-based.

Sand Attack (Ex): with a Standard Action, a Gligar standing on the ground can kick sand and dust at a creature within 10 feet. They must succeed on a Reflex Save (DC 10 + half its hit dice + its Dexterity Bonus) or be rendered Blind for 3 rounds. This is a [Ground] effect.

Knock Off (Ex): with a Standard Action once per 5 rounds, Gligar may make a Primary Slam attack that, if it hits, it may make a Disarm or Sunder check for free. The base damage is 1d6 (for a Small creature) plus its Strength Bonus, however this is doubled (and tripled on a critical hit) if its Disarm or Sunder check succeeds. This is a [Dark] attack.

Sharp Stinger (Ex): Gligar's Sting attack deals damage as though one Size Category larger than normal, and never receives any Penalty to damage other than reducing its Strength Bonus.

Sneak Attack (Ex): Gligar is great at catching things by surprise, and deals an extra 1d6 damage to foes that it flanks or that are denied their Dexterity Bonus to Armour Class.

Sand Veil (Ex): any time Gligar is in a sandstorm or duststorm, it is completely Invisible. This is a [Pokebility].

Harden (Ex): any time Gligar takes a Full Defence, it gains a +8 Armour Bonus to Armour Class, and also gains DR 8/-. Both of these last until the start of its next turn. This is a [Normal] effect.

Iron Grip (Ex): whenever Gligar hits the same target with both Claw attacks in the same turn, it may attempt a free Grapple check against them as though through the Improved Grab special attack. It also gains a +4 Bonus to maintain an existing Grapple, though not to initiate it or to escape one. At the end of every turn in which it holds a foe in a grapple, it may elect to deal automatic Claw damage for one Claw, as a Swift Action and a [Steel] attack.


Rare Traits:
Immunity (Ex): if it has this rare trait, Gligar cannot be Sickened, Nauseated or Poisoned. This is a [Pokebility].

Power Trick (Su): once per hour, a Gligar with this ability may use a Standard Action to convert its combined Armour, Shield and Natural Armour Bonus into an Innate Bonus to Strength, and to convert its Racial Bonus to Strength into a Natural Armour Bonus to Armour Class. This lasts for one minute and is a [Psychic] effect.

Sand Tomb (Su): with a Standard Action, Gligar may cast Haboob (It's Hot Outside) once per minute. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Ground] attack.

Metal Claw (Ex): Gligar may make its Claw attacks as [Steel] effects, and they deal damage as though one size category larger. Additionally, they penetrate DR and Hardness as though made of Adamantium, and have an Innate +1 Enhancement Bonus (as though actual magic weapons). This is a [Steel] effect.

Night Slash (Ex): at will, a Gligar 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 (1d8, 17-20/x2 for a Small 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 [Dark] attack.

Cross Poison (Ex): with a Standard Action, Gligar may make two Primary Claw attacks against the same target, with a doubled Critical Threat range (19-20). If one attack hits, there is a chance of Poison: DC 10 + half its hit dice + its Constitution Bonus, Primary and Secondary effect s 2 Dexterity and Constitution damage. 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.

Agility (Su): by focusing as a Full Round Action, Gligar can cast Cat's Grace on itself at will. This is a [Psychic] effect.

Fire Fang (Su): Gligar has a secondary Bite attack that deals an additional 1d6 points of Fire damage for every 4 hit dice it has (round up). This will set combustible things on fire and even pre-cook a lot of meals. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or suffer a Burn. A target will always catch fire on a Critical Hit. This is a [Fire] attack.

Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, Gligar can make a single Primary Sting attack that has a base damage of 1d8 for a Small creature (and thus 2d6 for the Sharp Stinger), with an Enhancement Bonus of +1 per 3 hit dice (round up). The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] [Punch] attack.


At 3 hit dice, it learns Quick Attack and Fury Cutter
Quick Attack (Ex): once per three rounds, Gligar may make a Claw attack as a Swift or Immediate Action, whichever it chooses.

Fury Cutter (Ex): Gligar may elect to make its Claw attacks as a [Bug] attack. If it does so on consecutive turns, then starting on the second turn the Threat Range increases by 1, and this continues to increase every consecutive round. These increases happen after any doubling from Improved Critical or whatever.

At 4 hit dice, its Natural Armour increases by 1 and it learns Acrobatics
Acrobatics (Ex): at will, Gligar may unleash a leaping Charge, and after the attack may reposition to any square adjacent to the target. This uses any one natural weapon, and if Gligar is not holding any weapons or items and does not have anything else equipped, it may add its skill bonus in either Jump or Tumble to the damage roll. This is a [Flying] attack.

At 5 hit dice, it learns Slash and Sting Turn
Slash (Ex): with a Standard Action, Gligar may make a single Claw attack that has a base damage of 1d6 for a Small creature and a Critical value of 15-20/x2. If it has Improved Critical (Claw attacks), this does indeed become 9-20/x2. It ignores Hardness of 5 or less, and deals double damage against unattended objects (or triple on a critical hit). This is a [Blade] [Normal] attack.

Sting Turn (Ex): with a Full Round Action, Gligar may charge a target and deliver one Sting attack, and then withdraw the remaining distance after delivering the attack, as though using the Spring Attack feat. If it ends the movement in the same square as, or adjacent to, its pokeball, it may retreat into it and end its turn that way. This is a [Poison] attack.

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Gliscor
Medium Magical Beast, CR 6
19 20 15 5 8 16
6d6+12 (33 HP), Init +5, Speed 30' Climb 20' Fly 30' (Average) Burrow 20'
BAB/Grab: +6/+10
-2 Claws +11 (1d4+4) and Sting +8 (1d8+2 plus Poison)
AC: 23 (+5 Dexterity, +8 Natural Armour), Flat 18, Touch 15
Fort +9 Ref +10 Will +5
Feats: Weapon Finesse (B), Multiattack, Weapon Focus (Claw), Great Fortitude
Skills: Tumble +14
Special Attacks: Sand Attack, Knock Off, Sharp Stinger, Sneak Attack +2d6, Quick Attack, Fury Cutter, Poison Tail, Acrobatics, Slash, Sting Turn, Poison Jab, Night Slash, Fire Fang, Thunder Fang, Ice Fang
Special Qualities: Flying and Ground Pokemon Traits, Sand Veil, Harden, Iron Grip
Rare Traits: Poison Heal, Power Trick, Sand Tomb, Metal Claw, Cross Poison, Agility
Tutor Moves: Steel Wing, Sandstorm, Taunt, Toxic, Torment, Fog, Bulldoze, Aerial Ace, Psychic Fangs, Spikes, Crunch, Sand Tomb, Breaking Swipe, Throat Chop, Bug Bite
Advancement: 7-12 HD (Medium); 13-16 HD (Large); 17+ HD (Huge)
Hit Dice: 1d6 HP, Good BAB, Good Fort and Ref, 2 + Int skill points

What used to be a comical looking flying sand scorpion is now much more sinister in appearance. This thing is the size of a human if you don't include the tail, and has a malicious-looking face that suggests it's going to try to get you to smoke cigarettes.

Flying and Ground Traits: Gliscor is weak against [Ice], [Rock] and [Water] attacks, and resists [Bug], [Fighting] and [Poison] attacks. It is considered Immune to [Electric] and [Ground] attacks, always resisting them. When it burrows, it can choose whether to leave tunnels behind it. It can swim through sand at its normal speed, takes no damage or effects from [Electric] attacks when burrowing or sand-swimming, and when touching the ground has Evasion against [Electric] attacks. It suffers no damage or impediments from sand storms, dust storms, loose sand, quicksand or rough stony terrain, and gains Resistance equal to its hit dice against all energy types in sand storms and dust storms.

Sneak Attack (Ex): Gliscor is great at catching things by surprise, and deals an extra 2d6 damage to foes that it flanks or that are denied their Dexterity Bonus to Armour Class.

Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, Gliscor can make a single Primary Sting attack that has a base damage of 2d6 for a Medium creature (and thus 3d6 for the Sharp Stinger), carrying its Poison Sting, with an Enhancement Bonus of +1 per 3 hit dice (round up). The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] [Punch] attack.

Night Slash (Ex): at will, Gliscor 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 (1d10, 17-20/x2 for a Medium 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 [Dark] attack.

Fire Fang (Su): Gliscor may make a Bite attack at normal damage for its Size (1d6 for Medium), dealing an extra 1d6 points of Fire damage for every 4 hit dice it has (round up). This will set combustible things on fire and even pre-cook a lot of meals. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or suffer a Burn. A target will always catch fire on a Critical Hit. This is a [Fire] [Bite] attack.

Thunder Fang (Su): Gliscor may make a Bite attack at normal damage for its Size (1d6 for Medium), dealing an extra 1d6 points of Electricity damage for every 4 hit dice it has (round up). This will shock the target, potentially leaving them unable to act. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Paralyzed for 3 rounds. A target will always be Staggered for one round on a Critical Hit. This is an [Electric] [Bite] attack.

Ice Fang (Su): Gliscor may make a Bite attack at normal damage for its Size (1d6 for Medium), dealing an extra 1d6 points of Cold damage for every 4 hit dice it has (round up). This will chill most meals, and can freeze an enemy solid. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or suffer from Frostburn. On a Critical Hit, they are automatically Slowed for one minute. This is an [Ice] [Bite] attack.


Rare Traits:
Poison Heal (Ex): if Gligor had Immunity as its [Pokebility] before evolving, it now has Poison Heal. It is Immune to being Sickened and Nauseated, as well as the effects of Poison - it can still be Poisoned (and indeed is always treated as failing the Saving Throw) but does not suffer any negative effects. Instead, this grants it Fast Healing equal to its hit dice.


At 7 hit dice, its Natural Armour increases by 1 and it learns Screech and Pester
Screech (Ex): once per 3 rounds, Gliscor can unleash a horrifying screech with a Standard Action. All within 60 feet of it when it unleashes this [Mind-Affecting, Sonic] effect suffer a -4 Morale Penalty to Armour Class and Reflex Saves for five rounds, and must also pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Shaken for the same duration. This fear can stack up to Frightened and then Panicked. This is a [Normal] attack.

Pester (Ex): with a Standard Action at will, Gliscor may pinch a foe and add to their already-existing woes. This is a single Claw attack, however for each affliction or negative status condition affecting the foe (Poison, [Fear] effects, Disease, Level Drain, Confusion, ongoing Spells that cause penalties not already covered by status conditions etc), the damage increases in size (from d4 to d6 to d8 to 2d6 etc). Furthermore, the target then takes a Penalty on attack rolls, skill checks and ability checks until the end of their next turn, equal to the number of afflictions they had when this attack hit - in the case of multiple Gliscor ganging up on a foe, this penalty does not itself count as a condition for further uses of Pester in the same round. This is a [Bug] attack.

At 8 hit dice, it learns Submission Hold and X-Scissor
Submission Hold (Ex): whenever Gliscor has a foe in a grapple, it may use a Standard Action to wrench their limbs about, attempting to crank, rip and tear. It makes an opposed grapple check as normal, and if successful, it deals damage for both Claw attacks, plus additional Non-Lethal damage equal to the damage dealt, and 2 points of Ability Damage to either Strength or Dexterity. At 12, 16 and 20 hit dice, the Ability Damage increases by 1, and if Gliscor is larger than its prey, this also results in the target being Slowed for 3 rounds. This is a [Fighting] attack.

X-Scissor (Ex): with a Standard Action, Gliscor may make both Claw attacks against the same target. These have a doubled Critical Threat range (19-20), 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.

At 9 hit dice, its Natural Armour increases by 1 and it learns Crabhammer and Poison Circle
Crabhammer (Ex): once per minute, Gliscor can slam its massive pincers upon a target with a Standard Action. This is a single Slam with a base damage of 1d6 per hit die, plus double its Strength Bonus, and in water it creates a strong wave radiating out to 30 feet, allowing a free Trip attempt (without needing a touch attack, or to reach them physically) against everything in the area. Power Attack may be used with this even if Gliscor lacks the feat, and must be used to take a penalty of at least 5, granting its bonus normally. The Trip attempt when used in water gains a bonus equal to the Power Attack penalty. This is a [Water] attack.

Poison Circle (Su): if you get too close to Gliscor, you can't escape it afterwards. If a creature leaves the 15' radius area around Gliscor (plus another 10 feet for every Size it grows beyond Medium), even by Teleportation or being returned to a Pokeball, it may use an Immediate Action to afflict them with poison. This has the same DC and damage as its Poison Sting, but without making an attack roll or doing normal HP damage. This is a [Poison] attack.

At 10 hit dice, it learns Swords Dance and Friction Heat
Swords Dance (Ex): with a Standard Action at will, Gliscor 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 deal 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.

Friction Heat (Ex): if Gliscor Charges a foe and moves at least 50 feet in the process, it builds up enough friction to generate significant heat. Upon hitting the target, it sets them on fire, though they can put the flames out in the normal way. Alternatively, when it is engaged in a grapple with a foe (whether in control or not), it may use a Swift Action to force them to make a Reflex Save (DC 7 + half its hit dice + its Constitution Bonus). Failure results in the opponent suffering a Burn. This is a [Fire] attack.

At 11 hit dice, its Natural Armour increases by 1 and it learns Burning Poison and Dual Wing Beat
Burning Poison (Su): with a Standard Action once per 5 rounds, Gliscor may make its Sting attack against an already-poisoned foe, and if it hits, they must succeed on a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus). Failure by 1-5 results in them catching fire, and failing by more than that results in them being Burned. This is a [Poison] attack.

Dual Wing Beat (Ex): Gliscor gains two secondary Wing attacks, that deal 1d4 damage for a Medium creature, as [Flying] attacks. It may elect to use both of them together as a Standard Action, or in addition to other natural weapons for a Full Attack as normal. If it hits the same foe with both wings in the same turn, it gains a free Trip attempt against them. If this attempt fails, they do not get a trip attempt of their own. The trip attempt is also a [Flying] attack, should that matter.

At 12 hit dice, it learns Knock Off and Sky Uppercut
Knock Off (Ex): with a Standard Action once per 5 rounds, Gliscor may make a Primary Slam attack that, if it hits, it may make a Disarm or Sunder check for free. The base damage is 1d8 (for a Medium creature) plus its Strength Bonus, however this is doubled (and tripled on a critical hit) if its Disarm or Sunder check succeeds. This is a [Dark] attack.

Sky Uppercut (Ex): with a Standard Action at will, Gliscor may deliver a Slam as a primary natural weapon that deals 1d6 Bludgeoning damage for a Medium creature, plus its Strength Bonus, plus an extra 1d6 damage per 3 hit dice (round up). It may then attempt a free Bullrush against the target, launching them directly upwards, or at an upward angle, and doubling the push distance. It does not need to move with them in order to move them more than 5 feet, but it may elect to do so. The target will typically suffer falling damage as normal. This is a [Punch] [Fighting] attack.

At 13 hit dice, its Sneak Attack increases by 1d6 and it learns Hurricane Shock and Drill Run
Hurricane Shock (Su): once per 3 rounds, an airborne Gliscor may use a Full Round Action to rotate in a sharp circle and hit everyone around it. It makes a single melee attack with any of its natural weapons, resolved against all foes within its reach, and generates Hurricane force winds until the start of its next turn. This is a [Flying] attack.

Drill Run (Ex): with a Full Round Action, Gliscor may tear through the ground, charging in a straight Line. It makes one attack roll, with a 15-20/x2 Critical value, and resolves this against every creature or object within the area - targeting creatures standing on or directly in the ground. This has a base damage of 4d6 + 1 and a half times its Strength Bonus for a Medium creature. This is a [Ground] attack.

At 14 hit dice, it learns Earthquake and Guillotine
Earthquake (Su): once per hour, Gliscor may cast Earthquake, however the damage (not including Non-Lethal damage for being trapped) is 1d6 per hit die, any Save DC is 10 + half its hit dice + its Constitution Bonus, and anything considered Immune to [Ground] attacks can never be trapped in the fissures. This is a [Ground] attack.

Guillotine (Ex): with a Full Round Action, Gliscor can try to cut someone's head off, which is typically lethal. It makes a pair of Claw attacks, and if both hit, they are automatically upgraded to Critical Hits and the foe must succeed on a Fortitude Save (DC 5 + half its hit dice + its Strength Bonus). If they fail, their head is severed and they suffer the normal effects for that. This is a [Blade] [Normal] attack.

At 15 hit dice, its Natural Armour increases by 1 and it learns Maximum Sand Tornado
Maximum Sand Tornado (Su): once per minute, Mega Gliscor may use a Standard Action to cast Sandstorm with an intensity of at least Hurricane force winds, but a duration of only 5 rounds. This also summons 4 dust devils (as from Storm Mote), which can be controlled and directed once per round with a Free Action. Any Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Ground] attack.

At 17 hit dice, its Natural Armour increases by 1 and its Sneak Attack increases by 1d6

At 19 hit dice, its Natural Armour increases by 1



Mega Evolution: when Gliscor becomes Mega Gliscor, it becomes a little bigger, but much sleeker and with greater wings, its tail becoming long and dangerous. The Reach of its Sting (and Poison Circle) increases by 10'. Its Dexterity increases by 8, and its Strength, Wisdom and Natural Armour increase by 4 each. Its [Pokebility] changes to Sand Rush.

Sand Rush (Ex): if Mega Gliscor is ever in a dust storm or sand storm or swimming through sand, it is Hasted for the duration.

Tutor Moves:

Aerial Ace (Ex): when flying as a Move Action, the Pokemon may use a Standard Action at any point during the movement to swoop a target - this allows it to move, attack and continue moving. It may perform this attack as a Charge, with all benefits (aside from doubled movement) and drawbacks (including targeting requirements) if it wishes, still moving afterwards. This ignores Cover and Concealment, providing it has actual line of effect, and is a [Flying] attack.

Breaking Swipe (Ex): with a Full Round Action at will, the Pokemon whirls around, striking out at every foe it can reach. It makes one attack roll and applies it against every creature within its threatened area. If it hits, this attack deals 1d8 damage for a Medium creature, plus its Strength Bonus, and additionally deals 2 points of Strength Damage to each of them. This is a [Blade] [Dragon] attack.

Bug Bite (Ex): the Pokemon gains a Primary Bite attack that is made as a Full Round Action. This deals 1d6 damage for a Medium creature. This 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 [Bug] attack.

Bulldoze (Ex): with a Full Round Action once per three rounds, the Pokemon may make a Charge attack, that ends in a Slam of appropriate Size (1d6 for a Mediumn creature). If it ends this charge threatening multiple creatures or objects, it may elect to resolve the attack against any or all of them, not just the initial target (though the normal rules for charging apply, so it can't declare a target, charge them, and then forego attacking that target). Furthermore, anything hit suffers 2 points of Dexterity damage, and has their Initiative reduced by 4, although this cannot cause something to gain two turns (such as acting at 2 Initiative higher than the attacker, getting hit, then acting again at 2 lower). This is a [Ground] attack.

Crunch (Ex): at will, the Pokemon may use a Standard Action to use a Bite attack (1d6 for a Medium creature), as a magic weapon, with an innate Enhancement Bonus equal to a third of its hit dice (round down). This leaves serious punctures in the target, causing 4 points of Constitution damage. This is a [Dark] [Bite] attack.

Fog (Sp): once per hour, the Pokemon may cast Fog Cloud.

Psychic Fangs (Su): the Pokemon has a Bite attack (1d6 for a Medium creature), 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.

Sand Tomb (Su): with a Standard Action, the Pokemon may cast Haboob (It's Hot Outside) once per minute. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Ground] attack.

Sandstorm (Su): once per day per 5 full hit dice, the Pokemon may cast Sandstorm (It's Hot Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. Keep in mind the various benefits it has in sandstorms and duststorms. This is a [Ground] effect.

Spikes (Su): with a Standard Action, the Pokemon can scatter sharp spikes around. This creates a Spike Growth effect, with a duration of 1 round per hit die. If it casts this on a new area, any existing instances of its Spikes vanish (although any damage is still done). It may, however, cast it on an already-affected area, in which case it adds a Spike Stones effect. If cast again on the same area, this adds a Briar Web effect on top of it. This is a [Ground] attack.

Steel Wing (Ex): with a Standard Action, the Pokemon can swipe with a wing so hard it's like steel, able to break a person's arm just like every swan in England. This is a Slam attack with a base damage of 1d8 + Strength Bonus for a Medium creature. This may also be used as a special Immediate Action in response to an attack - if the Slam attack roll is higher than the incoming attack, it is successfully parried. This is a [Steel] attack.

Taunt (Ex): with a Standard Action at will, the Pokemon can tease and harass a foe, goading them into violence. If the foe suffers a Will Save (DC 10 + half its hit dice + its Charisma Bonus), they fall for it, and for 3 rounds they can only use damaging effects, and movement that gets them in position to use damaging effects. A given creature can only be affected by this once per user per day. This is a [Mind-Affecting] [Dark] effect.

Throat Chop (Ex): at will, the Pokemon may use a Standard Action to deliver a vicious strike to the voice box of a foe, rendering them unable to speak. This can be delivered as a Slam that deals 1d4 damage for a Medium creature, or use an existing natural weapon (without the benefit of a special Attack), whichever it prefers, and on a successful hit, the foe is rendered silent for three rounds, unable to speak, cast Spells with Vocal Components, or use [Sound] effects. A successful Fortitude Save (DC 10 + half the Pokemon's hit dice + its Strength Bonus) reduces this to one round. This is a [Dark] attack.

Torment (Su): with a Standard Action once per five rounds, the Pokemon may torment and frustrate a creature within 30 feet. If the target fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), then for three rounds they cannot perform the same actions, two turns in a row - for instance, if a Move Action and Gore were taken prior to receiving the effect, then on the first turn of it they could not take a Move Action or use their Gore attack. If they make a Full Attack on that first turn of this (minus the Gore), then on the next turn they could not make a Full Attack, nor attack with any of the natural weapons used in it, but could Gore and Move again. This is a [Mind-Affecting] [Compulsion] [Normal] effect, and completely overrides and replaces an Encore effect.

Toxic (Ex): the Pokemon may use a Standard Action to spit or squirt a stream of deadly toxins out to Close Range - this requires a Ranged Touch Attack to hit, and can be used once per ten minutes. If it hits, the target must attempt a Fortitude Save against Poison with a Save DC of 10 + half its hit dice + its Constitution Bonus, or suffer 1d6 Con damage. Once poisoned, they must then save again every round at the end of their turn or suffer ability damage again, until either they die, the poison is neutralised, or they successfully save against it three rounds in a row, fighting the toxins off completely. This is a [Poison] effect. This can be harvested, producing a single dose that is administered by contact, with a value of 3,000 GP.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Sneasel
Small Magical Beast, CR 2
15 19 10 7 12 6
2d6 (7 HP), Init +8, Speed 30'
BAB/Grab: +2/+0
-2 Claws +5 (1d3+2)
AC: 15 (+1 Size, +4 Dexterity), Flat 11, Touch 15
Fort +0 Ref +7 Will +1
Feats: Weapon Finesse (B), Improved Initiative
Skills: Hide +13, Move Silently +9
Special Attacks: Leer, Taunt, Quick Attack, Faint Attack, Sneak Attack +1d6
Special Qualities: Dark and Ice Pokemon Traits, Keen Eye
Rare Traits: Infiltrator, Bite, Fake Out, Ice Shard, Icicle Crash, Pursuit, Defence Curl
Tutor Moves: Fake Tears, Low Kick, Thief, Aerial Ace, Fling, Endure, Shadow Claw, Foul Play, Ice Punch, Poison Jab, X-Scissor, Lash Out, Triple Axel, Throat Chop, Upper Hand, Power-Up Punch, Pursuit
Advancement: 3-5 HD (Small); evolves into Weavile at 6 HD
Hit Dice: 1d6 HP, Good BAB, Good Ref, 4 + Int skill points

This critter looks somewhat like a weasel, albeit a bipedal one with black fuzzy fur, sharp claws and a bad attitude.

Dark and Ice Traits: Sneasel is weak against [Bug], [Fairy], [Fighting], [Fire], [Rock] and [Steel] attacks, and resists [Dark], [Ghost] and [Ice] attacks. It is considered Immune to [Psychic] attacks, always Resisting them, and furthermore its mind cannot be read or influenced as though it had a Mind Blank effect that cannot be dispelled. It cannot be frozen solid or suffer frostbite, frostburn or hypothermia, and is imune to Dexterity Damage (but not Drain). It suffers no damage or impediment from hail, ice storms, snow storms, naturally occurring blizzards, cold weather and similar - even things like Black Ice and Blood Snow - and enjoys DR 5/- in snow storms and 10/- in hail and heavy blizzards. It can move through slush at normal speed without penalty, and does not slip over on ice, instead being able to skate across at double speed.

Leer (Ex): when Sneasel attempts to Demoralise a foe that can see it, it is treated as having the maximum ranks in Intimidate for its hit dice, and a minimum Charisma of 10. Furthermore, any foe it Demoralises suffers a -2 Morale Penalty to Armour Class while Shaken. This is a [Normal] attack.

Taunt (Ex): with a Standard Action at will, Sneasel can tease and harass a foe, goading them into violence. If the foe fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), they fall for it, and for 3 rounds they can only use damaging effects, and movement that gets them in position to use damaging effects. A given creature can only be affected by this once per user per day. This is a [Mind-Affecting] [Dark] effect.

Quick Attack (Ex): once per three rounds, Sneasel may make a Claw attack as a Swift or Immediate Action, whichever it chooses.

Keen Eye (Ex): Sneasel can see twice as far in all vision modes, and halves any penalties suffered to Spot and Search checks. Additionally, it ignores Concealment and suffers only a 20% Miss Chance from Total Concealment. This is a [Pokebility].

Faint Attack (Ex): Sneasel may approach a foe deceptively and attack them out of the blue, using a Full Round Action - it moves up to its movement speed directly towards the target (a minimum of 10 feet, however), does not provoke Attacks of Opportunity from the target from its movement, and makes a single Claw attack. This ignores Cover and Concealment, providing it has actual line of effect, denies the foe their Dexterity Bonus to Armour Class, and is a [Dark] attack.

Sneak Attack (Ex): Sneasel is great at catching things by surprise, and deals an extra 1d6 damage to foes that it flanks or that are denied their Dexterity Bonus to Armour Class.


Rare Traits:
Infiltrator (Ex): if Sneasel has this rare [Pokebility], it doesn't provoke Attacks of Opportunity, sees through Substitute, and can ignore the effects of Reflect, Light Screen and Aurora Veil.

Bite (Ex): if Sneasel has this, it gains a primary Bite attack one die type larger than normal for its Size (1d6 for Small), made as a [Dark] attack. Any time it bites a foe with an Attack of Opportunity, the target must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately.

Fake Out (Ex): in the first round of combat after Initiative is rolled or when it joins an existing combat, a Sneasel with this attack may use this to cut ahead, slapping an adjacent foe with a Free Action. This happens before any other actions anybody else takes, and it may make a normal Move Action as part of this in order to get up to a target. It resolves a Slam attack that deals 1d4 damage for a Medium creature (so 1d3 for Sneasel), and the target flinches if hit, even if it deals no damage: they are treated as Dazed on the round they are hit. This is a [Normal] attack.

Ice Shard (Su): once per minute, a Sneasel with this trait can hurl shards of sharp ice with an Immediate Action. This is a Ranged Attack (a thrown weapon) with 10' range increments and a maximum of 3 increments, dealing 2d6 Cold damage, plus its Strength Bonus, and has a 19-20 threat range. This is an [Ice] attack.

Defence Curl (Ex): any time a Sneasel with this takes a Total Defence action, the benefits of having done so remain until the end of its next turn. This is a [Normal] effect.

Icicle Crash (Su): once per five rounds, a Sneasel with this trait may use a Standard Action to leap upon a foe and smash a supernaturally cold icicle upon their head. This doesn't require a Jump check despite that leap, but it fails if a condition prevents jumping at all. It makes a single attack, which is treated as being with an equipped melee weapon, with a base damage of 4d6 Bludgeoning for a Medium creature (so 3d6 for Sneasel), plus one and a half times its Strength Bonus, plus 1d6 Cold damage per hit die. The target must pass a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be knocked Prone. This is an [Ice] attack.

Pursuit (Ex): a Sneasel with this attack may make an Attack of Opportunity against a target that leaves a threatened square even as a result of Teleportation or being returned to a Pokeball. When it makes an Attack of Opportunity that was provoked by leaving a threatened square, this deals an extra 4d6 damage and is treated as a [Dark] attack.

At 3 hit dice, it learns Corner and Flash Claw
Corner (Ex): if an adjacent creature makes a five foot step, Sneasel may do the same with an Immediate Action, but must end this movement adjacent to the same creature. Likewise, if an adjacent creature makes a Withdraw move, Sneasel may make a Move Action as an Immediate Action, striving to end its movement adjacent to them. Its movement happens at the same time as that of the target, so it does not ever leave a threatened square relative to them and does not Provoke from them. This is a [Dark] effect.

Flash Claw (Ex): once per 3 rounds, Sneasel may use a Swift Action to enhance all of its Claw attacks until the start of its next turn. They deal damage as though one Size larger (typically 1d4), increase their Enhancement Bonus by 1, and any target hit must attempt a Reflex Save (DC 7 + half its hit dice + its Dexterity Bonus) or be Blind for 2 rounds. Any given target need only attempt one saving throw in a round, and although the blindness is caused by a flash of light, this is still a [Blade] [Dark] attack.

At 4 hit dice, its Sneak Attack increases by 1d6 and it learns Metal Claw and Nyan Roll
Metal Claw (Su): Sneasel may make its Claw attacks as [Steel] effects, and they deal damage as though one size category larger (stacking with Enhanced Claws upon evolving). Additionally, they penetrate DR and Hardness as though made of Adamantium, and have an Innate +1 Enhancement Bonus (as though actual magic weapons). This is a [Steel] effect.

Nyan Roll (Ex): whenever Sneasel takes a Full Defence, it may make a free Feint attempt against all foes that can see it - one attempt that is rolled against all foes. If this succeeds against a given foe, then until Sneasel's next turn, it gains a degree of Resistance against [Bug], [Dragon], [Fighting], [Normal], [Rock] and [Steel] attacks made by that foe. In Sneasel's case, this negates the Weakness to [Bug], [Rock] and [Steel], grants Resistance to [Dragon] and [Normal], but doesn't affect the Weakness to [Fighting] (as it gains Weakness from both Types). This is a [Normal] effect.

At 5 hit dice, it learns Icy Wind, Moonlit Night and Hone Claws
Icy Wind (Su): once per three rounds, Sneasel may use a Standard Action to exhale a chilling wave of air. This functions as a Gust of Wind effect, however it also deals damage equal to its hit dice to all in the area (halved if they succeed on the Fortitude Save), and on a failed Save, afflicted creatures suffer a -4 Penalty to Dexterity for 3 rounds. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is an [Ice] attack and a [Wind] effect.

Moonlit Night (Sp): once per hour, Sneasel may darken the skies with a Standard Action, shrouding the area within 500 feet in shadowy illumination for one minute, suppressing any effects caused by sunlight. Additionally, the area is treated as being under a full moon for the purpose of all effects such as lycanthropy and certain [Fairy] abilities. This is a [Dark] effect.

Hone Claws (Ex): with a Standard Action at will, Sneasel with this ability may sharpen its claws, honing their edges to improve their devastating cutting power. For the next minute, its natural weapons (including ones granted by Pokemon Attacks) all enjoy a +1 Enhancement Bonus, or their existing Enhancement Bonus is increased by 1. This can be performed multiple times, increasing the bonus and resetting the duration each time, to a maximum Enhancement Bonus of +6. This is a [Dark] effect.


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Weavile
Small Magical Beast, CR 6
21 26 13 9 12 10
6d6+6 (27 HP), Init +12, Speed 30'
BAB/Grab: +6/+7
-2 Claws +16 (1d6+5)
AC: 20 (+1 Size, +8 Dexterity, +1 Natural Armour), Flat 12, Touch 19
Fort +3 Ref +13 Will +6
Feats: Weapon Finesse (B), Improved Initiative, Weapon Focus (Claw), Improved Natural Weapon (Claw)
Skills: Survival +10, Hide +21, Move Silently +17
Special Attacks: Leer, Taunt, Quick Attack, Feint Attack, Corner, Flash Claw, Metal Claw, Icy Wind, Assurance, Beat Up, Slash, Ice Shard, Enhanced Claws, Sneak Attack +3d6
Special Qualities: Dark and Ice Pokemon Traits, Pickpocket or Tough Claws, Nyan Roll, Moonlit Night, Hone Claws, Agility, Claw Signals
Rare Traits: Predator, Bite, Fake Out, Ice Shard, Icicle Crash, Pursuit, Defence Curl
Tutor Moves: Fake Tears, Low Kick, Thief, Aerial Ace, Fling, Endure, Shadow Claw, Foul Play, Ice Punch, Poison Jab, X-Scissor, Lash Out, Triple Axel, Throat Chop, Upper Hand, Power-Up Punch, Snowscape, Frozen Terrain, Ice Spinner, Ice Fang, Swagger, Psycho Cut, Pursuit, Dual Chop
Advancement: 7+ HD (Small)
Hit Dice: 1d6 HP, Good BAB, Good Ref and Will, 4 + Int skill points

This bipedal weasel-like creature is all claws and bad attitude. Its fur is just shy of being black, with bright pink highlights - almost feathers, even. Its eyes gleam with malice.

Dark and Ice Traits: Weavile is weak against [Bug], [Fairy], [Fighting], [Fire], [Rock] and [Steel] attacks, and resists [Dark], [Ghost] and [Ice] attacks. It is considered Immune to [Psychic] attacks, always Resisting them, and furthermore its mind cannot be read or influenced as though it had a Mind Blank effect that cannot be dispelled. It cannot be frozen solid or suffer frostbite, frostburn or hypothermia, and is imune to Dexterity Damage (but not Drain). It suffers no damage or impediment from hail, ice storms, snow storms, naturally occurring blizzards, cold weather and similar - even things like Black Ice and Blood Snow - and enjoys DR 5/- in snow storms and 10/- in hail and heavy blizzards. It can move through slush at normal speed without penalty, and does not slip over on ice, instead being able to skate across at double speed.

Assurance (Ex): any time Weavile threatens a foe, if the foe is damaged by anything that is not the Weavile or an Attack of Opportuniy, it may take an Attack of Opportunity against the target. This is a [Dark] attack.

Beat Up (Ex): with a Standard Action, Weavile may make a Slam attack that deals 1d4 damage for a Small creature, plus half its Strength Bonus, and then encourages everything nearby to join in. The target, upon having Beat Up declared against it (whether the initial attack hits or not), effectively provokes an Attack of Opportunity from every enemy that threatens its square, and additionally any enemy that has an effect that allows it to move, attack, then move (such as the Spring Attack feat or the U-Turn special attack), may also do precisely that as an Immediate Action against the target. This is a [Dark] attack, and for the purpose of Resistance and Weakness, is treated as one attack made by the pokemon that initiates the Beat Up.

Slash (Ex): with a Standard Action, Weavile may make a single Claw attack that has a base damage of 1d6 for a Small creature (and thus 2d6 for a Weavile with Improved Natural Attack, as it is still a Claw attack) and a Critical value of 15-20/x2. If it has Improved Critical (Claw attacks), this does indeed become 9-20/x2. It ignores Hardness of 5 or less, and deals double damage against unattended objects (or triple on a critical hit). This is a [Normal] attack.

Ice Shard (Su): once per minute, Weavile can hurl shards of sharp ice with an Immediate Action. This is a Ranged Attack (a thrown weapon) with 10' range increments and a maximum of 3 increments, dealing 2d6 Cold damage, plus its Strength Bonus, and has a 19-20 threat range. This is an [Ice] attack.

Sneak Attack (Ex): Weavile is great at catching things by surprise, and deals an extra 3d6 damage to foes that it flanks or that are denied their Dexterity Bonus to Armour Class.

Enhanced Claws (Ex): Weavile's claws deal damage as though one Size category larger - the sample one has Improved Natural Weapon (Claw), so deals damage as though two sizes larger. Things like Flash Claw and Metal Claw would then increase this to three sizes (1d8).

Claw Signals (Ex): Weavile understands sign language and can communicate effectively via claw signals.


Rare Traits:
Predator (Ex): if Sneasel had Infiltrator as its [Pokebility], upon evolving it becomes Predator. Any time Weavile reduces a creature to negative hit points, it regains lost hit points equal to the number of hit dice the creature had.


At 7 hit dice, it learns Night Slash and Icicle Spear
Night Slash (Ex): at will, Weavile 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 (2d8, 17-20/x2 for a Small creature with Enhanced Claws and Improved Natural Attack). 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 [Dark] [Blade] attack.

Icicle Spear (Ex): with a Full Round Action, Weavile may unleash a flurry of sharp icicles 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 an [Ice] attack.

At 8 hit dice, its Strength increases by 2 and it learns Fling and Vilify
Fling (Ex): with a Standard Action at will, Weavile may hurl a held item at a foe. If the item is not a thrown weapon, it retains its normal damage but has a 15' range. If the item is a thrown weapon, it functions normally. If the item isn't a weapon at all, it has a 15' range and deals damage as an Improvised Weapon. If it is a Magic Item, any Enhancement Bonus it has (even if it is an Enhancement Bonus to a Shield Bonus or similar) applies to the attack and damage roll. The Pokemon stops being Attuned to a magic item it throws, after the attack is resolved. Regardless of the item used, this is a [Dark] attack.

Vilify (Ex): once per three rounds, Weavile may unleash its villainous nature and strike out at all around it, friend and foe alike. It uses a Full Round Action, and makes a pair of Claw attacks, with increased reach as though wielding a spiked chain, resolved against everything within this increased threatened area. For every target beyond the first in the area, the damage of the Claws increases by 1 step (the sample Weavile would deal 1d8 for two targets, 2d6 for three and so on). It may not choose to ignore certain targets, nor use non-lethal damage. This is a [Dark] attack.

At 9 hit dice, its Intelligence increases by 2 and it learns learns Punishment
Punishment (Ex): with a Standard Action, Weavile may lay into a target that benefits from too many buffs, turning their various temporary enhancements into ruinous pain and damage. With a successful melee attack, this deals a variable number of d10 of damage to the target. This number is equal to the total of all Enhancement, Resistance, Morale and Luck Bonuses they have to Ability Scores, attack rolls (not differentiating between different ones), damage rolls (not differentiating between different ones) and Saving Throws (whichever happens to be highest), minus the total of all Morale and Luck Penalties to the above. For instance, if they have a +2 Enhancement Bonus to two different ability scores, and a +1 Enhancement Bonus to attack and damage rolls, but a -2 Luck Penalty to saving throws, this equals 2+2+1+1-2 = 4d10. This is a [Dark] attack.

At 10 hit dice, its Sneak Attack increases by 1d6 and it learns Nasty Plot and Tear Away
Nasty Plot (Ex): by concentrating on schemes and tactics as a Full Round Action, Weavile can grant itself an Eagle's Splendour effect at will. In addition, while this is in effect, it gains +1d6 Sneak Attack damage. This is a [Dark] effect.

Tear Away (Ex): if Weavile hits a target with both of its Claw attacks in the same turn, it may then either make a Rend against them, hitting automatically for damage equal to a single Claw attack plus double its Strength Bonus, or make a free Disarm attempt. This is a [Normal] effect.

At 11 hit dice, it learns Screech and Rule of Evil
Screech (Ex): once per 3 rounds, Weavile can unleash a horrifying screech with a Standard Action. All within 60 feet of it when it unleashes this [Mind-Affecting, Sonic] effect suffer a -4 Morale Penalty to Armour Class and Reflex Saves for five rounds, and must also pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Shaken for the same duration. This fear can stack up to Frightened and then Panicked. This is a [Normal] attack.

Rule of Evil (Su): with a Standard Action once per minute, Weavile may strike at a target's soul instead of their body. It makes a single Claw attack, and if it hits, then as well as dealing damage, it delivers a temporary Negative Level that lasts for one hour (two on a Critical Hit), and additionally disables the foe's [Pokebility] for five rounds. If the target's [Pokebility] is Multitype, Power Construct, Schooling, Shields Down, As One, or Tera Shift, it is not disabled, however the attack does three times as much damage (four times on a Critical Hit), and three temporary Negative Levels (four on a Critical Hit). This is a [Dark] effect.

At 12 hit dice, its Dexterity increases by 2 and it learns Shadow Charge and Shadow Connection
Shadow Charge (Su): once per minute (or at will when in supernatural darkness or a Moonlit Night effect), Weavile may declare a Charge against a foe who is not the nearest viable target, and can move through intervening objects, creatures and terrain in order to make the charge. A successful hit also deals 1d4 points of Strength Damage (1d4+2 when in supernatural darkness or a Moonlit Night effect). This is a [Dark] attack.

Shadow Connection (Su): at will, Weavile may use a Swift Action to unleash a pulse of shadow-infused energy that bestows Dark Pokemon Traits upon all allies within 50 feet. This lasts until the start of its next turn, and is a [Dark] effect. When in an area of supernatural darkness or a Moonlit Night effect, this uses a Free Action once per round.

At 13 hit dice, it learns Triple Axel and Swords Dance
Triple Axel (Ex): with a Full Round Action once per three rounds, Weavile may ice skate gracefully and deliver a trio of kicks, each hurting more than the last. It makes one Kick attack at its highest attack bonus, with a base damage of 1d6 for a Small creature, then must move at least 5 feet, then makes a second Kick attack at its highest attack bonus minus two, with the damage increased by one step (1d8 for a Small creature), then must move at least 5 feet before making a final Kick attack at its highest attack bonus minus four, increasing the damage one step more (2d6 for a Small creature). If a Balance or Perform (Dance) check of DC 15 is made as part of this, the penalties are reduced by 2 (to 0/0/-2), and if the check is 25 or more, they gain a bonus to damage of +2, +4 and +8. This is a [Kick] [Ice] attack.

Swords Dance (Ex): with a Standard Action at will, Weavile 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 deal 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 14 hit dice, its Sneak Attack increases by 1d6 and it learns Knock Off and Pursuit
Knock Off (Ex): with a Standard Action once per 5 rounds, Weavile may make a Primary Slam attack that, if it hits, it may make a Disarm or Sunder check for free. The base damage is 1d6 (for a Small creature) plus its Strength Bonus, however this is doubled (and tripled on a critical hit) if its Disarm or Sunder check succeeds. This is a [Dark] attack.

Pursuit (Ex): Weavile may make an Attack of Opportunity against a target that leaves a threatened square even as a result of Teleportation or being returned to a Pokeball. When it makes an Attack of Opportunity that was provoked by leaving a threatened square, this deals an extra 4d6 damage and is treated as a [Dark] attack.

At 15 hit dice, it learns Dark Pulse and Maximum Frostfell
Dark Pulse (Su): once per five rounds, Weavile may use a Standard Action to unleash a burst of malevolent energy, out in a wave. This is an emanation out to Close Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the saving through is Staggered for one round. This is a [Ballistic] [Dark] effect.

Maximum Frostfell (Su): once per minute, Mega Weavile may cast Polar Midnight with a duration of 5 rounds, however the area is also subject to Blizzard (It's Cold Outside) as well as a Moonlit Night effect, both for the same 5 rounds. Ice Type Pokemon do not suffer any damage (including Dexterity damage) from the Polar Midnight, and Dark and Ghost Pokemon do not suffer the Dexterity Damage. This is an [Ice] attack.

At 16 hit dice, its Wisdom and Intelligence each increase by 2

At 17 hit dice, it learns Wicked Blow and Icicle Crash
Wicked Blow (Ex): having mastered the Dark Style, Weavile may once per minute unleash an attack infused with utter malice and killing intent. This uses a Standard Action, and functions as a single Claw attack with a +6 Enhancement Bonus, and any hit is automatically upgraded to a Critical Hit. Furthermore, the target must succeed on a Fortitude Save (DC 15 + half its hit dice) or be rendered Helpless until the end of Weavile's next turn (allowing a Coup de Gras attempt normally). This is a [Punch] [Dark] attack.

Icicle Crash (Su): once per five rounds, Weavile may use a Standard Action to leap upon a foe and smash a supernaturally cold icicle upon their head. This doesn't require a Jump check despite that leap, but it fails if a condition prevents jumping at all. It makes a single attack, which is treated as being with an equipped melee weapon, with a base damage of 3d6 Bludgeoning (for a Small creature), plus one and a half times its Strength Bonus, plus 1d6 Cold damage per hit die. The target must pass a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be knocked Prone. This is an [Ice] attack.

At 18 hit dice, its Sneak Attack increases by 1d6

At 20 hit dice, its Sneak Attack increases by 1d6



Mega Evolution: when Weavile becomes Mega Weavile, it doesn't grow much larger, although its claws and fangs certainly do, appearing more as a full set of combat blades. Its feathery hair becomes spiky, resembling a crown, and the ground freezes beneath every step, even the air chilling. Its Strength and Dexterity increase by 8 each, its Charisma increases by 4, its [Pokebility] changes to Tough Claws, and its Sneak Attack dice are all upgraded to 8-sided dice. If rolling physical dice and you don't have many d8s, you can just roll them each as d6+1 instead I suppose.

Tough Claws (Ex): all of Mega Weavile's natural weapons deal an additional 1d12 bonus damage, are treated as magic weapons with an Enhancement Bonus equal to +1 per 4 hit dice (round up), and ignore all Hardness and Damage Reduction (except for that caused by Pokemon Type Resistances). This is a [Pokebility].

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Hisuian Sneasel
Small Magical Beast, CR 2
15 19 10 7 12 6
2d6 (7 HP), Init +8, Speed 30'
BAB/Grab: +2/+0
-2 Claws +5 (1d3+2)
AC: 15 (+1 Size, +4 Dexterity), Flat 11, Touch 15
Fort +0 Ref +7 Will +1
Feats: Weapon Finesse (B), Improved Initiative
Skills: Hide +13, Move Silently +9
Special Attacks: Leer, Taunt, Quick Attack, Rock Smash, Sneak Attack +1d6
Special Qualities: Fighting and Poison Pokemon Traits, Inner Focus
Rare Traits: Poison Touch, Fake Out, Night Slash, Quick Guard, Switcheroo, Ice Punch, Pursuit
Tutor Moves: Low Kick, Thief, Aerial Ace, Fling, Endure, Shadow Claw, Coaching, Gunk Shot, Poison Jab, X-Scissor, Lash Out, Toxic, Toxic Spikes, Trailblaze
Advancement: 3-5 HD (Small); evolves into Sneasler at 6 HD
Hit Dice: 1d6 HP, Good BAB, Good Ref, 4 + Int skill points

This weasel-like creature stands tall on its hind legs. It has long, slender limbs, rough claws, a bad attitude and lavendar-coloured fur.

Fighting and Poison Traits: Hisuian Sneasel is weak against [Flying], [Ground] and [Psychic] attacks, and Resists [Bug], [Dark], [Fighting], [Grass], [Poison] and [Rock] attacks. It cannot be Poisoned, and thus is immune to the majority of poison effects in D&D, but can still take (reduced) HP damage from [Poison] attacks. It harmlessly absorbs toxic spikes and sludge just by touching them, and when holding (or covered in) Black Sludge it doesn't take damage, instead gaining Fast Healing 1.

Leer (Ex): when Hisuian Sneasel attempts to Demoralise a foe that can see it, it is treated as having the maximum ranks in Intimidate for its hit dice, and a minimum Charisma of 10. Furthermore, any foe it Demoralises suffers a -2 Morale Penalty to Armour Class while Shaken. This is a [Normal] attack.

Taunt (Ex): with a Standard Action at will, Hisuian Sneasel can tease and harass a foe, goading them into violence. If the foe suffers a Will Save (DC 10 + half its hit dice + its Charisma Bonus), they fall for it, and for 3 rounds they can only use damaging effects, and movement that gets them in position to use damaging effects. A given creature can only be affected by this once per user per day. This is a [Mind-Affecting] [Dark] effect.

Quick Attack (Ex): once per three rounds, Hisuian Sneasel may make a Claw attack as a Swift or Immediate Action, whichever it chooses.

Rock Smash (Ex): with a Standard Action at will, Hisuian Sneasel may unleash a devastating strike that can shatter boulders. This is a Slam that deals 1d6 damage for a Small creature, plus one and a half times its Strength Bonus, and is always Super-Effective against Rock Type Pokemon, even if they are considered Immune normally (such as being a Rock and Ghost Type Pokemon). This ignores Hardness, Damage Reduction and Immunity to Critical Hits. This is a [Fighting] attack.

Sneak Attack (Ex): Hisuian Sneasel is great at catching things by surprise, and deals an extra 1d6 damage to foes that it flanks or that are denied their Dexterity Bonus to Armour Class.

Inner Focus (Ex): Hisuian Sneasel is never Staggered, cannot be Demoralised with the Intimidate skill, and it also automatically succeeds on any Concentration check it is required to make. This is a [Pokebility].


Rare Traits:
Poison Touch (Ex): if Hisuian Sneasel has this rare trait, anybody who touches it in any way (including hitting with a Natural Weapon or a non-reach Melee Weapon, or being hit by one of its Natural Weapons) is subject to Poison: DC 10 + half its hit dice + its Constitution Bonus, 2 Constitution Damage for both Primary and Secondary damage. This is a [Poison] effect and a [Pokebility].

Fake Out (Ex): in the first round of combat after Initiative is rolled or when it joins an existing combat, a Hisuian Sneasel with this may use this to cut ahead, slapping an adjacent foe with a Free Action. This happens before any other actions anybody else takes, and it may make a normal Move Action as part of this in order to get up to a target. It resolves a Slam attack that deals 1d4 damage for a Medium creature (so 1d3 for Sneasel), and the target flinches if hit, even if it deals no damage: they are treated as Dazed on the round they are hit. This is a [Normal] attack.

Night Slash (Ex): at will, a Hisuian Sneasel with this trait 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 (1d8, 17-20/x2 for a Small 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 [Dark] [Blade] attack.

Quick Guard (Su): if Hisuian Sneasel has this rare ability, it may create a special protective field once per five rounds as an Immediate Action. This can only be used to interrupt a Swift or Immediate Action, or an Attack of Opportunity, in which case it is protected by a Resilient Sphere until the start of its next turn. This is a [Fighting] [Force] effect.

Switcheroo (Ex): with a Standard Action, a Hisuian Sneasel with this ability can attempt a Steal action (Pathfinder) without Provoking an Attack of Opportunity, or a Sleight of Hand check to attempt to steal an item, also without provoking. If successful, the item is no longer attuned to the target (if magical), and it may also elect to hand the target a held item - attuning it to them if it is magical. This is a [Dark] attack.

Ice Punch (Su): with a Standard or Full Round Action at will, assuming it knows this rare trait, Hisuian Sneasel may unleash a Slam as a primary natural weapon that deals 1d4 Bludgeoning damage for a Small creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Cold damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or suffer hypothermia. On a Critical Hit, a successful Charge, or during hail, the target instead must pass a Fortitude Save (same DC) or be Frostburned. This is an [Ice] attack.

Pursuit (Ex): if it has this rare attack, Hisuian Sneasel may make an Attack of Opportunity against a target that leaves a threatened square even as a result of Teleportation or being returned to a Pokeball. When it makes an Attack of Opportunity that was provoked by leaving a threatened square, this deals an extra 4d6 damage and is treated as a [Dark] attack.


At 3 hit dice, it learns Poison Sting and Corner
Poison Sting (Ex): anything damaged by Hisuian Sneasel's Claw is afflicted by Poison, with Primary and Secondary damage of 4 Dexterity and Constitution damage. The Save DC is Constitution-based, and any creature only need make one saving throw per round, no matter how many times they are hit. This makes the claw a [Poison] attack.

Corner (Ex): if an adjacent creature makes a five foot step, Hisuian Sneasel may do the same with an Immediate Action, but must end this movement adjacent to the same creature. Likewise, if an adjacent creature makes a Withdraw move, Hisuian Sneasel may make a Move Action as an Immediate Action, striving to end its movement adjacent to them. Its movement happens at the same time as that of the target, so it does not ever leave a threatened square relative to them and does not Provoke from them. This is a [Dark] effect.

At 4 hit dice, its Sneak Attack improves by 1d6 and it learns Metal Claw and Nyan Roll
Metal Claw (Su): Hisuian Sneasel may make its Claw attacks as [Steel] effects, and they deal damage as though one size category larger (although not delivering the poison). Additionally, they penetrate DR and Hardness as though made of Adamantium, and have an Innate +1 Enhancement Bonus (as though actual magic weapons). This is a [Steel] effect.

Nyan Roll (Ex): whenever Hisuian Sneasel takes a Full Defence, it may make a free Feint attempt against all foes that can see it - one attempt that is rolled against all foes. If this succeeds against a given foe, then until Sneasel's next turn, it gains a degree of Resistance against [Bug], [Dragon], [Fighting], [Normal], [Rock] and [Steel] attacks made by that foe. In Hisuian Sneasel's case, this grants Resistance to [Dragon], [Normal] and [Steel], while the rest are already resisted. This is a [Normal] effect.

At 5 hit dice, it learns Poison Jab and Hone Claws
Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, Hisuian Sneasel can make a single Primary Claw attack that has a base damage of 1d8 for a Small creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and delivers its Poison Sting. The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] attack.

Hone Claws (Ex): with a Standard Action at will, Hisuian Sneasel may sharpen its claws, honing their edges to improve their devastating cutting power. For the next minute, its natural weapons (including ones granted by Pokemon Attacks) all enjoy a +1 Enhancement Bonus, or their existing Enhancement Bonus is increased by 1. This can be performed multiple times, increasing the bonus and resetting the duration each time, to a maximum Enhancement Bonus of +6. This is a [Dark] effect.

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Sneasler
Medium Magical Beast, CR 6
21 26 13 9 12 10
6d6+6 (27 HP), Init +12, Speed 30'
BAB/Grab: +6/+15
-2 Claws +15 (1d6+5)
AC: 19 (+8 Dexterity, +1 Natural Armour), Flat 11, Touch 18
Fort +3 Ref +13 Will +6
Feats: Weapon Finesse (B), Improved Initiative, Improved Natural Attack (Claw), Weapon Focus (Claw)
Skills: Survival +10, Hide +17, Move Silently +17
Special Attacks: Leer, Taunt, Quick Attack, Rock Smash, Poison Sting, Corner, Metal Claw, Poison Jab, Dire Claw, Brick Break, Sneak Attack +3d6
Special Qualities: Fighting and Poison Pokemon Traits, Inner Focus, Nyan Roll, Hone Claws
Rare Traits: Poison Touch, Fake Out, Night Slash, Quick Guard, Switcheroo, Ice Punch, Pursuit
Tutor Moves: Low Kick, Thief, Fling, Endure, Shadow Claw, Coaching, Gunk Shot, X-Scissor, Lash Out, Toxic, Toxic Spikes, Trailblaze, Acrobatics, U-Turn, Fire Punch, Throat Chop, Upper Hand, Bulldoze, Stone Edge, Thunder Punch
Advancement: 7+ HD (Medium)
Hit Dice: 1d6 HP, Good BAB, Good Ref and Will, 4 + Int skill points

Hisuian Sneasel has grown much taller, with long, lanky limbs perfectly designed for lashing out and crippling people. It has a malicious grin.

Fighting and Poison Traits: Sneasler is weak against [Flying], [Ground] and [Psychic] attacks, and Resists [Bug], [Dark], [Fighting], [Grass], [Poison] and [Rock] attacks. It cannot be Poisoned, and thus is immune to the majority of poison effects in D&D, but can still take (reduced) HP damage from [Poison] attacks. It harmlessly absorbs toxic spikes and sludge just by touching them, and when holding (or covered in) Black Sludge it doesn't take damage, instead gaining Fast Healing 1.

Dire Claw (Ex): with a Standard Action once per three rounds, Sneasler may make a single horrifying Claw attack designed to take foes out of action. This has the base damage and threat range of a Falchion sized for Sneasler, but still benefits from feats and effects that affect Claw attacks (such as Improved Natural Attack), and a struck target must succeed on a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus). If they fail the saving throw, roll 1d4 - on a 1, the target is Paralyzed for 2 rounds and suffers 4 points of Dexterity damage, on a 2, they are Stunned for one round and suffer 4 points of Dexterity damage, on a 3, they fall Asleep for 2 rounds, and on a 4, they are Poisoned, suffering 4 Constitution damage and being Sickened for the next minute - the Secondary Damage is another 4 Constitution damage. This is a [Blade] [Poison] attack.

Brick Break (Ex): with a Standard Action, Sneasler may focus its anger into smashing a solid object with a precise martial arts strike. This is resolved as a Slam attack with a base damage of 1d8 plus its Strength Bonus (for a Medium Creature), ignoring Damage Reduction and Hardness, dealing full damage to objects, even able to shatter [Force] effects if it deals at least 10 points of damage. This bypasses (and indeed destroys) Light Screen and Reflect, and if it destroys an intervening object behind which someone is hiding, it may continue the attack against the creature. This is a [Fighting] effect.

Sneak Attack (Ex): Sneasler is great at catching things by surprise, and deals an extra 3d6 damage to foes that it flanks or that are denied their Dexterity Bonus to Armour Class.


At 7 hit dice, it learns Swords Dance and Aerial Ace
Swords Dance (Ex): with a Standard Action at will, Sneasler 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 deal 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.

Aerial Ace (Ex): when making a Move Action, Sneasler may use a Standard Action at any point during the movement to leap and swoop a target - this allows it to move, attack and continue moving. It may perform this attack as a Charge, with all benefits (aside from doubled movement) and drawbacks (including targeting requirements) if it wishes, still moving afterwards. This ignores Cover and Concealment, providing it has actual line of effect, and is a [Flying] attack.

At 8 hit dice, its Strength and Natural Armour increase by 2 each and it learns Slash
Slash (Ex): with a Standard Action, Sneasler may make a single Claw attack that has a base damage of 1d8 for a Medium creature and a Critical value of 15-20/x2. If it has Improved Critical (Claw attacks), this does indeed become 9-20/x2. It ignores Hardness of 5 or less, and deals double damage against unattended objects (or triple on a critical hit). This is a [Normal] attack.

At 9 hit dice, its Dexterity increases by 2 and it learns Mach Punch
Mach Punch (Ex): once per two rounds, Sneasler may make a Slam attack, dealing 1d6 damage plus its Strength Bonus, as a Swift or Immediate Action, whichever it chooses. This is a [Fighting] [Punch] attack.

At 10 hit dice, its Sneak Attack increases by 1d6 and it learns Drain Punch and Agility
Drain Punch (Su): with a Standard Action once per minute, Sneasler may unleash a Slam as a primary natural weapon that deals 1d6 damage for a Medium creature, plus its Strength Bonus, plus 1d6 bonus damage per 3 hit dice (round up). The Pokemon then restores lost hit points equal to half the total damage (round up), though any in excess is lost, it does not translate to gaining Temporary Hit Points. This is a [Punch] [Fighting] attack.

Agility (Su): by focusing as a Full Round Action, Sneasler can cast Cat's Grace on itself at will. This is a [Psychic] effect.

At 11 hit dice, its Strength and Wisdom each increase by 2 and it learns Screech
Screech (Ex): once per 3 rounds, Sneasler can unleash a horrifying screech with a Standard Action. All within 60 feet of it when it unleashes this [Mind-Affecting, Sonic] effect suffer a -4 Morale Penalty to Armour Class and Reflex Saves for five rounds, and must also pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Shaken for the same duration. This fear can stack up to Frightened and then Panicked. This is a [Normal] attack.

At 12 hit dice, its Dexterity increases by 2 and it learns Gunk Shot
Gunk Shot (Su): with a Standard Action once per five rounds, Sneasler may unleash a powerful blast of toxic goo from its throat. This is resolved as a Ranged Attack out to Medium Range, and if successful it deals 1d6 Acid damage per hit die as well as Blinding the subject until they spend a Standard Action wiping their face clear. Additionally, if the target is successfully hit, they are exposed to a deadly Poison, with a Save DC of 10 + half its hit dice + its Constitution Bonus, and Primary and Secondary damage of 8 points of Constitution damage. This is a [Poison] attack.

At 13 hit dice, it learns Close Combat and Cross Poison
Close Combat (Ex): once per minute, Sneasler may step in close and unleash a strong-style combo that foregoes defence in favour of sheer offence. This uses a Full Round Action, and is resolved as single Slam that deals 2d6 damage per hit die, plus its Strength Bonus. This provokes an Attack of Opportunity before the attack, and after the attack, it foregoes its Dexterity Bonus to Armour Class (allowing Sneak Attacks) until the start of its next turn. This is a [Punch] [Fighting] attack.

Cross Poison (Ex): with a Standard Action, Sneasler may make two Primary Claw attacks against the same target, with a doubled Critical Threat range (which stacks with Improved Critical). If one attack hits, there is a chance of Poison: DC 10 + half its hit dice + its Constitution Bonus, Primary and Secondary effect s 2 Dexterity and Constitution damage. 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 [Blade] [Poison] attack, and if it is Resisted, add the damage together before subtracting the defender's hit dice a single time.

At 14 hit dice, its Sneak Attack increases by 2 and it learns Poison Peak
Poison Peak (Su): with an Immediate Action at will, Sneasler may enhance the poison afflicting another creature within 30 feet. They suffer 3d6 damage and must make another saving throw against the DC of the original poison, with failure causing them to be Nauseated for one round. This is a [Poison] effect.

At 15 hit dice, it learns Maximum Ruination (super wide Dire Claw that creates toxic sludge)
Maximum Ruination (Ex): once per minute, Mega Sneasler may swing its claws around with such ferocity that it not only causes horrendous wounds on those in the area, it also scatters fragments of venomous claw shards on the ground. It may make a single Claw attack, functioning as Dire Claw, except targeting any foes it wishes within 15 feet. Furthermore, a layer of Toxic Spikes (see below) is left on every empty space within the area. This is a [Blade] [Poison] effect.

At 16 hit dice, its Strength increases by 2

At 18 hit dice, its Sneak Attack increases by 1d6

At 20 hit dice, its Dexterity increases by 2

Mega Evolution: when Sneasler becomes Mega Sneasler, it grows even deadlier in almost all aspects, becoming taller yet adopting more of a crouched stance, and with gleaming eyes and long, ribbonlike fur extending from its ears. Its Strength and Dexterity increase by 6 each, its Constitution and Natural Armour increase by 4 each, its natural Reach increases by 5 feet, and its [Pokebility] changes to Merciless.

Merciless (Ex): against a Poisoned, Diseased, Sickened or Nauseated foe, every successful hit Sneasler makes is upgraded to a confirmed Critical Hit. It may make Coup de Gras attempts against foes who are Stunned, Dazed or Nauseated as well. This is a [Pokebility].

Tutor Moves:

Acrobatics (Ex): at will, the Pokemon may unleash a leaping Charge, and after the attack may reposition to any square adjacent to the target. This uses any one natural weapon, and if the Pokemon is not holding any weapons or items and does not have anything else equipped, it may add its skill bonus in either Jump or Tumble to the damage roll. This is a [Flying] attack.

Aerial Ace (Ex): when making a Move Action, the Pokemon may use a Standard Action at any point during the movement to leap and swoop a target - this allows it to move, attack and continue moving. It may perform this attack as a Charge, with all benefits (aside from doubled movement) and drawbacks (including targeting requirements) if it wishes, still moving afterwards. This ignores Cover and Concealment, providing it has actual line of effect, and is a [Flying] attack.

Bulldoze (Ex): with a Full Round Action once per three rounds, the Pokemon may make a Charge attack, that ends in a Slam of appropriate Size (1d4 for a Small creature). If it ends this charge threatening multiple creatures or objects, it may elect to resolve the attack against any or all of them, not just the initial target (though the normal rules for charging apply, so it can't declare a target, charge them, and then forego attacking that target). Furthermore, anything hit suffers 2 points of Dexterity damage, and has their Initiative reduced by 4, although this cannot cause something to gain two turns (such as acting at 2 Initiative higher than the Pokemon, getting hit, then acting again at 2 lower). This is a [Ground] attack.

Coaching (Su): once per 5 rounds, the Pokemon may instruct an ally to help them fight. It uses a Full Round Action and selects an ally within 60 feet. That ally may then make a Full Round Action (or a Move Action and a Standard Action) as an Immediate Action. This is a [Fighting] effect.

Dual Chop (Ex): at will, the Pokemon may unleash a pair of sharp martial arts strikes with the furious power dragons use to destroy one another. It makes two Slam attacks as a Full Attack, each dealing 1d8 damage for a Medium creature. This is a [Dragon] [Punch] attack.

Endure (Ex): once per hour, the Pokemon may clench its muscles, growl, and prepare to accept an incoming attack. Providing it had more than 1 hit point before using this ability, it cannot be reduced below 1 hit point until the start of its next turn. This is a [Normal] effect.

Fake Tears (Ex): once per minute, the Pokemon may pretend to cry, quivering and cowering in false fear directed at a target. It makes a Feint attempt against a foe, and if successful, this afflicts the target with a -4 Morale Penalty to Spell Resistance, Reflex and Will Saves for three rounds. This is a [Dark] effect.

Fire Punch (Su): with a Standard or Full Round Action at will, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d6 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Fire damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or catch fire. On a Critical Hit, a successful Charge, or during harsh sunlight, the target instead must pass a Fortitude Save (same DC) or suffer a Burn. This is a [Punch] [Fire] attack.

Fling (Ex): with a Standard Action at will, the Pokemon may hurl a held item at a foe. If the item is not a thrown weapon, it retains its normal damage but has a 15' range. If the item is a thrown weapon, it functions normally. If the item isn't a weapon at all, it has a 15' range and deals damage as an Improvised Weapon. If it is a Magic Item, any Enhancement Bonus it has (even if it is an Enhancement Bonus to a Shield Bonus or similar) applies to the attack and damage roll. The Pokemon stops being Attuned to a magic item it throws, after the attack is resolved. Regardless of the item used, this is a [Dark] attack.

Foul Play (Ex): at will, the Pokemon may turn an opponent's strength against them in an underhanded manner. With a Standard Action, it makes a melee attack roll against a foe within reach, and if it hits, it deals damage based on the target's Size (1d8 if they are Medium), plus one and a half times the target's Strength Bonus. This is a [Dark] attack.

Frozen Terrain (Su): once per minute, the Pokemon may flash-freeze the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Grease (or effects that reference Grease in how they function), Web (mundane or magical), or plant-based terrain (mundane or magical). This instantly destroys the effect, and then causes the same area to be frozen for three rounds, functioning as a Frost Fall effect (DC 10 + half its hit dice + its Charisma Bonus). If any of the above effects are cast on the area before the rounds expire, the effect fails and the three rounds reset. This is an [Ice] effect.

Gunk Shot (Su): with a Standard Action once per five rounds, the Pokemon may unleash a powerful blast of toxic goo from its throat. This is resolved as a Ranged Attack out to Medium Range, and if successful it deals 1d6 Acid damage per hit die as well as Blinding the subject until they spend a Standard Action wiping their face clear. Additionally, if the target is successfully hit, they are exposed to a deadly Poison, with a Save DC of 10 + half its hit dice + its Constitution Bonus, and Primary and Secondary damage of 8 points of Constitution damage. This is a [Poison] attack.

Ice Fang (Su): the Pokemon has a secondary Bite attack that deals an additional 1d6 points of Ice damage for every 4 hit dice it has (round up). This will freeze and shatter a lot of meals, making them even easier to digest. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Frostburned. A target will always suffer 2 Dexterity damage on a Critical Hit. This is an [Ice] attack.

Ice Punch (Su): with a Standard or Full Round Action at will, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d6 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Cold damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or suffer hypothermia. On a Critical Hit, a successful Charge, or during hail, the target instead must pass a Fortitude Save (same DC) or be Frostburned. This is an [Ice] attack.

Ice Spinner (Ex): once per 3 rounds, the Pokemon may unleash a Charge that only allows a single attack to be made, and deals an extra 2d6 points of damage. This is completely unaffected by things like caltrops, Grease, web (magical or natural), plant growth (likewise), or any kind of Terrain effect. Furthermore, every square the Pokemon enters as part of this charge has all such effects removed from it. This is an [Ice] attack, even if the attack used in the charge normally isn't.

Lash Out (Ex): if something dares to inflict the Pokemon with Ability Damage, Ability Drain, or a Penalty of any kind, it may lash out as an Immediate Action, unleashing all of its frustration about the unfair situation. It makes a single melee attack at the target, which is considered to be a Slam and on a successful hit deals 1d10 damage per hit die. This is a [Dark] attack.

Low Kick (Ex): at will, the Pokemon may attempt to kick a foe's legs out with a Standard Action. This is resolved as a Slam attack that deals 1d6 damage for a Medium creature, and on a successful hit allows a free Trip attempt to be made, inverting Size modifiers. This is a [Fighting] [Kick] effect.

Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, the Pokemon 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 delivering a Poison, with Primary and Secondary damage of 4 Dexterity and Constitution damage. The Save DC is Constitution-based. The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] attack.

Power Up Punch (Su): at will, the Pokemon may use a Standard Action to unleash a strike that glows with power, raising its strength. This is a Slam that deals 1d4 damage (for a Medium creature) plus its Strength Bonus, and after it hits, the Pokemon gains a +1 Enhancement Bonus to its Strength and to its natural weapons. If it already has an Enhancement Bonus, the existing one increases by 1, though this cannot raise a bonus above +5. The effects last for one minute, and this is a [Fighting] effect.

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.

Pursuit (Ex): the Pokemon may make an Attack of Opportunity against a target that leaves a threatened square even as a result of Teleportation or being returned to a Pokeball. When it makes an Attack of Opportunity that was provoked by leaving a threatened square, this deals an extra 4d6 damage and is treated as a [Dark] attack.

Shadow Claw (Su): the Pokemon may elect to treat its claws as a [Blade] [Ghost] attack when it wants to. When doing so, the attack has an innate Threat Range of 18-20, bypasses non-magical armour and shields, and at 10 and 20 hit dice it deals damage as though one Size larger.

Snowscape (Su): once per day per 5 full hit dice, the Pokemon may cast Blizzard (It's Cold Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is an [Ice] effect.

Stone Edge (Ex): once per minute, the Pokemon may use a Standard Action to target a creature within Close Range, and cause jagged shards of rock to explode from underneath it. This is resolved as a Ranged Attack (not a Touch Attack), and a successful hit deals 1d6 damage per hit die, plus its Strength Bonus. This has a Critical Threat of 18-20, and is a [Blade] [Rock] attack.

Swagger (Ex): at will, the Pokemon may use a Standard Action to act with a lot of swagger and confidence, potentially luring the opponent into a trap. It makes a Feint attempt, and if successful, the opponent is Confused for 1 round per 3 hit dice (round up), but also gains a +4 Morale Bonus to attack and damage rolls for one minute. If a creature witnesses this in use (or is exposed to it directly), they cannot be targeted by this from the same Pokemon again that day. This is a [Normal] effect.

Thief (Ex): once per minue, the Pokemon may make a single melee attack as a Standard Action, and additionally attempt to steal an item, with its choice of a Steal Combat Maneuver or a Sleight of Hand check with a DC of the opponent's BAB plus 10. The attack becomes a [Dark] attack, and the entire move is a [Dark] effect.

Throat Chop (Ex): at will, the Pokemon may use a Standard Action to deliver a vicious strike to the voice box of a foe, rendering them unable to speak. This can be delivered as a Slam that deals 1d4 damage for a Medium creature, or use an existing natural weapon (without the benefit of a special Attack), whichever it prefers, and on a successful hit, the foe is rendered silent for three rounds, unable to speak, cast Spells with Vocal Components, or use [Sound] effects. A successful Fortitude Save (DC 10 + half the Pokemon's hit dice + its Strength Bonus) reduces this to one round. This is a [Dark] attack.

Thunder Punch (Su): with a Standard or Full Round Action at will, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d4 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Electricity damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. On a Critical Hit, a successful Charge, or on Electric Terrain, the target instead must pass a Fortitude Save (same DC) or be Stunned for one round. This is a [Punch] [Electric] attack.

Toxic (Ex): the Pokemon may use a Standard Action to spit or squirt a stream of deadly toxins out to Close Range - this requires a Ranged Touch Attack to hit, and can be used once per ten minutes. If it hits, the target must attempt a Fortitude Save against Poison with a Save DC of 10 + half its hit dice + its Constitution Bonus, or suffer 1d6 Con damage. Once poisoned, they must then save again every round at the end of their turn or suffer ability damage again, until either they die, the poison is neutralised, or they successfully save against it three rounds in a row, fighting the toxins off completely. This is a [Poison] effect. This can be harvested, producing a single dose that is administered by contact, with a value of 3,000 GP.

Toxic Spikes (Su): with a Standard Action, the Pokemon 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.

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.

Triple Axel (Ex): with a Full Round Action once per three rounds, the Pokemon may ice skate gracefully and deliver a trio of kicks, each hurting more than the last. It makes one Kick attack at its highest attack bonus, with a base damage of 1d8 for a Medium creature, then must move at least 5 feet, then makes a second Kick attack at its highest attack bonus minus two, with the damage increased by one step (2d6 for a Medium creature), then must move at least 5 feet before making a final Kick attack at its highest attack bonus minus four, increasing the damage one step more (3d6 for a Medium creature). If a Balance or Perform (Dance) check of DC 15 is made as part of this, the penalties are reduced by 2 (to 0/0/-2), and if the check is 25 or more, they gain a bonus to damage of +2, +4 and +8. This is a [Kick] [Ice] attack.

Upper Hand (Ex): the Pokemon can unleash a lightning-fast palm strike against foes attempting speedy moves. If an enemy within its threatened area uses a Swift or Immediate Action, it provokes an Attack of Opportunity from the Pokemon, resolved as a Slam that has a base damage of 1d6 for a Medium creature. This is a [Fighting] attack.

U-Turn (Ex): with a Full Round Action, the Pokemon may charge a target and deliver one natural weapon attack (even if it can normally make multiple attacks on a charge), and then withdraw the remaining distance after delivering the attack, as though using the Spring Attack feat. If it ends the movement in the same square as, or adjacent to, its pokeball, it may retreat into it and end its turn that way. This is a [Bug] attack, even if its natural weapon normally isn't.

X-Scissor (Ex): with a Standard Action, the Pokemon may make both Claw attacks against the same target. These have a doubled Critical Threat range, don't carry any Poison it might normally have, 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.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Oddish
Tiny Plant, CR 1/2
8 6 14 3 12 12
1d6+3 (6 HP), Init -2, Speed 10'
BAB/Grab: +0/-9
-Unarmed Strike +1 (1)
AC: 12 (+2 Size, -1 Dexterity, +1 Natural Armour), Flat 12, Touch 11
Fort +2 Ref +0 Will +3
Feats: Weapon Finesse (B), Improved Toughness
Skills: Hide +10
Special Attacks: Hayfever, Toxic Flesh, Absorb, Acid
Special Qualities: Grass and Poison Pokemon Traits, Chlorophyll, Plant Diet
Rare Traits: Ingrain, Leech Seed, Strength Sap, Synthesis, Tickle
Tutor Moves: Acid Spray, Charm, Grass Knot, Magical Leaf, Rest, Sleep Talk
Advancement: 2-3 HD (Tiny); evolves into Gloom at 4 HD
Hit Dice: 1d6 HP, Poor BAB, Good Ref and Will, 2 + Int skill points

What looked like some long grass in the ground stands up, revealing a creature that seems to be a happy little purple turnip.

Grass and Poison Traits: Oddish does not have any of the usual traits of Plants such as Immunity to Poison. Instead, it is weak against [Fire], [Flying], [Ice] and [Psychic] attacks, and resists [Electricity], [Fairy], [Fighting], [Grass] and [Water] attacks. It cannot be affected by the special attacks Cotton Spore, Leech Seed, Magic Powder, Poison Powder, Pollen Puff (apart from the healing application), Powder, Rage Powder, Sleep Powder, Spore, and Stun Spore. It also cannot be affected by Spells and effects that are described as being powder, pollen or spores - such as Gnome Blight. It also cannot be Poisoned, and thus is immune to the majority of poison effects in D&D, but can still take damage from things like Gunk Shot. Oddish harmlessly absorb toxic spikes and sludge just by stepping on or in them, and when holding (or covered in) the Black Sludge item/substance, it doesn't take damage, instead gaining Fast Healing 1.

Hayfever (Ex): with a Standard Action at will, Oddish may release pollen to which almost everything is allergic. All within 5 feet must succeed on a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or suffer 1 point of Non-Lethal damage and be rendered Sickened for 3 rounds. This is a [Powder] [Poison] effect.

Toxic Flesh (Ex): swallowing even a mouthful of the beet-like flesh of Oddish exposes the consumer to dangerous poisons. As soon as they swallow it, and at the start of each hour for the next eight hours, a Fortitude Save vs Poison must be made (DC 10 + half its hit dice + its Constitution Bonus), with failure resulting in the consumer becoming Fatigued (this stacks up as normal and can be cured normally), and being Sickened for the next hour. If more than a mouthful is eaten, the Save DC is 8 higher, and each failed save also causes 1 point of Constitution damage and one minute of Nausea.

Absorb (Su): once per three rounds, Oddish 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.

Acid (Ex): once per two rounds, Oddish can cough up a splash of acid that functions as though it had thrown an acid flask. This is a [Poison] attack.

Chlorophyll (Ex): when in Harsh Sunlight, Oddish is faster - its movement speeds are doubled, and it gains a +4 Circumstance Bonus to Initiative and Reflex Saves. This is a [Pokebility].

Plant Diet: Oddish' diet consists 10% of sunlight and air, and 90% of soil, plant feed and so on.

Rare Traits:
Ingrain (Ex): once per hour, an Oddish with this trait may extend its roots into the ground beneath it, using a Standard Action. It then gains Fast Healing 5, doubled on Grassy Terrain, and cannot be Tripped or Bull Rushed. Additionally, it gains a +8 Bonus to Grapple checks to resist being lifted. However, it cannot move from its occupied space, not even making a 5' step. This may be dismissed with a Move-Equivalent Action. This is a [Grass] effect.

Leech Seed (Su): once per five rounds with a Standard Action, an Oddish with this rare trait can fire a magical seed at a foe within 30 feet as a Ranged Touch Attack. If it hits, the seed implants itself and takes root. As long as the target is within 60 feet of Oddish, at the start of each of its turns it loses 1d8 hit points, ignoring DR and Resistances, and Oddish recovers an equal amount of lost hit points. As soon as the target is reduced to zero hit points or is more than 60 feet from Oddish, the effect ends and the seed crumbles into dust. This is a [Powder] [Grass] effect.

Strength Sap (Su): once per 5 rounds, an Oddish with this attack may use a Standard Action to drain the strength and power from another creature in Close Range. If the target fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), it suffers 2 points of Strength damage, and then Oddish regains lost hit points equal to double the target's (newly reduced) Strength score. This cannot heal it above its maximum hit points. This is a [Grass] effect.

Synthesis (Su): once per minute, an Oddish with this rare trait may use a Full Round Action to focus on absorbing light and air to heal itself. In normal light, this restores 1d8 hit points per 2 hit dice. In rain, hail, snow or sandstorms, or indoors or heavily overcast conditions or shadowy illumination, it only restores 1d6 hit points per two hit dice. In total darkness, it only restores 1d8 hit points. In strong sunlight or better, it restores 1d6 hit points per hit die. This is a [Grass] effect.

Tickle (Ex): with a Standard Action, Oddish may attempt a Touch Attack to tickle an adjacent creature, making their concentration a lot harder. For the purpose of Concentration checks and spellcasting, they are treated as Pinned during their next turn, and additionally, they suffer a -4 Morale Penalty to attack and damage rolls, and to their Armour Class, for three rounds.

At 2 hit dice, it learns Growth and Sweet Scent
Growth (Su): with a Full Round Action, Oddish can grow one size category larger, adjusting its Space, Reach, Natural Armour, Ability Scores, Natural Weapons and so on as though growing via hit dice. This lasts for one minute. In Harsh Sunlight, this instead causes it to grow two categories larger. In Rain, Hail or Dust, the growth only lasts for five rounds. This cannot be used multiple times in a row to grow more than once. This is a [Grass] effect.

Sweet Scent (Ex): with a Full Round Action, Oddish may allow its scent glands to release a sweet-smelling substance that carries easily on the breeze. All creatures within Medium Range of it are subject to a Calm Emotions effect (Save DC 10 + half its hit dice + its Charisma Bonus). If used two rounds in a row, those in the area suffer as though inside a Mind Fog (same DC). If used for three consecutive rounds, those in the area must make a Will Save (same DC) or be Fascinated until either something distracts or threatens them as usual or until one round after Oddish ceases to use its Sweet Scent. This may be used a total number of rounds per day equal to double its hit dice, and individual uses can be extracted the same as with Poison Powder. One round's worth of this can be diluted into ten ounces of exotic perfume that sells for 100 GP per ounce and provides a +2 Alchemical Bonus to Bluff and Diplomacy checks in noble circles. This is a [Grass] effect.

At 3 hit dice, it learns Mega Drain and Poison Powder
Mega Drain (Su): once per minute, Oddish may use a Standard Action to pull nutrients and life force from another creature within 20 feet. This causes 1d6 damage per hit die (maximum 5d6) to a creature, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Oddish' hit points are then restored by an amount equal to half the damage dealt - though this cannot raise it above the maximum. This is a [Grass] effect.

Poison Powder (Ex): once per hour, Oddish may unleash a cloud of fine powder out to Close Range. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Poisoned, taking 1d6 Con damage and being Sickened for one minute. At the end of this minute, they must save again or suffer another 1d6 Constitution damage as the secondary damage. This is a [Poison] [Powder] effect. A DC 15 Survival check can harvest a dose from a cooperative (or dead) Oddish, rendering it unable to use it for the hour but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Oddish as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 1,500 GP, and a DC 20 Craft (Alchemy) check can then dilute and refine it into one thousand ounces of harmless exotic perfume, each selling for 5 GP.

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Gloom
Small Plant, CR 4
10 8 14 5 14 16
4d6+12 (26 HP), Init -1, Speed 20'
BAB/Grab: +2/-2
-Unarmed Strike +3 (1d2)
AC: 16 (+1 Size, -1 Dexterity, +6 Natural Armour), Flat 16, Touch 10
Fort +3 Ref +3 Will +6
Feats: Weapon Finesse (B), Improved Toughness, Ability Focus (Stun Spore)
Skills: Hide +10
Special Attacks: Hayfever, Toxic Flesh, Absorb, Acid, Mega Drain, Poison Powder, Stun Spore, Sleep Powder
Special Qualities: Grass and Poison Pokemon Traits, Chlorophyll, Growth, Sweet Scent
Rare Traits: Stench, Ingrain, Leech Seed, Strength Sap, Synthesis, Tickle
Tutor Moves: Acid Spray, Charm, Grass Knot, Grassy Terrain, Magical Leaf, Pollen Puff, Rest, Sleep Talk, Substitute, Sunny Day, Venoshock
Advancement: 5-9 HD (Small); evolves into Vileplume or Bellossom at 10 HD
Hit Dice: 1d6 HP, Poor BAB, Good Ref and Will, 2 + Int skill points

This purple-ish root vegetable looks either sad or asleep, drooling slightly. The flower growing from its head serves as an incredibly bad-smelling hat.

Grass and Poison Traits: Gloom does not have any of the usual traits of Plants such as Immunity to Poison. Instead, it is weak against [Fire], [Flying], [Ice] and [Psychic] attacks, and resists [Electricity], [Fairy], [Fighting], [Grass] and [Water] attacks. It cannot be affected by the special attacks Cotton Spore, Leech Seed, Magic Powder, Poison Powder, Pollen Puff (apart from the healing application), Powder, Rage Powder, Sleep Powder, Spore, and Stun Spore. It also cannot be affected by Spells and effects that are described as being powder, pollen or spores - such as Gnome Blight. It also cannot be Poisoned, and thus is immune to the majority of poison effects in D&D, but can still take damage from things like Gunk Shot. Gloom harmlessly absorb toxic spikes and sludge just by stepping on or in them, and when holding (or covered in) the Black Sludge item/substance, it doesn't take damage, instead gaining Fast Healing 1.

Stun Spore (Ex): once per hour, Gloom may unleash a cloud of paralytic neurotoxins, extending ten feet from it in all directions. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus; the sample one has +2 from Ability Focus) or be Paralyzed, Stunned and Dazed, for 1 round, then Stunned and Dazed for one round, then Dazed for the round thereafter. This is a [Poison] effect. A DC 15 Survival check can harvest a dose from a cooperative (or dead) Gloom, rendering it unable to use it for the hour but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Gloom as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 1,500 GP and is extremely obvious to anyone within 60' with a sense of smell. The same obvious smell applies to poison synthesised from its Poison Powder.

Sleep Powder (Ex): once per hour, Gloom may unleash a cloud of fine powder that extends ten feet from it in all directions. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or fall Asleep for ten minutes (or until woken up normally). This is a [Powder] [Poison] effect.


Rare Traits:
Stench (Ex): rarely, an Oddish evolves into a Gloom with this [Pokebility]. If so, it constantly emits a terrible smell. Living creatures within 30 feet of it must succeed on a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Sickened for 10 rounds. Creatures that successfully save cannot be affected by the same creature's stench for 24 hours. A Delay Poison or Neutralize Poison spell removes the effect from the sickened creature. Creatures with immunity to being Poisoned are unaffected. The Scent ability is completely overwhelmed and nonfunctional within 60 feet of Gloom, but Tracking it by Scent is easier, receiving a +10 Bonus to the check.


At 5 hit dice, it learns Giga Drain and Toxic
Giga Drain (Su): once per hour, Gloom may use a Standard Action to pull nutrients and life force from another creature within 50 feet. This causes 1d6 damage per hit die to a creature, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Gloom's hit points are then restored by an amount equal to half the damage dealt - though this cannot raise it above the maximum. This is a [Grass] effect.

Toxic (Ex): Gloom may use a Standard Action to spit or squirt a stream of deadly toxins out to Close Range - this requires a Ranged Touch Attack to hit, and can be used once per ten minutes. If it hits, the target must attempt a Fortitude Save against Poison with a Save DC of 10 + half its hit dice + its Constitution Bonus, or suffer 1d6 Con damage. Once poisoned, they must then save again every round at the end of their turn or suffer ability damage again, until either they die, the poison is neutralised, or they successfully save against it three rounds in a row, fighting the toxins off completely. This is a [Poison] effect. This can be harvested, producing a single dose that is administered by contact, with a value of 3,000 GP, which smells incredibly bad just like its Poison Powder.

At 6 hit dice, it learns Moonblast and Foul Odour
Moonblast (Su): once per three rounds, Gloom can unleash a powerful blast of magical energy from the moon, a 10' radius Blast anywhere in Medium Range that deals 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw also suffer 2 points of Charisma damage. When directly under the light of a full moon, the Blast is Widened. This is a [Fairy] attack.

Foul Odour (Ex): at will, Gloom may create a Cloud that extends fifteen feet from itself with a Full Round Action. Until the start of its next turn, it treats this area as a Stinking Cloud with a Save DC of 10 + half its hit dice + its Constitution Bonus. A terrible smell, like rotting meat, lingers for several rounds further, but does not have the nauseating effects. This is a [Poison] attack.

At 7 hit dice, its Charisma increases by 2 and it learns Stinky Nectar
Stinky Nectar (Su): once per 5 rounds, Gloom can spit a glob of nectar out, functioning as a Sticky Web effect (Save DC 10 + half its hit dice + its Constitution Bonus). However, the area also smells terrible, causing all that attempt to enter it or are caught in it to be Nauseated if they fail a Fortitude Save (same DC). The duration is one round, but it must be attempted every round of exposure. This is a [Poison] effect.

At 8 hit dice, its Strength and Constitution increase by 2 and it learns Grassy Terrain
Grassy Terrain (Sp): once per hour, Gloom may use a Full Round Action to release Grassy Terrain in a 60' radius. This lasts for one minute, and is a [Grass] effect.

At 9 hit dice, it learns Moonlight and Enervating Pollen
Moonlight (Su): once per hour, Gloom may call healing light down from the moon. This uses a Full Round Action, and if indoors it replicates a Cure Light Wounds effect. If outdoors during the day, it replicates Cure Serious Wounds, or Cure Moderate Wounds if the weather isn't calm. At night, this instead heals 1d6 HP per hit die, downgraded to 1d4 per hit die if the weather isn't calm, upgraded to 1d8 per hit die if there is a full moon overhead (if both apply at the same time, it remains 1d6 per hit die). This is a [Fairy] effect.

Enervating Pollen (Su): once per hour, Gloom may use a Full Round Action to create a horrendous cloud of pollen that functions as a Stinking Cloud, except that instead of the nausea, everything that fails the saving throw becomes Fatigued (which can stack as normal and be cured normally), and also suffers a temporary negative level that lasts for one hour. This is a [Powder] [Grass] attack.

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Vileplume
Small Plant, CR 10
12 10 16 5 18 22
10d6+40 (75 HP), Init +0, Speed 20'
BAB/Grab: +5/+2
-Slam +7 (1d3+1)
AC: 19 (+1 Size, +8 Natural Armour), Flat 19, Touch 11
Fort +6 Ref +7 Will +11
Feats: Weapon Finesse (B), Improved Toughness, Ability Focus (Petal Blizzard), Ability Focus (Toxic)
Skills: Hide +17
Special Attacks: Hayfever, Toxic Flesh, Absorb, Acid, Mega Drain, Poison Powder, Stun Spore, Sleep Powder, Giga Drain, Toxic, Moonblast, Foul Odour, Stinky Nectar, Enervating Pollen, Petal Blizzard
Special Qualities: Grass and Poison Pokemon Traits, Chlorophyll, Growth, Sweet Scent, Grassy Terrain, Moonlight, Venomous Terrain
Rare Traits: Effect Spore, Ingrain, Leech Seed, Strength Sap, Synthesis, Tickle
Tutor Moves: Acid Spray, Charm, Dazzling Gleam, Grass Knot, Leaf Storm, Magical Leaf, Reflect, Rest, Sleep Talk, Sludge Wave, Solar Blade, Substitute, Sunny Day, Venoshock
Advancement: 11-16 HD (Small); 17+ HD (Medium)
Hit Dice: 1d6 HP, Poor BAB, Good Ref and Will, 2 + Int skill points

The body of this plant is purple, with a smile on its face. The giant flower atop it looks like a rafflesia - imagine a massive, spore-infected butthole. As for how this creature smells, it is also like a rafflesia - imagine a massive, spore-infected butthole.

Grass and Poison Traits: Vileplume does not have any of the usual traits of Plants such as Immunity to Poison. Instead, it is weak against [Fire], [Flying], [Ice] and [Psychic] attacks, and resists [Electricity], [Fairy], [Fighting], [Grass] and [Water] attacks. It cannot be affected by the special attacks Cotton Spore, Leech Seed, Magic Powder, Poison Powder, Pollen Puff (apart from the healing application), Powder, Rage Powder, Sleep Powder, Spore, and Stun Spore. It also cannot be affected by Spells and effects that are described as being powder, pollen or spores - such as Gnome Blight. It also cannot be Poisoned, and thus is immune to the majority of poison effects in D&D, but can still take damage from things like Gunk Shot. Vileplume harmlessly absorb toxic spikes and sludge just by stepping on or in them, and when holding (or covered in) the Black Sludge item/substance, it doesn't take damage, instead gaining Fast Healing 1.

Petal Blizzard (Su): with a Standard Action, Vileplume may unleash a powerful attack, hurling razor-sharp flower petals all around it. Everything within 15 feet of it suffers 1d10 Slashing damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), all unattended objects in the way with a Hardness less than that of Iron are shredded (typically destroying Difficult Terrain), and until the start of its next turn, Vileplume has Concealment. This is a [Grass], [Wind] effect.

Venomous Terrain (Sp): once per hour, Vileplume may use a Full Round Action to cover the ground within a 60' radius with toxic black sludge. This overwrites any other Terrain effect, and is treated as a Caustic Mire effect, however [Poison] Pokemon suffer no penalties or damage from it, instead gaining Fast Healing 1. Any saving throw against Poison or Disease (the actual conditions, not just [Poison] effects) within this area is made with a -4 Penalty. This lasts for one minute, or until replaced by another Terrain effect, and is a [Poison] effect.


Rare Traits:
Effect Spore (Ex): if Gloom had the Stench [Pokebility], then upon evolving into Vileplume it changes to Effect Spore. Any creature that hits Vileplume with a natural weapon, any attack from an adjacent square, or a melee touch attack, risks being afflicted by fungal spores. They must succeed on a Fortitude Save against Poison (DC 10 + half its hit dice + its Constitution Bonus), with failure resulting in them becoming Drowsy for one minute, or being affected by Striped Toadstool Poison, or being Sickened for one minute (roll 1d3 to determine which).


At 11 hit dice it learns Disturbing Pollen and Pollen Puff
Disturbing Pollen (Su): once per hour, Vileplume may unleash a 10' radius Burst of strange pollen in Close Range. All in the area are subject to Fear (as the spell of the same name), with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Mind-Affecting] [Fear] [Powder] [Grass] effect.

Pollen Puff (Su): with a Standard Action once per hour, Vileplume may hurl a clump of magical pollen at a target within Close Range. This requires a Ranged Touch Attack, and if it hits, it either deals 1d6 damage per hit die from Positive Energy, or heals 1d6 damage per hit die (Vileplume's choice). This may even be used to heal Undead. This is a [Bug] [Powder] effect.

At 12 hit dice it learns Petal Dance and Weather Ball
Petal Dance (Su): once per hour, Vileplume may use a Full Round Action to begin dancing about, hurling magical flowers everywhere. The dance lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the spinning catches up with it and it becomes Confused for three rounds. During the dance, as soon as it is activated and with a Full Round Action each round, it may unleash an attack out to a 15' radius, dealing 1d6 damage per hit die to all in the area. Creatures are allowed a Reflex Save to negate this damage (DC 10 + half its hit dice + its Charisma Bonus). On each turn it is dancing in this way, it may attempt a DC 25 Perform (Dance) check, with success allowing it to make a 10' step instead of a 5' step, and adding an extra 1d6 damage per 2 hit dice (round up). On a DC 35 check, it instead deals 2d6 damage per hit die, and can make a 15' step instead of a 5' step. This entire attack is a [Grass] [Dance] effect.

Weather Ball (Su): with a Standard Action at will, Vileplume may unleash a compressed sphere of atmospheric energy with a Ranged Touch Attack to Medium Range. This deals 1d8 Bludgeoning damage per 2 hit dice and is a [Normal] effect. In harsh sunlight, it is a [Fire] attack that deals 1d6 damage per hit die. In heavy rain, it is a [Water] attack that deals 1d6 damage per hit die. In a sandstorm, it is a [Ground] attack that deals 1d6 damage per hit die. In snow or hail, it is an [Ice] attack that deals 1d6 damage per hit die. In overwhelming winds, it is a [Flying] attack that deals 1d6 damage per hit die. If no other weather applies and it is night time, this is a [Dark] attack that deals 1d6 damage per hit die. Theoretically, the planar hellscapes of D&D could create other effects such as [Poison] in acid rain, and any such transformation increases the damage to 1d6 per hit die.

At 13 hit dice it learns Sludge Bomb and Fully Blooming Energy
Sludge Bomb (Ex): Vileplume may use a Standard Action once per minute to launch a glob of toxic sludge as a Ranged Touch Attack out to Close Range. If it hits, the target suffers 1d6 damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are also Nauseated for one round and suffer 2 points of Constitution damage. Whether it hits or not, the ball explodes into a blast of goo, and everything within ten feet of the target suffer 1d8 damage per 2 hit dice with a Reflex Save for half (same DC). This is a [Ballistic] [Poison] effect.

Fully Blooming Energy (Su): in the right circumstances, Vileplume can use a Full Round Action at will to regain an expended use of certain abilities. If it is standing on Grassy Terrain, it may use this to regain a use of Stun Spore, Sleep Powder, Disturbing Pollen or Pollen Puff. If it is in harsh sunlight, it may use this to regain a use of Petal Dance or Giga Drain. If standing in Venomous Terrain, it may use this to regain a use of Toxic or Sludge Bomb. This is a [Grass] effect.

At 14 hit dice it learns Solar Beam and Allergy Storm
Solar Beam (Su): with a Full Round Action, Vileplume can absorb light energy around it, providing it is not in utter darkness. In harsh sunlight or on the Plane of Radiance or Positive Energy Plane, or in the same round as being hit by [Light] damage, this only takes a Swift Action. Upon gathering the energy, this can be unleashed as a Standard Action before the end of its next turn. Unleashing this fires an intense beam of light, still powered by the energy of plants, as a Ranged Touch Attack out to Medium Range. If this hits, it deals 1d10 damage per hit die and the target must make a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Blinded for one round. In snow, hail, rain, fog, partial darkness or sandstorms, this only deals 1d6 damage per hit die. This is a [Grass] effect.

Allergy Storm (Su): once per day per 10 full hit dice it has, Vileplume may create a Scouring Winds (Pathfinder) effect with a Save DC of 10 + half its hit dice + its Charisma Bonus. Everything caught in the area must also save against its Hayfever. Humanoids within the area, if they fail to save against Hayfever, are Stunned for three rounds. This is a [Wind] [Grass] effect.

At 15 hit dice it learns Maximum Allergy
Maximum Allergy (Su): once per minute, Mega Vileplume can use a Standard Action to release a massive explosion of hyper-allergenic pollen from itself. This extends out to Close Range and deals 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). All in the area that suffer damage must then attempt both a Fortitude Save and a Will Save (same DC as the initial effect). Failing the Fort Save results in being Nauseated for one round and Sickened for another three rounds, and failing the Will Save results in being Dazed for one round and also falling Asleep for five rounds. This is a [Grass] [Powder] effect.

Mega Evolution: when Vileplume becomes Mega Vileplume, its petals grow larger, draping around it in a protective curtain, as the body sprouts more and more grass, leaves and miniature vines. Its Constitution, Wisdom and Charisma each increase by 6, its Natural Armour increases by 2, and its [Pokebility] becomes Grassy Pelt.

Grassy Pelt (Ex): when Mega Vileplume stands on Grassy Terrain, it is especially well protected, gaining Damage Reduction 10/- and doubling its Natural Armour. This is a [Pokebility].

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Bellossom
Tiny Plant, CR 10
16 10 16 5 18 16
10d6+40 (75 HP), Init +0, Speed 20'
BAB/Grab: +7/+2
-Leaf Blade +17/+12 (1d3+7, 18-20/x2)
AC: 20 (+2 Size, +8 Natural Armour), Flat 20, Touch 12
Fort +6 Ref +7 Will +11
Feats: Weapon Finesse (B), Improved Toughness, Weapon Focus (Scimitar), Ability Focus (Petal Blizzard)
Skills: Perform (Dance) +16
Special Attacks: Hayfever, Absorb, Acid, Mega Drain, Poison Powder, Stun Spore, Sleep Powder, Giga Drain, Toxic, Moonblast, Petal Blizzard, Leaf Blade
Special Qualities: Grass Pokemon Traits, Chlorophyll, Growth, Sweet Scent, Grassy Terrain, Moonlight, Quiver Dance
Rare Traits: Healer, Ingrain, Leech Seed, Strength Sap, Synthesis, Tickle
Tutor Moves: Charm, Dazzling Gleam, Grass Knot, Leaf Storm, Magical Leaf, Play Rough, Pollen Puff, Reflect, Rest, Sleep Talk, Sludge Wave, Solar Blade, Substitute, Sunny Day, Swords Dance
Advancement: 11+ HD (Tiny)
Hit Dice: 1d6 HP, Medium BAB, Good Ref and Will, 2 + Int skill points

Many plants mimic living creatures, but this one looks like a hula dancer. It even has a little skirt made of leaves, and flowers in its "hair".

Grass Traits: Bellossom does not have any of the usual traits of Plants such as Immunity to Poison. Instead, it is weak against [Bug], [Fire], [Flying], [Ice] and [Poison] attacks, and resists [Electricity], [Grass], [Ground] and [Water] attacks. Bollossom cannot be affected by [Powder] attacks. It also cannot be affected by Spells and effects that are described as being powder, pollen or spores - such as Gnome Blight.

Petal Blizzard (Su): with a Standard Action, Bellossom may unleash a powerful attack, hurling razor-sharp flower petals all around it. Everything within 15 feet of it suffers 1d10 Slashing damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), all unattended objects in the way with a Hardness less than that of Iron are shredded (typically destroying Difficult Terrain), and until the start of its next turn, Bellossom has Concealment. This is a [Grass], [Wind] effect.

Leaf Blade (Ex): at will, Bellossom may attack with a sharpened blade, which functions as a Scimitar sized appropriately for it, with an Enhancement Bonus of +1 per 3 hit dice (round up). It benefits from all feats and abilities that apply to scimitars. This is a [Blade] [Grass] attack.


Rare Traits:
Healer (Su): if Gloom had Stench, then upon evolving into Bellossom, its [Pokebility] becomes Healer. At the end of each of its turns, every adjacent ally may make another saving throw against any affliction (providing the afflictions resulted from failed saving throws in the first place). Success causes the effect to end instantly, although damage already suffered still remains.


At 11 hit dice it learns Floral Spin and Fellowship
Floral Spin (Su): once per day, when using Petal Blizzard, Bellossom may spread sleepy pollen and petals about in the area, such that everything in the area must pass a Will Save (same DC as the Reflex Save) or fall Asleep for one minute. This is still a [Grass] [Wind] effect.

Fellowship (Su): once per hour, Bellossom can let others live vicariously through it, and rely on the power of friendship or something. Using the normal action type for the ability in question, it may use any one activated Special Attack or Special Quality possessed by an allied Grass Type Pokemon (they may have other traits as well, Grass just has to be one of them) within 30', even if they are inside their pokeball. This defies normal usage limits, and for all intents and purposes, Bellossom is the actual user, so its hit dice, ability scores etc. are used, and the ability originates from it. This is a [Grass] effect, but the resulting attack need not be.

At 12 hit dice it learns Full Bloom and Petal Dance
Full Bloom (Su): once per minute, Bellossom may dance about with a Full Round Action to build up power. If, before the end of its next turn, it uses Petal Blizzard, Petal Dance, Leaf Storm or Magical Leaf, the damage is Empowered and then the benefit of this effect ends. If standing on Grassy Terrain, this instead uses a Free Action, though the benefit still ends immediately. When it uses this ability, allies within 30' that have Grass Pokemon Traits may use an Immediate Action to lend their growth powers to it, each one allowing Bellossom to treat its hit dice total as one higher for the purpose of the activated ability. It may not increase its effective hit dice by more than a quarter of its actual hit dice in this manner. This is a [Grass] effect.

Petal Dance (Su): once per hour, Bellossom may use a Full Round Action to begin dancing about, hurling magical flowers everywhere. The dance lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the spinning catches up with it and it becomes Confused for three rounds. During the dance, as soon as it is activated and with a Full Round Action each round, it may unleash an attack out to a 15' radius, dealing 1d6 damage per hit die to all in the area. Creatures are allowed a Reflex Save to negate this damage (DC 10 + half its hit dice + its Charisma Bonus). On each turn it is dancing in this way, it may attempt a DC 25 Perform (Dance) check, with success allowing it to make a 10' step instead of a 5' step, and adding an extra 1d6 damage per 2 hit dice (round up). On a DC 35 check, it instead deals 2d6 damage per hit die, and can make a 15' step instead of a 5' step. This entire attack is a [Grass] [Dance] effect.

At 13 hit dice it learns Aqua Flower and Grassy Glide
Aqua Flower (Su): once per minute, Bellossom may unleash Petal Blizzard as a [Water] [Wind] effect rather than a [Grass] [Wind] effect. Upon doing this, Bellossom gains Water Pokemon Traits until the end of its next turn, negating its Weakness to [Fire] and [Ice] attacks as well as its Resistance to [Grass] and [Electricity] attacks, and granting it a Resistance to [Steel] attacks.

Grassy Glide (Su): at will, Bellossom may Charge a foe using the normal rules and limitations for a charge - except when starting on Grassy Terrain, in which case it can perform the Charge as its choice of a Swift or Immediate Action. It makes a single attack at the end of the charge, even if it has the Pounce ability. This is a [Grass] attack.

At 14 hit dice it learns Dance Til Dawn and Triple Axel
Dance Til Dawn (Sp): once per day, Bellossom may cast Otto's Irresistable Dance. Only the target dances as a result of this, so it is not a [Dance] effect. Instead, it is a [Mind-Affecting] [Compulsion] [Psychic] attack.

Triple Axel (Ex): with a Full Round Action once per three rounds, Bellossom may ice skate gracefully and deliver a trio of kicks, each hurting more than the last. It makes one Kick attack at its highest attack bonus, with a base damage of 1d4 for a Tiny creature, then must move at least 5 feet, then makes a second Kick attack at its highest attack bonus minus two, with the damage increased by one step (1d6 for a Tiny creature), then must move at least 5 feet before making a final Kick attack at its highest attack bonus minus four, increasing the damage one step more (1d8 for a Tiny creature). If a Balance or Perform (Dance) check of DC 15 is made as part of this, the penalties are reduced by 2 (to 0/0/-2), and if the check is 25 or more, they gain a bonus to damage of +2, +4 and +8. This is a [Kick] [Ice] attack.

At 15 hit dice it learns Maximum Flower Dance
Maximum Flower Dance (Sp): once per minute, Mega Bellossom may use a Full Round Action to unleash Grassy Terrain out to a 30' radius. Additionally, every creature in the area, other than itself, must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus), or be affected by Otto's Irresistable Dance with no touch attack needed. This is a [Mind-Affecting] [Compulsion] [Grass] attack.

At 17 hit dice it learns Fiery Dance
Fiery Dance (Su): once per 3 rounds, Bellossom may dance about with a Full Round Action, throwing flames around it in a 30 foot radius. Everything else in the area suffers 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Save DC). Bellossom then gains a +2 Enhancement Bonus to Charisma for 1 minute. If a DC 25 Perform: Dance check is made as part of this, the duration is doubled and the damage increases by an extra 1d6, with each 5 beyond the 25 adding another minute and another 1d6. This is a [Fire] [Dance] attack.


Mega Evolution: when Bellossom becomes Mega Bellossom, its skirt whirls around almost like a sawblade, its flowers grow, and it moves and spins perpetually. Its Strength and Dexterity increase by 6 each, its Constitution and Charisma increase by 4 each, and its [Pokebility] becomes Dancer.

Dancer (Ex): if another creature within 100 feet of Mega Bellossom uses a [Dance] effect on their own turn, Bellossom may then use the same ability with an Imeediate Action, even if the ability is on cooldown for Bellossom, or it doesn't know the ability. It does not need to choose the same target as the original, and uses its own hit dice, ability scores etc in resolving the effect. This is a [Pokebility].

Acid Spray (Ex): once per five rounds, the Pokemon may spray deadly acid out in a Breath weapon, albeit only in a 25' Cone. All in the area suffer 1d4 points of Acid damage per 3 hit dice it has (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Constitution Bonus). Additionally, this acid softens various protections for those who fail the saving throw, granting them a penalty to Armour Class, Damage Reduction and Saving Throws equal to the number of damage dice rolled, for 1 minute. This is a [Ballistic] [Poison] attack.

Charm (Sp): once per day, the Pokemon may cast Charm Monster with a Save DC of 8 + half its hit dice + its Charisma Bonus. This is [Mind-Affecting] [Charm] [Fairy] effect.

Dazzling Gleam (Su): once per three rounds, the Pokemon may use a Standard Action to release a flash of bright magical light out in a 30' radius Burst from itself. This deals 1d10 damage per 2 hit dice, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Additionally, anything that fails its save is also rendered Blind for 1 round, and then Dazzled for 2 more rounds. Creatures that have no eyesight take the minimum damage from this and are not blinded or dazzled. This is a [Fairy] attack.

Grass Knot (Ex): with a Standard Action, the Pokemon may make a Trip attack anywhere within reach of any of its natural weapons (minimum 5'), with Size counting in reverse for both it and the target - a Small creature gains a +4 Size Bonus and a Large creature would receive a -4 Size Penalty. A tripped Medium creature suffers 1d10 points of damage, but damage scales up for larger targets (2d8, 3d8, 4d8, 6d8) and down for smaller targets (1d8, 1d6, 1d4, 1d3). This is a [Grass] attack.

Leaf Storm (Su): the Pokemon may use this attack once per hour with a Standard Action, unleashing a storm of leaves in a Cone out to Close Range (or Medium Range if the user is Huge or bigger). All in the area suffer 2d6 damage per hit die as a [Grass] attack and a [Wind] effect, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and are also hit by Strong Wind (Severe if Large, Windstorm if Huge, Hurricane if Gargantuan or Tornado if Colossal or bigger) for one round, potentially needing to save against it or suffer the effects. As soon as this attack resolves, the user suffers 4 points of temporary Charisma Damage from the overexertion and consumption of natural energy.

Magical Leaf (Sp): with a Standard Action at will, the Pokemon may conjure leaves of a mystical, magical herb, and direct them unerringly against a target in Close Range. This automatically hits exactly in the same way as Magic Missile (and similarly can be prevented in the same ways), and deals 1d6 damage per 2 hit dice (maximum 5d6). This is a [Grass] effect.

Play Rough (Ex): with a Full Round Action at will, the pokemon can play, very enthusiastically, with an adjacent creature. This allows a Bite attack sized normally for the creature (1d6 + Strength Bonus for a Medium creature), with Improved Grab and the Trip ability, and for each of the following maneuvers that succeeds, the target takes another 2d6 points of damage plus its Strength Bonus. This is a [Fairy] attack.

Pollen Puff (Su): with a Standard Action once per hour, the pokemon may hurl a clump of magical pollen at a target within Close Range. This requires a Ranged Touch Attack, and if it hits, it either deals 1d6 damage per hit die from Positive Energy, or heals 1d6 damage per hit die (the user's choice). This may even be used to heal Undead. This is a [Bug] [Powder] effect.

Reflect (Su): once per hour, the Pokemon may cast Wall of Force. This is a [Psychic] effect.

Rest (Ex): once per day, the Pokemon may simply fall Asleep of its own accord with a Full Round Action. This functions as a Heal effect, but also renders it asleep for its turn, and two more rounds afterwards. If anything prevents it from falling asleep, it also does not gain the benefits. This is a [Psychic] effect.

Sleep Talk (Ex): at will, the pokemon may use any activated Special Attack or Special Quality in its sleep that does not require moving its body more than turning its head and opening its mouth - actual movement cannot be performed, and it cannot make weapon attacks or natural attacks, but it could use a Breath Weapon, a Roar, or most Spell-Like Abilities, for instance. This also does not allow it to use any effect described as a Glare, a Glance, an Eye Ray or a Gaze Attack, because its eyes are still closed. This is a [Normal] [Sonic] effect (and as such, it will not work in an area of Silence or if the pokemon was rendered silent), although the resulting attack need not be.

Sludge Wave (Su): once per hour, the Pokemon may use a Standard Action to unleash a powerful wave of toxic sludge. The wave begins adjacent, and is 10 feet wider than the Pokemon (so extends five feet out either side) and twenty feet high. It then launches forward as a Line, out to forty feet before disippating. This deals 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the save are also knocked backwards until they leave the Area, and knocked Prone. If they collide with an object that stops their movement, they suffer an additional 1d6 Bludgeoning damage for every 5' of movement prevented. Creatures damaged by this are also subject to Poison: the Save DC is the same as the Reflex Save, the Primary damage is 1d8 Constitution damage, and the Secondary damage is 2d6 Constitution damage. This also leaves the entire area coated in a Caustic Mire effect (same DC) for one minute. This is a [Poison] attack.

Solar Blade (Su): with a Full Round Action, the pokemon can absorb light energy around it, providing it is not in utter darkness. In harsh sunlight or on the Plane of Radiance or Positive Energy Plane, or in the same round as being hit by [Light] damage, this only takes a Swift Action. Upon gathering the energy, this can be unleashed as a Standard Action before the end of its next turn. Unleashing this is resolved as a melee Touch Attack, dealing damage as a Keen Great Sword sized for the user but with an additional 1d10 damage per hit die as bonus damage (which is not multiplied on a critical hit). The target must make a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Blinded for one round. In snow, hail, rain, fog, partial darkness or sandstorms, this only deals 1d6 bonus damage per hit die. This is a [Grass] [Blade] effect.

Substitute (Sp): once per hour, the Pokemon 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.

Sunny Day (Su): once per day per 5 full hit dice, the Pokemon may change the weather to harsh sunlight out to a one mile radius, for one round per hit die. If it is night, this instead only affects a 10' radius spread, though it will still Dispel any magically created weather effects out to one mile. This is a [Fire] effect.

Swords Dance (Ex): with a Standard Action at will, the Pokemon 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 (doing more damage), 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.

Venoshock (Su): once per minute, the Pokemon may use a Standard Action to blast an opponent with magical poison that makes other poison more dangerous. The target suffers 1d4 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target is already afflicted with Poison, Sickening, Nausea or any condition as a result of Poison, it instead deals 2d4 damage per hit die, causes 2 points of Constitution Damage, and if they are afflicted with a Poison that has Secondary Damage, they instantly suffer the Secondary Damage. This does not end the duration of the Poison, so they might very well suffer the damage again at the end of the duration. This is a [Poison] attack.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Somebody wants some specific pokemon statted out for a game, so here we have one of them.

Lunatone
Small Aberration, CR 3
11 12 14 13 16 17
3d8+6 (19 HP), Init +5, Speed 20' Climb 10'
BAB/Grab: +1/-3
-Slam +3 (1d6)
AC: 15 (+1 Size, +1 Dex, +3 Natural Armour), Flat 14, Touch 12
F +3 R +4 W +6
Feats: Weapon Finesse (B), Improved Initiative, Ability Focus (Confusion)
Skills: Spot +9, Listen +9, Concentration +8, Knowledge (The Planes) +7, Spellcraft +7
Special Attacks: Rock Throw, Confusion
Special Qualities: Rock and Psychic Pokemon Traits, Levitate, Harden, Psionics
Rare Traits: -
Tutor Moves: Hyper Beam, Reflect, Light Screen, Safeguard, Sandstorm, Protect, Rock Blast, Trick Room, Psychic Terrain, Substitute, Baton Pass, Skill Swap, Calm Mind, Stored Power
Advancement: 4-10 HD (Small); 11-15 HD (Medium), 16+ HD (Large)
Hit Dice: 1d8 HP, Poor BAB, Good Ref and Will, 4 + Int skill points

This pokemon looks like the moon. Well, a crescent moon, the size of a child, and with facial features, but still, it resembles the moon.

Rock and Psychic Pokemon Traits: Lunatone is weak against [Bug], [Dark], [Ghost], [Grass], [Ground], [Steel] and [Water] attacks, and resists [Fire], [Flying], [Normal], [Poison] and [Psychic] attacks. It can communicate with other intelligent creatures via Telepathy to 100 feet, and is considered to have the [Psionic] subtype if that's ever relevant. It can activate Psionic devices such as Dorjes as though it had the relevant powers on its class list. It is not harmed or impeded by sand storms, dust storms or rough, stony terrain, and does not risk slipping on gravel and loose stones. Its Slam attack is considered a [Rock] attack.

Rock Throw (Ex): at will, Lunatone may throw a rock (usually via Mage Hand) at someone. This is an Attack action, and a thrown weapon with 15' range increments. It deals 1d6 damage and is a [Rock] attack.

Confusion (Sp): with a Standard Action once per hour, Lunatone may unleash a psychic blast of energy that fries the synapses of all in a 10' radius Burst within Medium Range. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus; the sample one has +2 for Ability Focus). Those that fail the save are Confused for one round per hit die. This is a [Mind-Affecting] [Psychic] effect.

Levitate (Su): Lunatone is borne aloft. It can change its elevation up or down with a maximum height of 15 feet above the ground, and as long as it is not touching the ground, it is considered Immune to [Ground] attacks (similar to having Flying Pokemon Traits). This is not an actual Fly speed, however. This is a [Pokebility].

Harden (Ex): any time Lunatone takes a Full Defence, it gains a +8 Armour Bonus to Armour Class, and also gains DR 8/-. Both of these last until the start of its next turn. This is a [Normal] effect.

Psionics (Sp): at will - Mage Hand, Control Object; 3/day - Precognition; 1/day - Clairvoyant Sense

At 4 hit dice, it learns Hypnosis, Telekinesis and Psybeam
Hypnosis (Su): once per hour, Lunatone may use a Full Round Action to attempt to hypnotise a creature within Close Range with Line of Sight, lulling it into sleep. At the end of the action, the foe must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Drowsy. If the saving throw is failed by more than 4, they instead fall Asleep for one minute (or until any damage is suffered). This is a [Psychic] effect.

Telekinesis (Su): Lunatone may cast Telekinesis at will, using the higher of its Intelligence or Charisma as the relevant ability score. It can only use the Sustained Force and Maneuver options, and is a [Psychic] effect.

Psybeam (Su): with a Standard Action, Lunatone may focus its psychic powers into a beam, unleashing it as a Ranged Touch Attack out to Medium Range. If it hits, this deals 1d6 non-lethal damage per hit die and forces the target to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). Failure results in Confusion for 2d4 rounds. This can be used once per hour, however it may be used a second time by expending the hourly use of Confusion and vice versa. This is a [Mind-Affecting] [Psychic] effect.

At 5 hit dice, its Charisma increases by 2 and it learns Cosmic Power and Rock Slide
Cosmic Power (Su): with a Full Round Action at will, Lunatone may call upon the great cosmos to protect it. This grants it a +2 Luck Bonus to all saving throws for the next minute. Using this again before the duration expires resets the duration and increaases the Bonus to +4, and future uses merely reset the duration. Additionally, while benefiting from Cosmic Power, Lunatone is immune to harmful planar traits. This is a [Psychic] effect.

Rock Slide (Su): once per three rounds, Lunatone may unleash a cascade of rocks careening across the field. This uses a Standard Action, and creates a Line adjacent to Lunatone that is 10' wider than Lunatone (so it extends 5' either side past the user's width), and 30 feet long. Everything in the area suffers 1d8 damage per 2 hit dice and is knocked Prone, however a successful Reflex Save (DC 10 + half its hit dice + its Strength Bonus) halves the damage and negates the prone status. This is a [Rock] attack.

At 6 hit dice, its Natural Armour increases by 1 and it learns Rock Polish and Psychic
Rock Polish (Su): with a Full Round Action once per minute, Lunatone may shine itself up to a brilliant sheen, temporarily removing rough surfaces that cause air resistance. For the next five rounds, all of its movement speeds are doubled, it gains a +4 Bonus on Initiative, and it gains a +4 Deflection Bonus to Armour Class against rays and [Light] effects. This is a [Rock] effect.

Psychic (Sp): once per minute, Lunatone may use a Standard Action to target one creature within Medium Range and blast them with overwhelming psychic energy that hammers on their brain. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also Dazed for one round. This is a [Mind-Affecting] [Psychic] attack.

At 7 hit dice, it learns Embargo, Stone Edge and Moonlight
Embargo (Su): once per hour, Lunatone may magically declare an embargo against a creature within Medium Range with a Standard Action. For the next minute, the target cannot receive any magical effect from any of its equipment, with the exception of items that affect the form or Type of the holder (such as Arceus holding elemental plates, Giratina holding the Griseous Orb, or Mega Stones allowing for Mega Evolution). Even magical weapons will merely function as nonmagical weapons. This is a [Dark] effect.

Stone Edge (Ex): once per minute, Lunatone may use a Standard Action to target a creature within Close Range, and cause jagged shards of rock to explode from underneath it. This is resolved as a Ranged Attack (not a Touch Attack), and a successful hit deals 1d6 damage per hit die, plus its Strength Bonus. This has a Critical Threat of 18-20, and is a [Blade] [Rock] attack.

Moonlight (Su): once per hour, Lunatone may call healing light down from the moon. This uses a Full Round Action, and if indoors it replicates a Cure Light Wounds effect. If outdoors during the day, it replicates Cure Serious Wounds, or Cure Moderate Wounds if the weather isn't calm. At night, this instead heals 1d6 HP per hit die, downgraded to 1d4 per hit die if the weather isn't calm, upgraded to 1d8 per hit die if there is a full moon overhead (if both apply at the same time, it remains 1d6 per hit die). This is a [Fairy] effect.

At 8 hit dice, it learns Lunar Eclipse, Future Sight and Moonblast
Lunar Eclipse (Sp): when within 60 feet of a Solrock that is not inside a pokeball, Lunatone may eclipse the sun with a Free Action: its Type changes to Dark, and it radiates shadowy illumination (as a Darkness spell) out to 15 feet. It can see through its own darkness, and both of these effects last until it is no longer within 60 feet. This is a [Dark] effect.

Future Sight (Sp): once per day, Lunatone may cast Final Destination. The Save DC is 8 + half its hit dice + its Charisma Bonus. This is a [Psychic] attack.

Moonblast (Su): once per three rounds, Lunatone can unleash a powerful blast of magical energy from the moon, a 10' radius Blast anywhere in Medium Range that deals 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw also suffer 2 points of Charisma damage. When directly under the light of a full moon, the Blast is Widened. This is a [Fairy] attack.

At 9 hit dice, its Natural Armour increases by 1, and it learns Magic Room and Psyshock
Magic Room (Sp): once per day, Lunatone may use a Full Round Action to twist the dimensions out to a 120' radius. All within this area are, for the next five rounds, unable to receive any magical effect from equipment, with the exception of items that affect the form or Type of the holder (such as Arceus holding elemental plates). Even magical weapons will simply be treated as nonmagical. This is a [Psychic] effect.

Psyshock (Sp): once per minute, Lunatone may use a Standard Action to hammer a creature with telekinetic energy (and assorted hurled objects). This targets one foe within Medium Range, dealing 1d6 damage per hit die, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Force] [Psychic] attack.

At 10 hit dice, its Intelligence increases by 2, and it learns Explosion and Power Gem
Explosion (Ex): once per day, Lunatone may use a Full Round Action to detonate. This erupts out to Close Range with an extra 15' radius, and all in the area (itself included) suffer damage equal to Lunatone's full maximum hit points, plus 3 per hit die. A Reflex Save (DC 10 + half its hit dice + its Constitution Bonus) halves the damage, but regardless of Temporary Hit Points, saving throws etc, Lunatone can never remain with zero or more hit points after using this - adjust it down to -1 if necessary. Everything that fails the saving throw is hurled to the outside edge of the area and knocked Prone. This is a [Normal] effect.

Power Gem (Su): with a Standard Action at will, Lunatone may attack with a ray of light that sparkles as though made of gemstones. This ray is resolved as a Ranged Touch Attack out to Close Range, and if it hits, it deals 1d6 damage per hit die. It is a [Light] [Rock] attack.

At 11 hit dice, its Wisdom increases by 2, and it learns Moonlit Night and Gravity
Moonlit Night (Sp): once per hour, Lunatone may darken the skies with a Standard Action, shrouding the area within 500 feet in shadowy illumination for one minute, suppressing any effects caused by sunlight. Additionally, the area is treated as being under a full moon for the purpose of all effects such as lycanthropy and certain [Fairy] abilities. This is a [Dark] effect.

Gravity (Su): once per hour, Lunatone can create a field of enhanced gravity in a 60' emanation with a Standard Action. For the next minute, all in this area lose the ability to Fly, as well as Flying Pokemon Traits and the Levitate [Pokebility], nor can anything be launched into the air as the result of an attack. The result of any Jump check is halved (round down), as is the range (or range increment) of any ranged weapon (including Ray spells but not Area of Effect attacks). Everything within the area is treated as carrying twice as much weight as they are, and any Armour is treated as one grade heavier for the purpose of movement and mobility. This is a [Psychic] effect.

At 12 hit dice, its Natural Armour increases by 1 and it learns Moon Press
Moon Press (Su): once per hour, in a field of enhanced gravity, Lunatone may use a Standard Action to crush another creature within the area. They must succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) to avoid this completely, although a crater will form around them, creating difficult terrain. If the saving throw is failed, they must attempt a Fortitde Save (same DC) or be reduced to -10 hit points. This is a [Rock] effect.

At 13 hit dice, its Charisma increases by 2 and it learns Lunar Guidance
Lunar Guidance (Sp): once per day, Lunatone can manifest each of the Clairsentience powers from the SRD (not the expanded list thanks to splat books). Additionally, once per day it can cast Divination and it can cast Arcane Eye and Locate Creature at will.

At 14 hit dice, it learns Meteor Beam and New Moon
Meteor Beam (Su): once per hour, Lunatone may call upon the power of space to blast someone with all the energy contained in a meteoric impact. It must first spend a Full Round Action charging up, and in the process of doing so, it gains a +2 Luck Bonus to Charisma that lasts for one minute. On the following turn, it then unleashes the energy with a Standard Action, resolved as a Ranged Touch Attack out to Medium Range. If it hits, it deals 2d6 damage per hit die. This is a [Rock] attack.

New Moon (Sp): once per month, Lunatone may restore itself with a Free Action that does not require the ability to take actions, providing it is awake and not dead. This grants it the effects of a Heal spell and a Greater Restoration effect. This is a [Psychic] effect.

At 15 hit dice, its Natural Armour increases by 1 and it learns Maximum Moon Phase
Maximum Moon Phase (Sp): once per minute, Mega Lunatone may cast Moonfire with a Save DC of 10 + half its hit dice + its Charisma Bonus. Additionally, this causes the effects of Moonlit Night. This is a [Fairy] attack.

At 18 hit dice, its Natural Armour increases by 1

Mega Evolution: when it Mega Evolves, Lunatone fills out to resemble a full moon, glowing faintly and somehow appearing as though it is bigger but further away (which balances out to having no effect on AC etc). Its Natural Armour, Wisdom and Charisma each increase by 6, and its Dexterity increases by 2. Its [Pokebility] changes to Gravity Field:

Gravity Field (Su): Mega Lunatone constantly radiates strong gravity out to a radius of 60 feet, as though it had used the Gravity special attack. 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.

Calm Mind (Su): three times per day, the Pokemon may use a Full Round Action to grant itself a Calm Emotions effect. Additionally, for the duration, it gains a +4 Enhancement Bonus to both Wisdom and Charisma. This is a [Psychic] effect.

Hyper Beam (Su): once per day, the Pokemon may use a Full Round Action to unleash a powerful beam of energy. This 5' wide, 100' long Line deals 10 damage per hit die to all creatures in the Area, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This leaves the Pokemon Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, the user collapses afterwards, falling Asleep. This is a [Normal] attack.

Light Screen (Su): once per hour, the Pokemon may emit powerful light that forms an actual protective shield. This functions as a Wall of Light spell, however any creature attacking through it that cannot see through it treats all targets as having half Cover. This is a [Psychic] effect.

Protect (Su): once per hour, the Pokemon may use magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Psychic Terrain (Sp): once per hour, the Pokemon may use a Full Round Action to release Psychic Terrain in a 60' radius. This lasts for one minute, and is a [Psychic] effect.

Reflect (Su): once per hour, the Pokemon may cast Wall of Force. This is a [Psychic] effect.

Safeguard (Sp): with a Full Round Action at will, the Pokemon may chant and create a magical barrier out to 15 feet. For the next four rounds, it cannot be afflicted by Poison, Disease, Burn, Frostburn, Drowsiness, Sleep, Paralysis, Stun, Daze, Fatigue, Exhaustion, Sickening, Nausea, Rage, Confusion or [Fear] effects, nor can any ally within the area. Existing effects are not suppressed, however. This is a [Normal] effect.

Sandstorm (Su): once per day per 5 full hit dice, the Pokemon may cast Sandstorm (It's Hot Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Ground] effect.

Skill Swap (Sp): once per hour, the Pokemon may use a Standard Action to target a foe within Close Range, and force them to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). If the save is failed, both Pokemon swap [Pokebility] with one another - if one of them has no [Pokebility], the other merely donates it to them and gains nothing in return. This lasts for one round per hit die, and is a [Psychic] effect.

Stored Power (Sp): with a Full Round Action, the Pokemon can unleash the full power of its psychic potential, turning its various temporary enhancements into even more damaging energy. This deals a variable number of d10 of damage to all enemies within 10 feet. This number is equal to the total of all Enhancement, Resistance, Morale and Luck Bonuses it has to Ability Scores, attack rolls (not differentiating between different ones), damage rolls (not differentiating between different ones) and Saving Throws (whichever happens to be highest), minus the total of all Morale and Luck Penalties to the above. For instance, if it has a +2 Enhancement Bonus to two different ability scores, and a +1 Enhancement Bonus to attack and damage rolls, but a -2 Luck Penalty to saving throws, this equals 2+2+1+1-2 = 4d10. A successful Will Save (DC 10 + half its hit dice + its Charisma Bonus) halves this. This is a [Psychic] attack.

Substitute (Sp): once per hour, the Pokemon 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.

Trick Room (Sp): once per day, the Pokemon may use a Full Round Action to twist the dimensions out to a 120' radius. Starting at the beginning of the next turn, for the next 5 rounds the Initiative order is reversed within this area, with slower targets acting before faster ones. This is a [Psychic] effect.
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Kaelik
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Re: Pokedex Redone

Post by Kaelik »

Truly you are a hero to all pokekind.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Solrock
Small Aberration, CR 3
17 12 16 13 14 11
3d8+9 (22 HP), Init +5, Speed 20' Climb 10'
BAB/Grab: +3/+2
-Slam +7 (1d6+4)
AC: 17 (+1 Size, +1 Dex, +5 Natural Armour), Flat 16, Touch 12
F +6 R +4 W +3
Feats: Weapon Finesse (B), Improved Initiative, Ability Focus (Confusion)
Skills: Spot +8, Listen +8, Concentration +9, Knowledge (The Planes) +7, Spellcraft +7
Special Attacks: Rock Throw, Confusion
Special Qualities: Rock and Psychic Pokemon Traits, Levitate, Harden, Psionics, Flash
Rare Traits: -
Tutor Moves: Hyper Beam, Reflect, Light Screen, Safeguard, Sandstorm, Protect, Rock Blast, Trick Room, Psychic Terrain, Substitute, Baton Pass, Skill Swap, Calm Mind, Stored Power
Advancement: 4-10 HD (Small); 11-15 HD (Medium), 16+ HD (Large)
Hit Dice: 1d8 HP, Good BAB, Good Fort and Ref, 4 + Int skill points

This pokemon looks like the sun. Stylised to some extent, sure, and it seems to be made of giant orange rock rather than plasma but you'd still say it's sun-like.

Rock and Psychic Pokemon Traits: Solrock is weak against [Bug], [Dark], [Ghost], [Grass], [Ground], [Steel] and [Water] attacks, and resists [Fire], [Flying], [Normal], [Poison] and [Psychic] attacks. It can communicate with other intelligent creatures via Telepathy to 100 feet, and is considered to have the [Psionic] subtype if that's ever relevant. It can activate Psionic devices such as Dorjes as though it had the relevant powers on its class list. It is not harmed or impeded by sand storms, dust storms or rough, stony terrain, and does not risk slipping on gravel and loose stones. Its Slam attack is considered a [Rock] attack.

Rock Throw (Ex): at will, Solrock may throw a rock (usually via Mage Hand) at someone. This is an Attack action, and a thrown weapon with 15' range increments. It deals 1d6 damage and is a [Rock] attack.

Confusion (Sp): with a Standard Action once per hour, Solrock may unleash a psychic blast of energy that fries the synapses of all in a 10' radius Burst within Medium Range. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus; the sample one has +2 for Ability Focus). Those that fail the save are Confused for one round per hit die. This is a [Mind-Affecting] [Psychic] effect.

Levitate (Su): Solrock is borne aloft. It can change its elevation up or down with a maximum height of 15 feet above the ground, and as long as it is not touching the ground, it is considered Immune to [Ground] attacks (similar to having Flying Pokemon Traits). This is not an actual Fly speed, however. This is a [Pokebility].

Harden (Ex): any time Solrock takes a Full Defence, it gains a +8 Armour Bonus to Armour Class, and also gains DR 8/-. Both of these last until the start of its next turn. This is a [Normal] effect.

Flash (Su): once per minute, Solrock may unleash a flash of bright light. All within 30 feet must succeed at a Reflex Save (DC 10 + half its hit dice + its Dexterity Bonus) or be rendered Blind for 1d4 rounds. Creatures beyond this but within 60 feet are merely Dazzled for the same duration if they fail. Undead suffer 1d8 damage on a failed save if they are within 30' and 1d6 if they are within 60' - although if they have Daylight Powerlessness, they are also rendered Helpless for one round on a failed save, up to the full 60 feet. This is a [Light] [Normal] effect.

Psionics (Sp): at will - Mage Hand, Control Object, Light; 3/day - Daylight; 1/day - Invisibility Purge

At 4 hit dice, it learns Hypnosis, Telekinesis and Zen Headbutt
Hypnosis (Su): once per hour, Solrock may use a Full Round Action to attempt to hypnotise a creature within Close Range with Line of Sight, lulling it into sleep. At the end of the action, the foe must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Drowsy. If the saving throw is failed by more than 4, they instead fall Asleep for one minute (or until any damage is suffered). This is a [Psychic] effect.

Telekinesis (Su): Solrock may cast Telekinesis at will, using the higher of its Intelligence or Charisma as the relevant ability score. It can only use the Sustained Force and Maneuver options, and is a [Psychic] effect.

Zen Headbutt (Su): once per three rounds, Solrock may utilise zen in order to have delivered a sharp headbutt that utilises its mind rather than its skull. But at no point does it actually decide to headbutt something, it merely ends up having headbutted them. If you don't understand, you're not enlightened. With a Standard Action, it uses its zen, and then at any point before the start of its next turn, the headbutt can be declared against a target that was adjacent to it. This is resolved as a Slam attack that has a base damage of 1d10 for a Medium creature, plus one and a half times its Strength Bonus, plus its Concentration skill total. If not used during its own actual turn, this also forces the target to attempt a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the start of their next turn. This is a [Psychic] attack.

At 5 hit dice, its Strength increases by 2 and it learns Cosmic Power and Rock Slide
Cosmic Power (Su): with a Full Round Action at will, Solrock may call upon the great cosmos to protect it. This grants it a +2 Luck Bonus to all saving throws for the next minute. Using this again before the duration expires resets the duration and increaases the Bonus to +4, and future uses merely reset the duration. Additionally, while benefiting from Cosmic Power, Lunatone is immune to harmful planar traits. This is a [Psychic] effect.

Rock Slide (Su): once per three rounds, Solrock may unleash a cascade of rocks careening across the field. This uses a Standard Action, and creates a Line adjacent to Solrock that is 10' wider than Solrock (so it extends 5' either side past the user's width), and 30 feet long. Everything in the area suffers 1d8 damage per 2 hit dice and is knocked Prone, however a successful Reflex Save (DC 10 + half its hit dice + its Strength Bonus) halves the damage and negates the prone status. This is a [Rock] attack.

At 6 hit dice, its Natural Armour increases by 1 and it learns Rock Polish and Psychic
Rock Polish (Su): with a Full Round Action once per minute, Solrock may shine itself up to a brilliant sheen, temporarily removing rough surfaces that cause air resistance. For the next five rounds, all of its movement speeds are doubled, it gains a +4 Bonus on Initiative, and it gains a +4 Deflection Bonus to Armour Class against rays and [Light] effects. This is a [Rock] effect.

Psychic (Sp): once per minute, Solrock may use a Standard Action to target one creature within Medium Range and blast them with overwhelming psychic energy that hammers on their brain. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also Dazed for one round. This is a [Mind-Affecting] [Psychic] attack.

At 7 hit dice, it learns Embargo, Stone Edge and Morning Sun
Embargo (Su): once per hour, Solrock may magically declare an embargo against a creature within Medium Range with a Standard Action. For the next minute, the target cannot receive any magical effect from any of its equipment, with the exception of items that affect the form or Type of the holder (such as Arceus holding elemental plates, Giratina holding the Griseous Orb, or Mega Stones allowing for Mega Evolution). Even magical weapons will merely function as nonmagical weapons. This is a [Dark] effect.

Stone Edge (Ex): once per minute, Solrock may use a Standard Action to target a creature within Close Range, and cause jagged shards of rock to explode from underneath it. This is resolved as a Ranged Attack (not a Touch Attack), and a successful hit deals 1d6 damage per hit die, plus its Strength Bonus. This has a Critical Threat of 18-20, and is a [Blade] [Rock] attack.

Morning Sun (Su): once per minute, Solrock may use a Full Round Action to focus on absorbing light and air to heal itself. In normal light, this restores 1d8 hit points per 2 hit dice. In rain, hail, snow or sandstorms, or indoors or heavily overcast conditions or shadowy illumination, it only restores 1d6 hit points per two hit dice. In total darkness, it only restores 1d8 hit points. In strong sunlight or better, it restores 1d6 hit points per hit die. This is a [Normal] effect.

At 8 hit dice, it learns Reflected Light, Future Sight and Solar Beam
Reflected Light (Su): providing Solrock is within 100 feet of a Lunatone, has Line of Effect to it, and neither is in a pokeball, Solrock may have any of its effects and attacks, other than regular natural weapons, originate from the Lunatone instead of itself. It doesn't even have to be an allied or willing Lunatone.

Future Sight (Sp): once per day, Solrock may cast Final Destination. The Save DC is 8 + half its hit dice + its Charisma Bonus. This is a [Psychic] attack.

Solar Beam (Su): with a Full Round Action, Solrock can absorb light energy around it, providing it is not in utter darkness. In harsh sunlight or on the Plane of Radiance or Positive Energy Plane, or in the same round as being hit by [Light] damage, this only takes a Swift Action. Upon gathering the energy, this can be unleashed as a Standard Action before the end of its next turn. Unleashing this fires an intense beam of light, still powered by the energy of plants, as a Ranged Touch Attack out to Medium Range. If this hits, it deals 1d10 damage per hit die and the target must make a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Blinded for one round. In snow, hail, rain, fog, partial darkness or sandstorms, this only deals 1d6 damage per hit die. This is a [Grass] effect.

At 9 hit dice, its Natural Armour increases by 1, and it learns Wonder Room and Flare Blitz
Wonder Room (Sp): once per day, Solrock may use a Full Round Action to twist the dimensions out to a 120' radius. All within this area, for the next five rounds, have their defences swapped around: any time they are required or allowed to make a Fortitude Save, they instead make a Will Save, and vice versa. Furthermore, if a creature would be denied its Dexterity Bonus to Armour Class against an attack, the attack is instead resolved as a Touch Attack, and vice versa. This is a [Psychic] effect.

Flare Blitz (Su): at will, Solrock may use a Full Round Action to charge a foe, ending with a Slam that has a base damage of 1d8 Bludgeoning for a Medium creature, plus one and a half times the user's Strength Bonus. Additionally, it deals 1d10 Fire damage per hit die, plus its Charisma Bonus as a flat bonus, and the target must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or suffer a Burn. This causes Solrock to suffer "recoil" damage equal to the amount of Bludgeoning damage dealt, plus an amount equal to its hit dice total. This also releases an explosion on impact, incinerating most terrain within ten feet. This is a [Fire] attack.

At 10 hit dice, its Intelligence increases by 2, and it learns Explosion and Scorching Heat
Explosion (Ex): once per day, Solrock may use a Full Round Action to detonate. This erupts out to Close Range with an extra 15' radius, and all in the area (itself included) suffer damage equal to Solrock's full maximum hit points, plus 3 per hit die. A Reflex Save (DC 10 + half its hit dice + its Constitution Bonus) halves the damage, but regardless of Temporary Hit Points, saving throws etc, Solrock can never remain with zero or more hit points after using this - adjust it down to -1 if necessary. Everything that fails the saving throw is hurled to the outside edge of the area and knocked Prone. This is a [Normal] effect.

Scorching Heat (Su): once per 3 rounds, Solrock may use one of its Special Attacks as a [Fire] attack, with all damage changed to Fire damage. Creatures that are affected by the changed attack must then attempt both a Reflex Save and a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus). Failing the former results in being Blind for 2 rounds, and failing the latter results in them being Burned.

At 11 hit dice, its Constitution increases by 2, and it learns Sunny Day and Gravity
Sunny Day (Su): once per day per 5 full hit dice, Solrock may change the weather to harsh sunlight out to a one mile radius, for one round per hit die. If it is night, this instead only affects a 10' radius spread, though it will still Dispel any magically created weather effects out to one mile. This is a [Fire] effect.

Gravity (Su): once per hour, Solrock can create a field of enhanced gravity in a 60' emanation with a Standard Action. For the next minute, all in this area lose the ability to Fly, as well as Flying Pokemon Traits and the Levitate [Pokebility], nor can anything be launched into the air as the result of an attack. The result of any Jump check is halved (round down), as is the range (or range increment) of any ranged weapon (including Ray spells but not Area of Effect attacks). Everything within the area is treated as carrying twice as much weight as they are, and any Armour is treated as one grade heavier for the purpose of movement and mobility. This is a [Psychic] effect.

At 12 hit dice, its Natural Armour increases by 1 and it learns Falling Stars
Falling Stars (Sp): once per hour, Solrock may use a Standard Action to make burning stardust and meteorites fall from the sky. This works as a Call Lightning Storm effect, except the damage is half Fire, half Bludgeoning, calling stars beyond the first is a Swift Action (though stil uses Concentration), and damage is increased not from storms, but from being cast at night in clear/calm weather with an unobstructed path to the sky. This is a [Rock] attack.

At 13 hit dice, its Charisma increases by 2 and it learns Swords Dance
Swords Dance (Ex): with a Standard Action at will, Solrock 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 deal 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 14 hit dice, it learns Meteor Beam and Sun's Guidance
Meteor Beam (Su): once per hour, Solrock may call upon the power of space to blast someone with all the energy contained in a meteoric impact. It must first spend a Full Round Action charging up, and in the process of doing so, it gains a +2 Luck Bonus to Charisma that lasts for one minute. On the following turn, it then unleashes the energy with a Standard Action, resolved as a Ranged Touch Attack out to Medium Range. If it hits, it deals 2d6 damage per hit die. This is a [Rock] attack.

Sun's Guidance (Sp): Solrock gains additional Spell-Like Abilities: 1/hour - True Seeing, Sunbeam; 1/day - Sunburst, Timeless Body, Find the Path

At 15 hit dice, its Natural Armour increases by 1 and it learns Maximum Solar Flare
Maximum Solar Flare (Sp): once per minute, Mega-Solrock may activate Psychic (separate from the usual usage limit on Psychic), with an added Power Word: Blind effect that takes place before the damage and saving throw. This also causes Mega-Solrock to glow brighter and hotter, granting it a Fire Shield (hot version) effect. The Fire Shield is a [Fire] effect, but the Psychic and Power Word part are [Psychic].

At 18 hit dice, its Natural Armour increases by 1

Mega Evolution: when it Mega Evolves, Solrock has trouble containing the giant ball of plasma inside it. Its Strength, Constitution and Natural Armour each increase by 6, its Dexterity increases by 2, its Type changes to Fire (making it weak against Water, Ground and Rock, but resistant to Fire, Ice, Grass, Fairy and Steel), and its [Pokebility] changes to Shields Down.

Shields Down (Ex): Mega Solrock is a ball of blazing energy contained in a meteoric shell. While it has at least half of its hit points remaining, it cannot be Poisoned, Stunned, Dazed, Drowsy, Asleep, Diseased, Paralyzed, Burned or Frostburned. When its hit points drop below 50% the shell crumbles and burns away (until hit points are restored), at which point its Constitution, Wisdom and Natural Armour all decrease by 4 and its Strength, Dexterity and Charisma all increase by 4. This [Pokebility] cannot be replaced, swapped, copied, suppressed and so on, though it changes back when Mega-Evolution ends.

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.

Calm Mind (Su): three times per day, the Pokemon may use a Full Round Action to grant itself a Calm Emotions effect. Additionally, for the duration, it gains a +4 Enhancement Bonus to both Wisdom and Charisma. This is a [Psychic] effect.

Hyper Beam (Su): once per day, the Pokemon may use a Full Round Action to unleash a powerful beam of energy. This 5' wide, 100' long Line deals 10 damage per hit die to all creatures in the Area, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This leaves the Pokemon Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, the user collapses afterwards, falling Asleep. This is a [Normal] attack.

Light Screen (Su): once per hour, the Pokemon may emit powerful light that forms an actual protective shield. This functions as a Wall of Light spell, however any creature attacking through it that cannot see through it treats all targets as having half Cover. This is a [Psychic] effect.

Protect (Su): once per hour, the Pokemon may use magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Psychic Terrain (Sp): once per hour, the Pokemon may use a Full Round Action to release Psychic Terrain in a 60' radius. This lasts for one minute, and is a [Psychic] effect.

Reflect (Su): once per hour, the Pokemon may cast Wall of Force. This is a [Psychic] effect.

Rock Blast (Ex): with a Full Round Action, the Pokemon may unleash a flurry of rock chunks at targets within 30 feet. It makes the same number of attacks, at the same penalties, as a PHB Monk of equal level performing a Flurry of Blows. Each one deals 1d6 damage (for a Medium creature), plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Rock] attack.

Safeguard (Sp): with a Full Round Action at will, the Pokemon may chant and create a magical barrier out to 15 feet. For the next four rounds, it cannot be afflicted by Poison, Disease, Burn, Frostburn, Drowsiness, Sleep, Paralysis, Stun, Daze, Fatigue, Exhaustion, Sickening, Nausea, Rage, Confusion or [Fear] effects, nor can any ally within the area. Existing effects are not suppressed, however. This is a [Normal] effect.

Sandstorm (Su): once per day per 5 full hit dice, the Pokemon may cast Sandstorm (It's Hot Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Ground] effect.

Skill Swap (Sp): once per hour, the Pokemon may use a Standard Action to target a foe within Close Range, and force them to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). If the save is failed, both Pokemon swap [Pokebility] with one another - if one of them has no [Pokebility], the other merely donates it to them and gains nothing in return. This lasts for one round per hit die, and is a [Psychic] effect.

Stored Power (Sp): with a Full Round Action, the Pokemon can unleash the full power of its psychic potential, turning its various temporary enhancements into even more damaging energy. This deals a variable number of d10 of damage to all enemies within 10 feet. This number is equal to the total of all Enhancement, Resistance, Morale and Luck Bonuses it has to Ability Scores, attack rolls (not differentiating between different ones), damage rolls (not differentiating between different ones) and Saving Throws (whichever happens to be highest), minus the total of all Morale and Luck Penalties to the above. For instance, if it has a +2 Enhancement Bonus to two different ability scores, and a +1 Enhancement Bonus to attack and damage rolls, but a -2 Luck Penalty to saving throws, this equals 2+2+1+1-2 = 4d10. A successful Will Save (DC 10 + half its hit dice + its Charisma Bonus) halves this. This is a [Psychic] attack.

Substitute (Sp): once per hour, the Pokemon 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.

Trick Room (Sp): once per day, the Pokemon may use a Full Round Action to twist the dimensions out to a 120' radius. Starting at the beginning of the next turn, for the next 5 rounds the Initiative order is reversed within this area, with slower targets acting before faster ones. This is a [Psychic] effect.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Murkrow
Tiny Magical Beast, CR 1
12 15 11 8 7 12
1d8 (4 HP), Init +6, Speed 10' Fly 30' (Good)
BAB/Grab: +1/-6
-Bite +5 (1d3+1)
AC: 15 (+2 Size, +1 Natural Armour, +2 Dexterity), Flat 13, Touch 14
Fort +0 Ref +4 Will -2
Feats: Weapon Finesse (B), Improved Initiative
Skills: Bluff +5, Hide +14, Move Silently +6
Special Attacks: Peck, Astonish, Gust
Special Qualities: Dark and Flying Pokemon Traits, Insomnia or Super Luck
Rare Traits: Prankster, Brave Bird, Drill Peck, Feather Dance, Flatter, Perish Song, Sky Attack, Whirlwind
Tutor Moves: Acrobatics, Confuse Ray, Dark Pulse, Foul Play, Icy Wind, Nasty Plot, Scary Face, Snarl, Tailwind, Taunt, Thief, Thunder Wave, U-Turn
Advancement: 2-5 HD (Tiny); evolves into Honchkrow at 6 HD
Hit Dice: 1d8 HP, Good BAB, Good Ref, 4 + Int skill points

This certainly looks like a corvid of some kind. It seems to be a cunning bastard, to some extent. The feathers of its head look like a fancy hat.

Dark and Flying Traits: Murkrow resists [Dark], [Ghost] and [Grass] attacks and is weak against [Electric], [Fairy], [Ice] and [Rock] attacks. It is considered Immune to both [Ground] and [Psychic] attacks, always resisting them, and its mind can never be read or influenced - as though it had a Mind Blank effect that cannot be dispelled.

Peck (Ex): Murkrow's Bite attack is a [Flying] attack

Astonish (Ex): Murkrow may resolve a natural weapon attack as a [Ghost] attack. If this hits a foe that is denied its Dexterity Bonus to Armour Class, or Flanked by Murkrow, they are Shaken for three rounds as a [Fear] effect.

Gust (Su): once per five rounds, with a Standard Action, an airborne Murkrow may unleash a Gust of Wind effect, as the spell. The Save DC is 10 + half its hit dice + its Charisma Bonus (16 for the example one). This is a [Flying], [Wind] attack.

Insomnia (Ex): if Murkrow has this ability, it 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].

Super Luck (Su): alternatively, if Murkrow has this ability, the Critical Threat Range for all of its attacks is doubled. Additionally, it may add its Charisma Bonus (if positive) as a Luck Bonus to its Fortitude Saves. This is a [Pokebility].


Rare Traits:
Prankster (Ex): if Murkrow has this rare [Pokebility], it is better at pulling tricks on people. The Save DC for any [Mind-Affecting] effect it makes against creatures denied their Dexterity Bonus to Armour Class is increased by 2. Additionally, any ability that normally requires a Standard Action to use, if it does not deal any immediate hit point damage, non-lethal damage, ability damage/drain or level drain, can instead be used as a Swift or Immediate Action. However, such abilities automatically fail against Dark Pokemon, even if it elects not to use them as a Swift or Immediate Action.

Brave Bird (Ex): when making a Charge, a Murkrow with this may deliver a Slam instead of any other attacks, dealing 1d3 damage for a Tiny creature, plus one and a half times its Strength Bonus, plus an extra 1d8 damage per hit die. It may also elect to make a free Trip attempt against the target if this hits. At the same time as it hits the foe, it suffers "recoil" damage equal to the regular Slam damage (without the d8 per hit die), plus extra damage equal to the number of hit dice it has. This is a [Flying] attack.

Drill Peck (Ex): with a Standard Action, or an attack at the end of a Charge, a Murkrow with this may twist through the air and drill a hole clean through an enemy. This is a natural weapon that has a base damage of 1d6 per 2 hit dice (round down), unaffected by Size, and is a [Flying] attack with a 15-20/x2 Critical value.

Feather Dance (Ex): once per three rounds, a Murkrow with this rare trait may dance about, unleashing a giant cloud of feathers. Performing this actually grants a +4 Circumstance Bonus to Perform (Dance) checks it makes in the same turn, should that ever be relevant, but more importantly, it gains Concealment for one round and also directs a lump of feathers at a foe in Close Range with a Ranged Touch Attack. If this hits, the opponent is so completely covered in down that all of their physical melee attacks deal half damage until they spend a Full Round Action cleaning themselves off. This is a [Flying] [Dance] attack.

Flatter (Ex): with a Standard Action, a Murkrow that knows this may say unexpectedly nice things about a creature within 30 feet that is able to hear it. They must roll 1d20 + half their hit dice + their Intelligence Bonus, with a DC of 10 + half Murkrow's hit dice + its Charisma Bonus. Success results in them seeing straight through the unashamed flattery, whereas failure results in their ego being fed, granting a +4 Morale Bonus to Charisma for one minute, but also becoming Confused for the same duration. This is a [Sonic], [Language-Dependent], [Mind-Affecting] [Normal] effect.

Perish Song (Su): once per hour, a Murkrow with this rare trait may sing a deadly song, consisting of discordant sounds that work towards the natural frequency of all life. Or something. It uses a Full Round Action, and everything within 60 feet (itself included) takes a single point of Sonic damage. On the same Initiative Count next turn (even if Murkrow has fainted or disappeared), all creatures and objects that were affected suffer another point of Sonic damage if they are within 150 feet of the original location. One turn after that, all creatures and objects that were affected and are still within 150 feet suffer Sonic damage equal to their maximum hit points, plus any temporary hit points they have. This is a [Sound] [Normal] effect.

Sky Attack (Su): with a Full Round Action three times per day, the rare Murkrow may gather its internal energy, charging up and emiting light like a torch. On its following turn, it may unleash a special melee attack that deals 10 damage per hit die on a successful hit. This is a [Flying] attack.

Whirlwind (Su): by flapping its wings as a Full Round Action, a flying Murkrow that has this may hover in place but designate a 20' radius, 100' tall Column within Close Range. At the start of its next turn, anything in that area is subject to Severe winds, however any Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Flying] attack and a [Wind] effect. At six hit dice, this increases to Windstorm. At nine hit dice it increases to Hurricane force winds, and at 12 hit dice it increases to Tornado force winds.


At 2 hit dice, it learns Haze and Evil Eye
Haze (Su): once per five rounds, Murkrow may use a Standard Action to exhale a gentle light haze across the field, either as a 60' Cone or everywhere in a 30' radius of itself. This clears away all magical hazards (as well as hazards created by Pokemon Attacks, such as Web and Stealth Rock), and also clears out any Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as Nausea or Burns) to creatures in the area that are neither permanent nor ongoing modifiers caused by equipment. For instance, drinking a potion of Bull's Strength and having Mage Armour cast on you would be wiped away, but wearing a belt of Strength would not be affected. This is an [Ice] effect.

Evil Eye (Su): once per hour, Murkrow may glare at someone within 60 feet a Swift Action. If the target fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), they are cursed for the next hour, being treated as Sickened and Shaken. This is a [Mind-Affecting] [Curse] [Dark] effect.

At 3 hit dice, it learns Wing Attack and Attempted Murder
Wing Attack (Ex): Murkrow gains two secondary Wing attacks, each dealing 1d3 damage for a Tiny creature. These are [Flying] attacks.

Attempted Murder (Su): if at least ten Murkrows gather as a group, they may share the same space and function as a Swarm. If there are more than ten, excess take up extra space - 25 would function as 2 squares worth of swarm and then one square that just has some extra, but if it then took casualties equal to four of the Murkrows from one of the swarms, spares from the partial space would move in to keep the swarm intact. They have the Swarm attack and blindness of a Murder of Crows (Tome of Magic), with a Save DC of 10 + half the hit dice of the Murkrow with the highest hit dice + the highest Dexterity of the group. When damage is dealt to the swarm as an Area of Effect, the damage is applied once to each Murkrow (with potential casualties happening). When individual hits are scored, if the damage is at least equal to the hit points of one member of the swarm, it takes all the damage and is knocked out (knocking out the one with the most hit points still under the damage dealt). Otherwise, just apply the damage to the swarm as a whole. They do not form a hive mind. This is a [Dark] effect that lasts for as long as enough form the group together.

At 4 hit dice, it learns Night Shade and Blindside
Night Shade (Sp): once per minute, Murkrow 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.

Blindside (Ex): whenever a foe is denied its Dexterity Bonus to Armour Class, or flanked by Murkrow, and Murkrow successfully hits them, it may treat the attack as a [Dark] attack if it so wishes. Additionally, whether the attack becomes [Dark] or not, the foe must succeed on a Reflex Save (DC 10 + half its hit dice + its Dexterity Bonus) or be rendered Blind for 3 rounds as their eyes swell up.

At 5 hit dice, its Charisma increases by 2 and it learns Assurance
Assurance (Ex): any time Murkrow threatens a foe, if the foe is damaged by anything that is not the Murkrow or an Attack of Opportuniy, it may take an Attack of Opportunity against the target. This is a [Dark] attack.

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Honchkrow
Small Magical Beast, CR 6
18 14 15 11 7 12
6d8+18 (45 HP), Init +6, Speed 20' Fly 40' (Good)
BAB/Grab: +6/+6
-Bite +11 (1d4+4) and 2 Wings +9 (1d4+2)
AC: 18 (+1 Size, +5 Natural Armour, +2 Dexterity), Flat 16, Touch 13
Fort +4 Ref +7 Will +0
Feats: Weapon Finesse (B), Improved Initiative, Improved Toughness, Multiattack
Skills: Bluff +10, Hide +15, Move Silently +11, Intimidate +10
Special Attacks: Peck, Astonish, Gust, Evil Eye, Wing Attack, Night Shade, Blindside, Assurance, Night Slash, Sucker Punch
Special Qualities: Dark and Flying Pokemon Traits, Insomnia or Super Luck, Haze, Attempted Murder, Quash, Swagger
Rare Traits: Moxie, Brave Bird, Drill Peck, Feather Dance, Flatter, Perish Song, Sky Attack, Whirlwind
Tutor Moves: Acrobatics, Confuse Ray, Foul Play, Heat Wave, Hurricane, Icy Wind, Lash Out, Scary Face, Snarl, Spite, Tailwind, Taunt, Thief, Thunder Wave, U-Turn
Advancement: 7-10 HD (Small); 11-16 HD (Medium); 17+ HD (Large)
Hit Dice: 1d8 HP, Good BAB, Good Ref, 4 + Int skill points

Sure, you could say this looks like a very big crow - albeit the boss of them. But honestly it looks more like a well-presented vulture, or maybe a pelican that became a mob boss.

Dark and Flying Traits: Honchkrow resists [Dark], [Ghost] and [Grass] attacks and is weak against [Electric], [Fairy], [Ice] and [Rock] attacks. It is considered Immune to both [Ground] and [Psychic] attacks, always resisting them, and its mind can never be read or influenced - as though it had a Mind Blank effect that cannot be dispelled.

Night Slash (Ex): at will, Honchkrow 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 (1d8, 17-20/x2 for a Small 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.

Sucker Punch (Ex): Honchkrow 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 Honchkrow's a Swift action on its next turn, it consumes next turn's Standard action. This is a [Dark] attack.

Quash (Su): at will, Honchkrow may use a Standard Action to oppress a foe within 30 feet and leave them vulnerable. This pushes the target to the end of the Initiative order, and until their next turn they are rendered flat-footed, as though they had not yet acted in combat. This is a [Dark] effect.

Swagger (Ex): at will, Honchkrow may use a Standard Action to act with a lot of swagger and confidence, potentially luring the opponent into a trap. It makes a Feint attempt, and if successful, the opponent is Confused for 1 round per 3 hit dice (round up), but also gains a +4 Morale Bonus to attack and damage rolls for one minute. If a creature witnesses this in use (or is exposed to it directly), they cannot be targeted by this from the same Pokemon again that day. This is a [Normal] effect.


Rare Traits:
Moxie (Ex): if Murkrow had Prankster before evolving, it now has Moxie instead. Any time it reduces a foe below zero hit points, providing Honchkrow has no more than four more hit dice than the target, Honchkrow gains a +2 Morale Bonus to Strength for the next ten minutes. Further applications of this reset the duration and increase the bonus, to a maximum of +8. This is a [Pokebility].


At 7 hit dice, it learns Dark Leadership and Nasty Plot
Dark Leadership (Ex): with a Standard Action once per three rounds, Honchkrow can issue an order, and all allied creatures with Dark Pokemon Traits can, if they are within 30 feet and can hear the order, perform a Standard Action as an Immediate Action. If a recipient of this ability is a Murkrow, it may instead perform a Full Round Action. This is a [Sonic] [Dark] ability.

Nasty Plot (Ex): by concentrating on schemes and tactics as a Full Round Action, Honchkrow can grant itself an Eagle's Splendour effect at will. In addition, while this is in effect, it gains +1d6 Sneak Attack damage. This is a [Dark] effect.

At 8 hit dice, its Charisma increases by 2 and it learns Riot
Riot (Sp): once per day, Honchkrow may cast Rage, with up to one target per hit die. This is a [Dark] effect, and targets that are normally Immune to [Mind-Affecting] effects may elect to receive the effects anyway if they so wish.

At 9 hit dice, it learns Foul Play and Callous Wings
Foul Play (Ex): at will, Honchkrow may turn an opponent's strength against them in an underhanded manner. With a Standard Action, it makes a melee attack roll against a foe within reach, and if it hits, it deals damage based on the target's Size (1d8 if they are Medium), plus one and a half times the target's Strength Bonus. This is a [Dark] attack.

Callous Wings (Su): once per five rounds, Honchkrow may use an Immediate Action to swap places, via teleportation, with a Murkrow within 60 feet. The target need not be willing for this to occur. This is a [Dark] effect.

At 10 hit dice, it learns Dark Restoration and Nightmare Mambo
Dark Restoration (Sp): once per day, Honchkrow can cast Restoration as a Spell-Like Ability, however anyone who elects to receive the effect also receives a Suggestion with no saving throw. This is a [Dark] effect, and the Suggestion is [Mind-Affecting] and [Language Dependent].

Nightmare Mambo (Ex): at will, Honchkrow may use a Full Round Action to dance about on an adjacent creature, pecking them horrendously. This allows it to make what is effectively a Swarm attack, dealing 4d6 damage regardless of Size, with no attack roll, however against a Helpless foe it instead deals 8d6 damage and 4 points of Strength damage as it picks the flesh from their bones. This is a [Dark] [Dance] attack.

At 11 hit dice, it learns Dark Pulse and Fog
Dark Pulse (Su): once per five rounds, Honchkrow may use a Standard Action to unleash a burst of malevolent energy, out in a wave. This is an emanation out to Close Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the saving through is Staggered for one round. This is a [Ballistic] [Dark] effect.

Fog (Sp): once per hour, Honchkrow may cast Fog Cloud. This is a [Normal] effect.

At 12 hit dice, it learns Mean Look and Torment
Mean Look (Su): with a Full Round Action, Honchkrow can fix its spooky eyes on a creature that has Line of Sight to it. That foe is then subject to a Dimensional Anchor effect for 1 round per hit die, with no saving throw, and must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be unable to break Line of Sight of its own accord, and unable to move away from Honchkrow unless compelled by magic - if afflicted with a [Fear] effect that would cause them to be Frightened or Panicked, they instead Cower for the same duration. These effects also last for 1 round per hit die. This is a [Mind-Affecting] [Fear] [Normal] effect.

Torment (Su): with a Standard Action once per five rounds, Honchkrow may torment and frustrate a creature within 30 feet. If the target fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), then for three rounds they cannot perform the same actions, two turns in a row - for instance, if a Move Action and Gore were taken prior to receiving the effect, then on the first turn of it they could not take a Move Action or use their Gore attack. If they make a Full Attack on that first turn of this (minus the Gore), then on the next turn they could not make a Full Attack, nor attack with any of the natural weapons used in it, but could Gore and Move again. This is a [Mind-Affecting] [Compulsion] [Normal] effect, and completely overrides and replaces an Encore effect.

At 13 hit dice, its Strength increases by 2 and it learns Comeuppance
Comeuppance (Ex): once per round, Honchkrow may make a single Bite attack as an Immediate Action in response to being damaged by an opponent, dealing damage as though one size larger than normal, or two sizes if the attack suffered was a Critical Hit. If the attack suffered was Super Effective, this automatically deals the maximum amount of damage without rolling. This is a [Dark] attack.

At 14 hit dice, it learns Superpower and Moonlit Night
Superpower (Ex): with a Full Round Action at will, Honchkrow may slam into a foe at full force, putting all of its fighting spirit into one big attack. This is resolved as a Slam attack that deals 3d6 damage plus one and a half times its Strength Bonus (for a Medium creature), and grants a free Bullrush attempt on a successful hit. Honchkrow does not move with the target when doing this, but may still knock the target further away than 5 feet. Upon performing this, Honchkrow becomes Fatigued, or upgrades fatigue to Exhaustion until it rests for an hour. This is a [Fighting] attack.

Moonlit Night (Sp): once per hour, Honchkrow may darken the skies with a Standard Action, shrouding the area within 500 feet in shadowy illumination for one minute, suppressing any effects caused by sunlight. Additionally, the area is treated as being under a full moon for the purpose of all effects such as lycanthropy and certain [Fairy] abilities. This is a [Dark] effect.

At 15 hit dice, it learns Maximum Night Cyclone
Maximum Night Cyclone (Sp): once per minute, Mega Honchkrow may spend a Standard Action whipping up a powerful windstorm, and at the start of its next turn, it creates Tornado strength winds in a cylinder within Long Range, 40' high and with a radius of 40' per hit die, remaining for 5 rounds. In Supernatural Darkness, including a Moonlit Night effect, this instead activates instantly, and all creatures other than itself are treated as though one Size Category lower by the winds. Honchkrow may choose which way the wind moves, as with the spell Control Winds. Upon activating this, Honchkrow may also elect to pass any temporary magical effect or bonus or penalty from itself to another creature within the area of the wind. The Save DC is either that of the wind, or 10 + half Honchkrow's hit dice + its Charisma Bonus, whichever is better. This is a [Wind] [Flying] attack.

At 16 hit dice, its Charisma increases by 2 and it learns Dark Bargain
Dark Bargain (Su): once per day, Honchkrow may make an evil pact with a Full Round Action. It gains a +4 Enhancement Bonus to every ability score and for 1 hour, but is cursed for the same duration: every round, it suffers damage equal to its hit dice (without Resistance or Weakness applying). This damage does not apply when Honchkrow is in its pokeball, but the [Curse] does not go away - it can only go away when the hour ends, Honchkrow dies, or receives a Remove Curse, Break Enchantment or Dispel Evil effect. This is a [Dark] effect.


Mega Evolution: when Honchkrow becomes Mega Honchkrow, it becomes bigger, fancier, and more regal looking. It is absolutely a mob boss, and people feel the need to show it respect or pay a bribe. Its Dexterity increases by 8, and its Strength, Charisma and Wisdom each increase by 4. If its [Pokebility] was not already Moxie, it now is.

Tutor Moves:

Acrobatics (Ex): at will, the Pokemon may unleash a leaping Charge, and after the attack may reposition to any square adjacent to the target. This uses any one natural weapon, and if the Pokemon is not holding any weapons or items and does not have anything else equipped, it may add its skill bonus in either Jump or Tumble to the damage roll. This is a [Flying] attack.

Confuse Ray (Su): with a Standard Action once per 3 rounds, the Pokemon may unleash an eerie light to disorient and overwhelm the mind of a foe. Being a ray, this is resolved with a Ranged Touch Attack out to 60 feet, and on a successful hit the opponent is rendered Confused for 2d4 rounds. However, a creature confused by this may attempt a Will Save (DC 10 + half the Pokemon's hit dice + its Charisma Bonus) at the start of every turn to end the effects early. This is a [Ghost] attack.

Foul Play (Ex): at will, the Pokemon may turn an opponent's strength against them in an underhanded manner. With a Standard Action, it makes a melee attack roll against a foe within reach, and if it hits, it deals damage based on the target's Size (1d8 if they are Medium), plus one and a half times the target's Strength Bonus. This is a [Dark] attack.

Heat Wave (Su): once per hour, the Pokemon may use a Full Round Action to unleash an emanation of terrible heat out to Medium Range - unless in Harsh Sunlight, in which case it extends out to Long Range. This spreads directly out from the Pokemon, melts snow and ice, and withers plant life, but is blocked entirely by cover. Everything that is caught in the area suffers 1d10 Fire damage per 4 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw also suffer a Burn. This is a [Fire], [Wind] attack.

Hurricane (Su): once per hour, the Pokemon may spend a Standard Action whipping up a powerful windstorm, and at the start of its next turn, it creates Hurricane strength winds in a cylinder within Long Range, 40' high and with a radius of 40' per hit die, remaining for 1 minute per hit die. In a Rain Storm, Torrential Downpour, or Overwhelming Winds, this instead activates instantly, and all creatures other than itself are treated as though one Size Category lower by the winds. The Pokemon may choose which way the wind moves, as with the spell Control Winds. At fifteen hit dice, it increases to Tornado strength winds. The Save DC is either that of the wind, or 10 + half the Pokemon's hit dice + its Charisma Bonus, whichever is better. This is a [Wind] [Flying] attack.

Icy Wind (Su): once per three rounds, the Pokemon may use a Standard Action to exhale a chilling wave of air. This functions as a Gust of Wind effect, however it also deals damage equal to its hit dice to all in the area (halved if they succeed on the Fortitude Save), and on a failed Save, afflicted creatures suffer a -4 Penalty to Dexterity for 3 rounds. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is an [Ice] attack and a [Wind] effect.

Lash Out (Ex): if something dares to inflict the Pokemon with Ability Damage, Ability Drain, or a Penalty of any kind, it may lash out as an Immediate Action, unleashing all of its frustration about the unfair situation. It makes a single melee attack at the target, which is considered to be a Slam and on a successful hit deals 1d10 damage per hit die. This is a [Dark] attack.

Scary Face (Ex): the Pokemon 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.

Snarl (Su): with a Standard Action, the Pokemon may snarl and rant at an enemy, making disconcerting loud noises. This is unleashed in a 20' Cone, dealing 1d4 damage per hit die to a maximum of 5d4, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). On a failed save, targets also suffer a -2 Morale Penalty to Charisma for three rounds. This is a [Noise] [Dark] attack.

Spite (Su): once per minute, the Pokemon may level a curse against an enemy within 100 feet with a Standard Action. If the foe fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), any ability that has a cooldown after use is instantly put on cooldown as though used (without providing the effects of usage), and any ability with limited Daily (or Weekly or Hourly) uses has one of those uses expended. This [Ghost] attack is a [Curse] effect.

Tailwind (Su): with a Full Round Action, the Pokemon may flap its wings extra hard and call upon the storms to grant a great tailwind. This sets the direction and strength of the wind (at the Pokemon's choice), without being able to create actual damaging storms, for the next minute. During that time, all movement speeds and projectile ranges moving in that direction are doubled, whereas those moving in the opposite direction are halved. This affects a five hundred foot radius, and can be performed once per hour. This is a [Flying], [Wind] effect.

Taunt (Ex): with a Standard Action at will, the Pokemon can tease and harass a foe, goading them into violence. If the foe suffers a Will Save (DC 10 + half its hit dice + its Charisma Bonus), they fall for it, and for 3 rounds they can only use damaging effects, and movement that gets them in position to use damaging effects. A given creature can only be affected by this once per user per day. This is a [Mind-Affecting] [Dark] effect.

Thief (Ex): once per minue, the Pokemon may make a single melee attack as a Standard Action, and additionally attempt to steal an item, with its choice of a Steal Combat Maneuver or a Sleight of Hand check with a DC of the opponent's BAB plus 10. The attack becomes a [Dark] attack, and the entire move is a [Dark] effect.

Thunder Wave (Su): with a Standard Action at will, the Pokemon may unleash electromagnetic waves in a Cone that is 15' long (and therefore 15' wide at the furthest point). All in the area must succeed at a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Paralyzed for one round, plus 1 more round for every 5 points by which they fail the save. This is an [Electric] effect.

U-Turn (Ex): with a Full Round Action, the Pokemon may charge a target and deliver one natural weapon attack (even if it can normally make multiple attacks on a charge), and then withdraw the remaining distance after delivering the attack, as though using the Spring Attack feat. If it ends the movement in the same square as, or adjacent to, its pokeball, it may retreat into it and end its turn that way. This is a [Bug] attack, even if its natural weapon normally isn't.
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Koumei
Serious Badass
Posts: 13970
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Re: Pokedex Redone

Post by Koumei »

(Now with all regional variants)

Meowth
Tiny Magical Beast, CR 1/2
9 15 10 7 10 10
1d6 (3 HP), Init +2, Speed 20'
BAB/Grab: +0/-9
-2 Claws +4 (1d2-1)
AC: 14 (+2 Size, +2 Dexterity), Flat 12, Touch 14
Fort +0 Ref +4 Will +2
Feats: Weapon Finesse (B), Multi Attack
Skills: Survival +4, Bluff +4
Special Attacks: Fake Out, Growl
Special Qualities: Normal Pokemon Traits, Pick Up or Technician, Profit
Rare Traits: Unnerve, Flail, Hypnosis, Tail Whip
Tutor Moves: Agility, Amnesia, Body Slam, Charm, Fake Tears, Foul Play, Hyper Voice, Protect, Return, Sleep Talk, Take Down, Thief
Advancement: 2-5 HD (Tiny); evolves into Persian at 6 HD
Hit Dice: 1d6 HP, Medium BAB, Good Ref and Will, 4 + Int skill points

This bipedal creature is clearly a cat of some variety. It looks fairly clever and cunning, as animals go.

Normal Traits: Meowth can be affected as though an Animal, despite lacking the Animal Type. It does not get the usual traits of Animals. Meowth is weak against [Fighting] attacks, and is considered Immune to [Ghost] attacks, always resisting them regardless of other Types. Meowth is also completely immune to the [Ghost] attacks of creatures that are not manifest on the same Plane as they are - Ethereal creatures must manifest in order to target it with [Ghost] attacks. It is also immune specifically to possession (but not simple mind control and domination).

Profit (Ex): just having a Meowth around and ostensibly helping grants a +4 Bonus to any skill check made to determine income, such as a Profession check, or a Perform check made purely to earn money.

Pick Up (Ex): if it has this [Pokebility], at the end of Meowth's movement, including when sent out from a pokeball, it immediately picks up anything scattered around its own square, clearing it even of magical traps, Spike Growth, glyphs and similar. This happens before they would trigger or cause an effect, so it is safe - but if it moves across squares without deliberately stopping in them, they still have their effect. If an item is dropped in Meowth's square or any adjacent square, it may elect to pick the item up with a Free Action, even not on its own turn. Finally, it receives a +4 Racial Bonus on Search checks, and Survival checks made to scavenge food and supplies.

Technician (Ex): alternatively, if Meowth has this [Pokebility], then any attack that has base damage of less than 1d8 before bonuses (a single d8, not d8 per level or whatever) increases it by one step, and any attack that deals multiple dice but fewer than 1 per hit die increases all damage dice by one step if they are less than 1d6.

Fake Out (Ex): in the first round of combat after Initiative is rolled or when it joins an existing combat, Meowth may use this to cut ahead, slapping an adjacent foe with a Free Action. This happens before any other actions anybody else takes, and it may make a normal Move Action as part of this in order to get up to a target. It resolves a Slam attack that deals 1d4 damage for a Medium creature (so 1d2 for Meowth, or 1d3 if it has Technician), and the target flinches if hit, even if it deals no damage: they are treated as Dazed on the round they are hit. This is a [Normal] attack.

Growl (Ex): Meowth gains a +4 racial bonus on Intimidate checks made to Demoralise a foe able to hear it. This is a [Normal] [Sonic] effect.


Rare Traits:
Unnerve (Ex): if Meowth has this rare ability, any foe that can sense its presence is rendered too nervous to eat. This prevents the consumption of berries and use of potions, as well as any other magic item that specifically has to be eaten or imbibed, and even prevents the Swallow Whole special attack from being used, as well as the Swallow, Teatime and Stuff Cheeks abilities. It also gains a +2 Competence Bonus to the Intimidate skill. This is a [Pokebility].

Flail (Ex): a Meowth with this ability may flail about wildly in desperation, using a Full Round Action to unleash a Claw attack, without the poison, against every foe within its Reach. If it has suffered any damage at all, this gains a +1 Enhancement Bonus. If it is below half its maximum HP, it gains a +2 Enhancement Bonus and deals damage as though one size larger. If it is below a quarter of its maximum HP, it gains a +3 Enhancement Bonus and deals damage as though two sizes larger. If it is on precisely one hit point, it gains a +5 Enhancement Bonus and deals maximised damage as though three sizes larger (so typically 6, before adding bonuses).

Hypnosis (Su): once per hour, a Meowth with this may use a Full Round Action to attempt to hypnotise a creature within Close Range with Line of Sight, lulling it into sleep. At the end of the action, the foe must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Drowsy. If the saving throw is failed by more than 4, they instead fall Asleep for one minute (or until any damage is suffered). This is a [Psychic] effect.

Tail Whip (Ex): with a Move Equivalent Action at will, a Meowth with this may whip its tail about in a 180 degree arc. All adjacent creatures in that arc suffer a -4 Penalty to Armour Class and Reflex Saves until their next turn.


At 2 hit dice, it gains +1d6 Sneak Attack, and learns Feint and Sudden Swipe
Feint (Ex): once per 3 rounds, Meowth may perform a Feint and then, if successful, a melee attack, all with the same Standard Action. This is a [Normal] attack.

Sudden Swipe (Ex): any time Meowth makes a Claw attack as an Attack of Opportunity, the foe is denied their Dexterity Bonus to Armour Class against it.

At 3 hit dice, it learns Pay Day and Bite
Pay Day (Ex): as long as it has a handful of coins available to throw (at least ten coins of any denomination), Meowth may do so with an Attack Action. This is resolved as a Thrown Attack with 10' Range Increments, it denies the foe the benefits of partial Cover or Concealment, and deals 1d6 damage (1d8 if it has Technician). The coins also remain in the target's square: until the money is gathered up, anyone entering or leaving the square must pass a DC 10 Balance check or slip and lose the action. This is a [Normal] attack that, if using mostly silver or mithril coins, bypasses DR/Silver.

Bite (Ex): Meowth gains a Primary Bite natural weapon that deals damage as though one size larger than it is (typically dealing 1d4 plus its Strength Bonus, or 1d6 if it has Technician). Anything bitten with an Attack of Opportunity must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately. This is a [Dark] attack.

At 4 hit dice, it learns Taunt and Miraculous Comeback
Taunt (Ex): with a Standard Action at will, Meowth can tease and harass a foe, goading them into violence. If the foe fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), they fall for it, and for 3 rounds they can only use damaging effects, and movement that gets them in position to use damaging effects. A given creature can only be affected by this once per user per day. This is a [Mind-Affecting] [Dark] effect.

Miraculous Comeback (Su): once per minute, Meowth can defy the odds and turn the tide in its favour. It fires a ray of reflected light from the coin on its head as a Standard Action, resolved as a Ranged Touch Attack out to 60 feet, and this deals 1d8 damage for every opponent within 60 feet. If Meowth's hit dice total exceeds that of a given foe by 6 or more, the foe does not contribute to this damage. This is a [Light] [Normal] attack.

At 5 hit dice, it learns Caturday and Assurance
Caturday (Ex): once per hour, Meowth may have a brief catnap with a Full Round Action, gaining a surprising burst of power. Providing it does fall asleep in this manner, and is not woken up before its next turn, it wakes up at the end of its next turn with a +2 Enhancement Bonus to all Ability Scores and Immunity to the Sickened, Shaken and Drowsy conditions, both lasting for 5 minutes.

Assurance (Ex): any time Meowth threatens a foe, if the foe is damaged by anything that is not the Koffing or an Attack of Opportuniy, it may take an Attack of Opportunity against the target. This is a [Dark] attack.

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Persian
Small Magical Beast, CR 6
15 19 10 9 12 12
6d6+6 (27 HP), Init +4, Speed 30'
BAB/Grab: +4/+2
-2 Claws +10 (1d3+2) and Bite +7 (1d4+1)
AC: 16 (+1 Size, +1 Natural Armour, +4 Dexterity), Flat 12, Touch 15
Fort +2 Ref +9 Will +6
Feats: Weapon Finesse (B), Multi Attack, Improved Toughness, Weapon Focus: Claw
Skills: Survival +10, Search +9, Bluff +10
Special Attacks: Fake Out, Growl, Feint, Sudden Swipe, Sneak Attack +1d6 Pay Day, Bite, Assurance, Power Gem, Fury Swipes
Special Qualities: Normal Pokemon Traits, Limber or Technician, Taunt, Miraculous Comeback, Caturday, Profit, Switcheroo
Rare Traits: Unnerve, Flail, Hypnosis, Tail Whip
Tutor Moves: Agility, Amnesia, Body Slam, Charm, Dazzling Gleam, Fake Tears, Foul Play, Hyper Voice, Protect, Return, Sleep Talk, Take Down, Thief, U-Turn
Advancement: 7+ HD (Small)
Hit Dice: 1d6 HP, Medium BAB, Good Ref and Will, 4 + Int skill points

This sleek, cream-coloured cat looks quite clever and sinister, and the grace belies a certain muscular strength as well. It clearly remembers when cats were worshiped as gods.

Normal Traits: Persian can be affected as though an Animal, despite lacking the Animal Type. It does not get the usual traits of Animals. Meowth is weak against [Fighting] attacks, and is considered Immune to [Ghost] attacks, always resisting them regardless of other Types. Meowth is also completely immune to the [Ghost] attacks of creatures that are not manifest on the same Plane as they are - Ethereal creatures must manifest in order to target it with [Ghost] attacks. It is also immune specifically to possession (but not simple mind control and domination).

Power Gem (Su): with a Standard Action at will, Persian may attack with a ray of light that sparkles as though made of gemstones. This ray is resolved as a Ranged Touch Attack out to Close Range, and if it hits, it deals 1d6 damage per hit die. It is a [Light] [Rock] attack.

Fury Swipes (Ex): Persian may use a Full Round Action at will to swipe and claw at a target repeatedly. This functions as a Flurry of Blows as though performed by a PHB Monk with a level equal to Perians's hit dice, using its normal Claw for the damage. This is a [Normal] attack.

Switcheroo (Ex): with a Standard Action, Persian can attempt a Steal action (Pathfinder) without Provoking an Attack of Opportunity, or a Sleight of Hand check to attempt to steal an item, also without provoking. If successful, the item is no longer attuned to the target (if magical), and it may also elect to hand the target a held item - attuning it to them if it is magical. This is a [Dark] attack.

Limber (Ex): if Meowth had Pick Up before evolving, as a Persian it instead has Limber - it cannot ever be Anchored in place, nor Paralyzed. This is a [Pokebility].


At 7 hit dice, it learns Screech and Bullet Seed
Screech (Ex): once per 3 rounds, Persian can unleash a horrifying screech with a Standard Action. All within 60 feet of it when it unleashes this [Mind-Affecting, Sonic] effect suffer a -4 Morale Penalty to Armour Class and Reflex Saves for five rounds, and must also pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Shaken for the same duration. This fear can stack up to Frightened and then Panicked. This is a [Normal] attack.

Bullet Seed (Ex): with a Full Round Action, Persian may unleash a flurry of hard, bullet-like seeds or nuts at targets within 30 feet. It makes the same number of attacks, at the same penalties, as a PHB Monk of equal level performing a Flurry of Blows. Each one deals 1d4 damage (for a Small creature), plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Grass] attack.

At 8 hit dice, it learns Slash and Deceive
Slash (Ex): with a Standard Action, Persian may make a single Claw attack that has a base damage of 1d6 for a Small creature and a Critical value of 15-20/x2. If it has Improved Critical (Claw attacks), this does indeed become 9-20/x2. It ignores Hardness of 5 or less, and deals double damage against unattended objects (or triple on a critical hit). This is a [Normal] attack.

Deceive (Ex): any time an adjacent enemy misses Persian with an attack, Persian may elect to swap places with the enemy, who is then denied their Dexterity Bonus to Armour Class against Persian's attacks until their next turn. This is a [Normal] effect.

At 9 hit dice, its Dexterity increases by 2 and it learns Shining Claws
Shining Claws (Ex): once per minute, Persian may reflect bright light off its Claws with a Swift Action. For the rest of its turn, any target hit by either of its Claw attacks must succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or be rendered Blind for one round. If it has any Sneak Attack damage, this will apply as well on a failed save. This is a [Light] [Dark] effect. Don't think too hard about that.

At 10 hit dice, its Intelligence increases by 2, its Sneak Attack damage increases by 1d6, and it learns Nasty Plot
Nasty Plot (Ex): by concentrating on schemes and tactics as a Full Round Action, Persian can grant itself an Eagle's Splendour effect at will. In addition, while this is in effect, it gains +1d6 Sneak Attack damage. This is a [Dark] effect.

At 11 hit dice, it learns Play Rough and Captivate
Play Rough (Ex): with a Full Round Action at will, Persian can play, very enthusiastically, with an adjacent creature. This allows a Bite attack sized normally for Persian (1d4 + Strength Bonus), with Improved Grab and the Trip ability, and for each of the following maneuvers that succeeds, the target takes another 2d6 points of damage plus its Strength Bonus. This is a [Fairy] attack.

Captivate (Su): once per hour, Persian can use a Standard Action to captivate other creatures within 90 feet - everything within the area that can see it must make a Will Save (DC 10 + half its hit dice + its Charisma Bonus), with failure resulting in them being Fascinated until the end of Persian's next turn. On consecutive turns, Persian can continue to captivate those who are already affected, extending the duration by another round for each Standard Action taken in this maner. This is a [Mind-Affecting] [Normal] ability.

At 12 hit dice, its Strength increases by 2 and it learns Headbutt
Headbutt (Ex): Persian has a strong skull that can be used to make a damaging headbutt. With a Standard Action, it may unleash a Slam attack that has a base damage of 1d6 for a Small creature, plus one and a half times its Strength Bonus. On a Critical Hit, a struck target falls Prone from the impact. If this is used as a Readied Action, a struck target must succeed on a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round.

At 13 hit dice, it learns Mocking Shout and Knock Off
Mocking Shout (Ex): with a Standard Action once per 3 rounds, Persian may say bad things to a foe, disheartening them. It makes its choice of a Bluff or Intimidate check against the opponent, with a DC of 10 + the opponent's hit dice + their Wisdom Bonus, and if this succeeds, the foe is subject to Slow and Crushing Despair effects for 3 rounds. This is a [Mind-Affecting] [Sonic] [Normal] attack.

Knock Off (Ex): with a Standard Action once per 5 rounds, Persian may make a Primary Slam attack that, if it hits, it may make a Disarm or Sunder check for free. The base damage is 1d8 (for a Medium creature) plus its Strength Bonus, however this is doubled (and tripled on a critical hit) if its Disarm or Sunder check succeeds. This is a [Dark] attack.

At 14 hit dice, its Dexterity increases by 2 and it learns Night Slash
Night Slash (Ex): at will, Persian 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 (1d8, 17-20/x2 for a Small 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 [Dark] attack.

At 15 hit dice, its Sneak Attack damage increases by 1d6 and it learns Maximum Gold Rush
Maximum Gold Rush (Su): once per minute, Mega Persian may cause money to hammer down from the heavens. This uses a Full Round Action, but subjects everything within Medium Range to the falling money, dealing 1d4 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and subjecting all in the area to a Glitter Dust effect (same DC). Furthermore, this very real money covers the ground in the area: until the money is gathered up (at the rate of about 100 coins per square), anyone entering or leaving an affected square must pass a DC 20 Balance check (once per action) or slip and lose their action. This is a [Normal] attack, and it's up to you to figure out how much unnecessary extra wealth you get by doing this.

At 20 hit dice, its Sneak Attack damage increases by 1d6


Mega-Evolution: when Persian Mega-Evolves, it becomes only a little bigger, but a lot more lithe, graceful and majestic. You can really see the resemblance to panthers. Its Strength, Constitution and Wisdom each increase by 4, its Dexterity increases by 6, its Charisma increases by 2, and its Pokebility becomes Purrfectionist.

Purrfectionist (Ex): Mega Persian may upgrade any successful hit to a confirmed critical hit whenever it wants to, and if the attack in question deals less than 1d8 damage (plus bonuses), the damage die is increased by one and the Critical Multiplier is doubled. This is a [Pokebility].

Alolan Meowth
Tiny Magical Beast, CR 1/2
7 15 10 7 10 12
1d6 (3 HP), Init +2, Speed 20'
BAB/Grab: +0/-10
-2 Claws +4 (1d2-2)
AC: 14 (+2 Size, +2 Dexterity), Flat 12, Touch 14
Fort +0 Ref +4 Will +2
Feats: Weapon Finesse (B), Skill Focus: Bluff
Skills: Survival +4, Bluff +8
Special Attacks: Fake Out, Growl
Special Qualities: Dark Pokemon Traits, Pick Up or Technician, Cat's Luck
Rare Traits: Rattled, Covet, Flail, Flatter, Spite
Tutor Moves: Agility, Amnesia, Charm, Confuse Ray, Fake Tears, Foul Play, Hyper Voice, Protect, Return, Sleep Talk, Snarl, Thief
Advancement: 2-5 HD (Tiny); evolves into Alolan Persian at 6 HD
Hit Dice: 1d6 HP, Medium BAB, Good Ref and Will, 4 + Int skill points

This bipedal cat looks rather fluffy and pudgy, and is a shadowy grey colour. It seems smug.

Dark Traits: Alolan Meowth is weak against [Bug], [Fairy] and [Fighting] attacks, and resists [Dark] and [Ghost] attacks. It is considered Immune to [Psychic] attacks, always resisting them, and furthermore its mind cannot be read or influenced, as though it had a Mind Blank effect that cannot be dispelled. However it can still be moved by Telekinesis for instance.

Cat's Luck (Su): any time Alolan Meowth makes a saving throw of any kind, it rolls twice and picks the better result. Additionally, it can never be rendered Prone, always flipping to land on its feet.

Fake Out (Ex): in the first round of combat after Initiative is rolled or when it joins an existing combat, Alolan Meowth may use this to cut ahead, slapping an adjacent foe with a Free Action. This happens before any other actions anybody else takes, and it may make a normal Move Action as part of this in order to get up to a target. It resolves a Slam attack that deals 1d4 damage for a Medium creature (so 1d2 for Alolan Meowth), and the target flinches if hit, even if it deals no damage: they are treated as Dazed on the round they are hit. This is a [Normal] attack.

Growl (Ex): Alolan Meowth gains a +4 racial bonus on Intimidate checks made to Demoralise a foe able to hear it. This is a [Normal] [Sonic] effect.

Pick Up (Ex): if it has this [Pokebility], at the end of Alolan Meowth's movement, including when sent out from a pokeball, it immediately picks up anything scattered around its own square, clearing it even of magical traps, Spike Growth, glyphs and similar. This happens before they would trigger or cause an effect, so it is safe - but if it moves across squares without deliberately stopping in them, they still have their effect. If an item is dropped in Alolan Meowth's square or any adjacent square, it may elect to pick the item up with a Free Action, even not on its own turn. Finally, it receives a +4 Racial Bonus on Search checks, and Survival checks made to scavenge food and supplies.

Technician (Ex): alternatively, if Alolan Meowth has this [Pokebility], then any attack that has base damage of less than 1d8 before bonuses (a single d8, not d8 per level or whatever) increases it by one step, and any attack that deals multiple dice but fewer than 1 per hit die increases all damage dice by one step if they are less than 1d6.


Rare Traits:
Rattled (Ex): if Alolan Meowth has this rare [Pokebility], any time it is demoralised in combat or receives any [Fear] effect, or suffers damage from a [Bug], [Dark] or [Ghost] attack, it becomes Hasted for 2 rounds. Further activations of this can reset the duration but not add to it.

Covet (Ex): upon succeeding with a natural weapon attack, Alolan Meowth may elect not to apply any other secondary effects from Special Attacks, and instead make a Steal Combat Maneuver check, as though its Base Attack Bonus equalled its hit dice, and with its choice of Strength or Dexterity. This is a [Normal] attack.

Flail (Ex): an Alolan Meowth with this ability may flail about wildly in desperation, using a Full Round Action to unleash a Claw attack against every foe within its Reach. If it has suffered any damage at all, this gains a +1 Enhancement Bonus. If it is below half its maximum HP, it gains a +2 Enhancement Bonus and deals damage as though one size larger. If it is below a quarter of its maximum HP, it gains a +3 Enhancement Bonus and deals damage as though two sizes larger. If it is on precisely one hit point, it gains a +5 Enhancement Bonus and deals maximised damage as though three sizes larger (so typically 6, before adding bonuses, or 8 if it has Technician).

Flatter (Ex): with a Standard Action, Alolan Meowth may say unexpectedly nice things about a creature within 30 feet that is able to hear it. They must roll 1d20 + half their hit dice + their Intelligence Bonus, with a DC of 10 + half Alolan Meowth's hit dice + its Charisma Bonus. Success results in them seeing straight through the unashamed flattery, whereas failure results in their ego being fed, granting a +4 Morale Bonus to Charisma for one minute, but also becoming Confused for the same duration. This is a [Sonic], [Language-Dependent], [Mind-Affecting] [Normal] effect.

Spite (Su): once per minute Alolan Meowth may level a curse against an enemy within 100 feet with a Standard Action. If the foe fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), any ability that has a cooldown after use is instantly put on cooldown as though used (without providing the effects of usage), and any ability with limited Daily (or Weekly or Hourly) uses has one of those uses expended. This [Ghost] attack is a [Curse] effect.


At 2 hit dice, it gains +1d6 Sneak Attack, and learns Feint
Feint (Ex): once per 3 rounds, Alolan Meowth may perform a Feint and then, if successful, a melee attack, all with the same Standard Action. This is a [Normal] attack.

At 3 hit dice, it learns Pay Day and Bite
Pay Day (Ex): as long as it has a handful of coins available to throw (at least ten coins of any denomination), Alolan Meowth may do so with an Attack Action. This is resolved as a Thrown Attack with 10' Range Increments, it denies the foe the benefits of partial Cover or Concealment, and deals 1d6 damage (1d8 if it has Technician). The coins also remain in the target's square: until the money is gathered up, anyone entering or leaving the square must pass a DC 10 Balance check or slip and lose the action. This is a [Normal] attack that, if using mostly silver or mithril coins, bypasses DR/Silver.

Bite (Ex): Alolan Meowth gains a Primary Bite natural weapon that deals damage as though one size larger than it is (typically dealing 1d4 plus its Strength Bonus, or 1d6 if it has Technician). Anything bitten with an Attack of Opportunity must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately. This is a [Dark] attack.

At 4 hit dice, it learns Taunt and Spoil the Fun
Taunt (Ex): with a Standard Action at will, Alolan Meowth can tease and harass a foe, goading them into violence. If the foe fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), they fall for it, and for 3 rounds they can only use damaging effects, and movement that gets them in position to use damaging effects. A given creature can only be affected by this once per user per day. This is a [Mind-Affecting] [Dark] effect.

Spoil the Fun (Ex): with a Standard Action once per 3 rounds, Alolan Meowth may take all the joy out of someone else's success. It makes a Bluff check opposed by a Will Save by the target, and if Alolan Meowth wins, any temporary non-damage effects the target granted itself within the last round is removed, as though a Dispelled spell. This is a [Dark] effect.

At 5 hit dice, it learns Caturday and Assurance
Caturday (Ex): once per hour, Alolan Meowth may have a brief catnap with a Full Round Action, gaining a surprising burst of power. Providing it does fall asleep in this manner, and is not woken up before its next turn, it wakes up at the end of its next turn with a +2 Enhancement Bonus to all Ability Scores and Immunity to the Sickened, Shaken and Drowsy conditions, both lasting for 5 minutes.

Assurance (Ex): any time Alolan Meowth threatens a foe, if the foe is damaged by anything that is not the Meowth itself or an Attack of Opportuniy, it may take an Attack of Opportunity against the target. This is a [Dark] attack.

-

Alolan Persian
Small Magical Beast, CR 6
13 19 10 9 12 14
6d6+6 (27 HP), Init +4, Speed 30'
BAB/Grab: +4/+1
-2 Claws +9 (1d3+1) and Bite +7 (1d4)
AC: 16 (+1 Size, +1 Natural Armour, 4 Dexterity), Flat 12, Touch 15
Fort +2 Ref +9 Will +6
Feats: Weapon Finesse (B), Skill Focus: Bluff, Improved Toughness, Multi Attack
Skills: Survival +10, Search +9, Bluff +14
Special Attacks: Fake Out, Growl, Feint, Pay Day, Bite, Assurance, Sneak Attack +1d6, Power Gem, Fury Swipes
Special Qualities: Dark Pokemon Traits, Fur Coat or Technician, Cat's Luck, Taunt, Spoil the Fun, Caturday, Switcheroo
Rare Traits: Rattled, Covet, Flail, Flatter, Spite
Tutor Moves: Agility, Amnesia, Charm, Confuse Ray, Dark Pulse, Fake Tears, Foul Play, Hyper Beam, Hyper Voice, Protect, Return, Sleep Talk, Snarl, Thief
Advancement: 2-5 HD (Tiny); evolves into Alolan Persian at 6 HD
Hit Dice: 1d6 HP, Medium BAB, Good Ref and Will, 4 + Int skill points

This cat looks like if Garfield had an evil twin.

Dark Traits: Alolan Persian is weak against [Bug], [Fairy] and [Fighting] attacks, and resists [Dark] and [Ghost] attacks. It is considered Immune to [Psychic] attacks, always resisting them, and furthermore its mind cannot be read or influenced, as though it had a Mind Blank effect that cannot be dispelled. However it can still be moved by Telekinesis for instance.

Power Gem (Su): with a Standard Action at will, Alolan Persian may attack with a ray of light that sparkles as though made of gemstones. This ray is resolved as a Ranged Touch Attack out to Close Range, and if it hits, it deals 1d6 damage per hit die. It is a [Light] [Rock] attack.

Fury Swipes (Ex): Alolan Persian may use a Full Round Action at will to swipe and claw at a target repeatedly. This functions as a Flurry of Blows as though performed by a PHB Monk with a level equal to Alolan Perians's hit dice, using its normal Claw for the damage. This is a [Normal] attack.

Switcheroo (Ex): with a Standard Action, Alolan Persian can attempt a Steal action (Pathfinder) without Provoking an Attack of Opportunity, or a Sleight of Hand check to attempt to steal an item, also without provoking. If successful, the item is no longer attuned to the target (if magical), and it may also elect to hand the target a held item - attuning it to them if it is magical. This is a [Dark] attack.

Fur Coat (Ex): if Alolan Meowth had Pick Up as its [Pokebility], it becomes Fur Coat upon evolving. All melee attacks deal half damage (round down) to an Alolan Persian with this ability.

At 7 hit dice, it learns Screech, Swift and Smug Face
Screech (Ex): once per 3 rounds, Alolan Persian can unleash a horrifying screech with a Standard Action. All within 60 feet of it when it unleashes this [Mind-Affecting, Sonic] effect suffer a -4 Morale Penalty to Armour Class and Reflex Saves for five rounds, and must also pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Shaken for the same duration. This fear can stack up to Frightened and then Panicked. This is a [Normal] attack.

Swift (Su): with a Standard Action at will, Alolan Persian can unlesh multiple star-shaped beams of light that home unerringly on their target. Once per five rounds, it may produce an effect identical to Magic Missile, save that it is not a [Force] effect and in fact is a [Normal] attack, so bad against ghosts.

Smug Face (Ex): once per day, Alolan Persian may look smug with an Immediate Action and in doing so completely negate an attack that targets it or includes it in the initial area - this can protect allies as well, by negating the entire attack, or it could prevent an enemy from gaining some benefit that is a side-effect of an attack, but it couldn't wander into an already existing area and negate it. For every ten full hit dice it has, Alolan Persian gains another daily use of this. This is a [Dark] effect.

At 8 hit dice, it learns Night Slash and Quash
Night Slash (Ex): at will, Alolan Persian 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 (1d8, 17-20/x2 for a Small 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 [Dark] attack.

Quash (Su): at will, Alolan Persian may use a Standard Action to oppress a foe within 30 feet and leave them vulnerable. This pushes the target to the end of the Initiative order, and until their next turn they are rendered flat-footed, as though they had not yet acted in combat. This is a [Dark] effect.

At 9 hit dice, its Dexterity increases by 2 and it learns Empty Threat
Empty Threat (Ex): Alolan Persian may use Bluff checks to make Demoralise attempts, and if doing so against a foe that has more hit dice than it does, success renders the opponent Frightened for the duration. This is a [Normal] effect.

At 10 hit dice, its Intelligence increases by 2, its Sneak Attack damage increases by 1d6, and it learns Nasty Plot
Nasty Plot (Ex): by concentrating on schemes and tactics as a Full Round Action, Alolan Persian can grant itself an Eagle's Splendour effect at will. In addition, while this is in effect, it gains +1d6 Sneak Attack damage. This is a [Dark] effect.

At 11 hit dice, it learns Play Rough and Captivate
Play Rough (Ex): with a Full Round Action at will, Alolan Persian can play, very enthusiastically, with an adjacent creature. This allows a Bite attack sized normally for Alolan Persian (1d4 + Strength Bonus), with Improved Grab and the Trip ability, and for each of the following maneuvers that succeeds, the target takes another 2d6 points of damage plus its Strength Bonus. This is a [Fairy] attack.

Captivate (Su): once per hour, Alolan Persian can use a Standard Action to captivate other creatures within 90 feet - everything within the area that can see it must make a Will Save (DC 10 + half its hit dice + its Charisma Bonus), with failure resulting in them being Fascinated until the end of Alolan Persian's next turn. On consecutive turns, Alolan Persian can continue to captivate those who are already affected, extending the duration by another round for each Standard Action taken in this maner. This is a [Mind-Affecting] [Normal] ability.

At 12 hit dice, its Charisma increases by 2 and it learns Headbutt and Dismissal
Headbutt (Ex): Alolan Persian has a strong skull that can be used to make a damaging headbutt. With a Standard Action, it may unleash a Slam attack that has a base damage of 1d6 for a Small creature, plus one and a half times its Strength Bonus. On a Critical Hit, a struck target falls Prone from the impact. If this is used as a Readied Action, a struck target must succeed on a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round.

Dismissal (Sp): three times per day, Alolan Persian may cast Dismissal. The Save DC is 10 + half its hit dice + its Charisma Bonus. It activates this by being literally dismissive of the target, and as such is a [Language-Dependent] [Sonic] [Dark] attack.

At 13 hit dice, it learns Mocking Shout and Dark Pulse
Mocking Shout (Ex): with a Standard Action once per 3 rounds, Persian may say bad things to a foe, disheartening them. It makes its choice of a Bluff or Intimidate check against the opponent, with a DC of 10 + the opponent's hit dice + their Wisdom Bonus, and if this succeeds, the foe is subject to Slow and Crushing Despair effects for 3 rounds. This is a [Mind-Affecting] [Sonic] [Normal] attack.

Dark Pulse (Su): once per five rounds, Alolan Persian may use a Standard Action to unleash a burst of malevolent energy from its cannons, out in a wave. This is an emanation out to Close Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the saving throw is Staggered for one round. This is a [Ballistic] [Dark] effect.

At 14 hit dice, its Dexterity increases by 2 and it learns Burning Jealousy
Burning Jealousy (Su): once per minute, Alolan Persian may unleash deep feelings of resentment towards a foe with a Standard Action. This targets a creature within 60 feet, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target gained a Bonus of any kind between the end of the Pokemon's previous turn and the start of its current one, and takes any damage from this, it is Burned. This is a [Fire] attack.

At 15 hit dice, its Sneak Attack damage increases by 1d6 and it learns Maximum Gold Rush
Maximum Gold Rush (Su): once per minute, Alolan Mega Persian may cause money to hammer down from the heavens. This uses a Full Round Action, but subjects everything within Medium Range to the falling money, dealing 1d4 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and subjecting all in the area to a Glitter Dust effect (same DC). Furthermore, this very real money covers the ground in the area: until the money is gathered up (at the rate of about 100 coins per square), anyone entering or leaving an affected square must pass a DC 20 Balance check (once per action) or slip and lose their action. This is a [Normal] attack, and it's up to you to figure out how much unnecessary extra wealth you get by doing this.

At 20 hit dice, its Sneak Attack damage increases by 1d6


Mega Evolution: when Alolan Persian Mega-Evolves, it becomes even chonkier, and yet somehow even more agile. Its smugness also increases by 48%. Its Dexterity and Constitution each increase by 4, its Wisdom and Charisma each increase by 6, and if its [Pokebility] wasn't Fur Coat, it now is.

Galarian Meowth
Tiny Magical Beast, CR 1/2
13 7 12 7 10 10
1d8+1 (5 HP), Init -2, Speed 20'
BAB/Grab: +1/-6
-2 Claws +4 (1d2+1)
AC: 14 (+2 Size, -2 Dexterity, +4 Natural Armour), Flat 14, Touch 10
Fort +3 Ref -2 Will +2
Feats: Weapon Finesse (B), Multi Attack
Skills: Survival +4, Bluff +4
Special Attacks: Fake Out, Growl
Special Qualities: Steel Pokemon Traits, Pick Up or Tough Claws
Rare Traits: Unnerve, Curse, Double-Edge, Flail, Night Slash
Tutor Moves: Brick Break, Endure, Gyro Ball, Metal Sound, Protect, Rest, Substitute, Swords Dance
Advancement: 2-5 HD (Tiny); evolves into Perrserker at 6 HD
Hit Dice: 1d8 HP, Good BAB, Good Fort and Will, 4 + Int skill points

This cat seems to have firm, wiry hair, and also a beard and a deranged look.

Steel Traits: Galarian Meowth can be treated as Constructs even though it isn't. It is weak against [Fighting], [Fire] and [Ground] attacks, and resists [Bug], [Dragon], [Fairy], [Flying], [Grass], [Ice], [Normal], [Psychic], [Rock] and [Steel] effects. It is considered Immune to [Poison] attacks, always resisting them, and they can never be Poisoned or Diseased in any way (so tend to be immune to most forms of Poison attack in D&D). It suffers no damage or impediment from sand storms, dust storms, hail, ice storms similar, and is not harmed by rough stony terrain. It is considered to be made of magnetic metal for the purpose of spells and effects (and actual magnets for that matter), but as living creatures it is not simply destroyed by rust effects: it is always allowed a Fortitude Save to resist, with failure resulting in it suffering 1d6 damage per Caster Level (for spells) or hit die (for creatures). Its natural weapons are [Steel] attacks.

Fake Out (Ex): in the first round of combat after Initiative is rolled or when it joins an existing combat, Galarian Meowth may use this to cut ahead, slapping an adjacent foe with a Free Action. This happens before any other actions anybody else takes, and it may make a normal Move Action as part of this in order to get up to a target. It resolves a Slam attack that deals 1d4 damage for a Medium creature (so 1d3 for Galarian Meowth), and the target flinches if hit, even if it deals no damage: they are treated as Dazed on the round they are hit. This is a [Normal] attack.

Growl (Ex): Galarian Meowth gains a +4 racial bonus on Intimidate checks made to Demoralise a foe able to hear it. This is a [Normal] [Sonic] effect.

Pick Up (Ex): if it has this [Pokebility], at the end of Galarian Meowth's movement, including when sent out from a pokeball, it immediately picks up anything scattered around its own square, clearing it even of magical traps, Spike Growth, glyphs and similar. This happens before they would trigger or cause an effect, so it is safe - but if it moves across squares without deliberately stopping in them, they still have their effect. If an item is dropped in Galarian Meowth's square or any adjacent square, it may elect to pick the item up with a Free Action, even not on its own turn. Finally, it receives a +4 Racial Bonus on Search checks, and Survival checks made to scavenge food and supplies.

Tough Claws (Ex): alternatively, all of Galarian Meowth's natural weapons deal an additional 1d12 bonus damage, are treated as magic weapons with an Enhancement Bonus equal to +1 per 4 hit dice (round up), and ignore all Hardness and Damage Reduction (except for that caused by Pokemon Type Resistances). This is a [Pokebility].


Rare Traits:
Unnerve (Ex): if Galarian Meowth has this rare ability, any foe that can sense its presence is rendered too nervous to eat. This prevents the consumption of berries and use of potions, as well as any other magic item that specifically has to be eaten or imbibed, and even prevents the Swallow Whole special attack from being used, as well as the Swallow, Teatime and Stuff Cheeks abilities. It also gains a +2 Competence Bonus to the Intimidate skill. This is a [Pokebility].

Curse (Su): a Galarian Meowth with this ability may curse itself - a strange idea, but one that can be of benefit. This is a Standard Action that can be performed once per hour, and causes it to be Slowed for ten minutes. For the same duration, it gains a +4 Enhancement Bonus to Strength, Constitution and Natural Armour. This is an actual curse so can be removed in the usual ways, but is also a [Ghost] effect. If it passes this to a [Ghost] creature, or indeed gains the [Ghost] Subtype, this works completely differently: it can cast Bestow Greater Curse at will, but takes damage equal to double its hit dice total every time it does so.

Double Edge (Ex): when charging, a Galarian Meowth with this may make a Slam attack that deals maximum damage, doubled, sized three sizes larger than normal (so 2d8 = 16 for a Tiny creature), and dealing damage as though its Strength were ten points higher (so for the standard Galarian Meowth, two times a maximised 1d8+6 equals 28), and it may also make a free Trip attempt on the foe as part of this. At the same time, it takes maximised double damage for a standard Slam against itself (without the Size or Strength increases), so 8 damage for the standard one. This is a [Normal] attack.

Flail (Ex): a Galarian Meowth with this ability may flail about wildly in desperation, using a Full Round Action to unleash a Claw attack against every foe within its Reach. If it has suffered any damage at all, this gains a +1 Enhancement Bonus. If it is below half its maximum HP, it gains a +2 Enhancement Bonus and deals damage as though one size larger. If it is below a quarter of its maximum HP, it gains a +3 Enhancement Bonus and deals damage as though two sizes larger. If it is on precisely one hit point, it gains a +5 Enhancement Bonus and deals maximised damage as though three sizes larger (so typically 1d6, before adding bonuses).

Night Slash (Ex): at will, a Galarian Meowth 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 [Dark] attack.


At 2 hit dice, it gains DR 2/Adamantine and learns Hone Claws
Hone Claws (Ex): with a Standard Action at will, a Galarian Meowth with this ability may sharpen its claws, honing their edges to improve their devastating cutting power. For the next minute, its natural weapons (including ones granted by Pokemon Attacks) all enjoy a +1 Enhancement Bonus, or their existing Enhancement Bonus is increased by 1. This can be performed multiple times, increasing the bonus and resetting the duration each time, to a maximum Enhancement Bonus of +6. This is a [Dark] effect.

At 3 hit dice, it learns Pay Day and Metal Claw
Pay Day (Ex): as long as it has a handful of coins available to throw (at least ten coins of any denomination), Galarian Meowth may do so with an Attack Action. This is resolved as a Thrown Attack with 10' Range Increments, it denies the foe the benefits of partial Cover or Concealment, and deals 1d6 damage. The coins also remain in the target's square: until the money is gathered up, anyone entering or leaving the square must pass a DC 10 Balance check or slip and lose the action. This is a [Normal] attack that, if using mostly silver or mithril coins, bypasses DR/Silver.

Metal Claw (Ex): when making a Claw attack, Galarian Meowth may deal damage as though one size category larger. Additionally, they penetrate DR and Hardness as though made of Adamantium, and have an Innate +1 Enhancement Bonus (as though actual magic weapons). This is a [Steel] effect.

At 4 hit dice, it learns Taunt and Bullet Punch
Taunt (Ex): with a Standard Action at will, Galarian Meowth can tease and harass a foe, goading them into violence. If the foe suffers a Will Save (DC 10 + half its hit dice + its Charisma Bonus), they fall for it, and for 3 rounds they can only use damaging effects, and movement that gets them in position to use damaging effects. A given creature can only be affected by this once per user per day. This is a [Mind-Affecting] [Dark] effect.

Bullet Punch (Ex): once per two rounds, Galarian Meowth may make a Slam attack, dealing 1d3 damage (for a Tiny creature) plus its Strength Bonus, as a Swift or Immediate Action, whichever it chooses. This is a [Steel] [Ballistic] [Punch] attack.

At 5 hit dice, it learns Caturday and Swagger
Caturday (Ex): once per hour, Galarian Meowth may have a brief catnap with a Full Round Action, gaining a surprising burst of power. Providing it does fall asleep in this manner, and is not woken up before its next turn, it wakes up at the end of its next turn with a +2 Enhancement Bonus to all Ability Scores and Immunity to the Sickened, Shaken and Drowsy conditions, both lasting for 5 minutes.

Swagger (Ex): at will, Galarian Meowth may use a Standard Action to act with a lot of swagger and confidence, potentially luring the opponent into a trap. It makes a Feint attempt, and if successful, the opponent is Confused for 1 round per 3 hit dice (round up), but also gains a +4 Morale Bonus to attack and damage rolls for one minute. If a creature witnesses this in use (or is exposed to it directly), they cannot be targeted by this from the same Pokemon again that day. This is a [Normal] effect.

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Perrserker
Small Magical Beast, CR 6
17 11 16 9 10 10
6d8+18 (45 HP), Init +0, Speed 20'
BAB/Grab: +6/+5
-2 Claws +4 (1d2+1)
AC: 17 (+1 Size, +6 Natural Armour), Flat 17, Touch 11
Fort +8 Ref +2 Will +5
Feats: Weapon Finesse (B), Multi Attack
Skills: Survival +9, Bluff +9, Search +8
Special Attacks: Fake Out, Growl, Pay Day, Metal Claw, Bullet Punch, Iron Head, Metal Burst
Special Qualities: Steel Pokemon Traits, Battle Armour or Tough Claws, DR 2/Adamantine, Hone Claws, Taunt, Caturday, Iron Defense
Rare Traits: Steely Spirit, Curse, Double-Edge, Flail, Night Slash
Tutor Moves: Amnesia, Brick Break, Close Combat, Dig, Endure, Gunk Shot, Gyro Ball, Heavy Slam, Metal Sound, Play Rough, Protect, Rest, Substitute, Swords Dance
Advancement: 7-10 HD (Small); 11-18 HD (Medium); 19+ HD (Large)
Hit Dice: 1d8 HP, Good BAB, Good Fort and Will, 4 + Int skill points

Now looking less like a tramp, this crazy cat is a bit like a berserker, with its giant beard, wild expression and helmet.

Steel Traits: Perrserker can be treated as Constructs even though it isn't. It is weak against [Fighting], [Fire] and [Ground] attacks, and resists [Bug], [Dragon], [Fairy], [Flying], [Grass], [Ice], [Normal], [Psychic], [Rock] and [Steel] effects. It is considered Immune to [Poison] attacks, always resisting them, and they can never be Poisoned or Diseased in any way (so tend to be immune to most forms of Poison attack in D&D). It suffers no damage or impediment from sand storms, dust storms, hail, ice storms similar, and is not harmed by rough stony terrain. It is considered to be made of magnetic metal for the purpose of spells and effects (and actual magnets for that matter), but as living creatures it is not simply destroyed by rust effects: it is always allowed a Fortitude Save to resist, with failure resulting in it suffering 1d6 damage per Caster Level (for spells) or hit die (for creatures). Its natural weapons are [Steel] attacks.

Iron Defense (Ex): with a Full Round Action at will, Perrserker may harden its body as though covered in even more iron and steel. It gains an Armour Bonus of +6, plus one per three hit dice (round up, maximum of +5 for a total of +11 at fifteen hit dice) for the next minute. This also doubles its weight for the time being. This is a [Steel] effect.

Iron Head (Ex): with a Standard Action at will, Perrserker can smash its metal skull into the less-metal head of someone else, going full Shibata on them. This is resolved as a Slam that deals 1d8 Bludgeoning damage (for a Small creature), plus one and a half times its Strength Bonus, and targets that are hit must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus). Failure results in them being Staggered for one round. This is a [Steel] attack.

Metal Burst (Su): once per round, Perrserker may make a single Claw attack as an Immediate Action in response to being damaged by an opponent, dealing damage as though one Size larger than normal for its Metal Claw (1d4), or two sizes (1d6) if the attack suffered was a Critical Hit. This is a [Steel] attack.

Battle Armour (Ex): if Galarian Meowth had Pick Up as its [Pokebility], then upon evolving, it changes to Battle Armour. A Perrserker with this is never affected by Critical Hits or Sneak Attack.


[u[Rare Traits:[/u]
Steely Spirit (Su): if Galarian Meowth had its Rare Ability, Unnarve, then upon evolving, it changes to Steely Spirit. A Perrserker with this radiates a 15' radius Aura, and all allies within this area (including itself) Empower the damage of all [Steel] attacks they make, even natural weapons and other things that can't be affected by Empower Spell.


At 7 hit dice, it learns Screech and Fury Swipes
Screech (Ex): once per 3 rounds, Perrserker can unleash a horrifying screech with a Standard Action. All within 60 feet of it when it unleashes this [Mind-Affecting, Sonic] effect suffer a -4 Morale Penalty to Armour Class and Reflex Saves for five rounds, and must also pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Shaken for the same duration. This fear can stack up to Frightened and then Panicked. This is a [Normal] attack.

Fury Swipes (Ex): Perrserker may use a Full Round Action at will to swipe and claw at a target repeatedly. This functions as a Flurry of Blows as though performed by a PHB Monk with a level equal to Purrserker's hit dice, using its normal Claw for the damage. This is a [Normal] attack.

At 8 hit dice, it learns Slash and Swagger
Slash (Ex): with a Standard Action, Perrserker may make a single Claw attack that has a base damage of 1d6 for a Small creature and a Critical value of 15-20/x2. If it has Improved Critical (Claw attacks), this does indeed become 9-20/x2. It ignores Hardness of 5 or less, and deals double damage against unattended objects (or triple on a critical hit). This is a [Normal] attack.

Swagger (Ex): at will, Perrserker may use a Standard Action to act with a lot of swagger and confidence, potentially luring the opponent into a trap. It makes a Feint attempt, and if successful, the opponent is Confused for 1 round per 3 hit dice (round up), but also gains a +4 Morale Bonus to attack and damage rolls for one minute. If a creature witnesses this in use (or is exposed to it directly), they cannot be targeted by this from the same Pokemon again that day. This is a [Normal] effect.

At 9 hit dice, its Strength increases by 2 and it learns Magnetic Muster
Magnetic Muster (Su): once per hour, Perrserker may use magnetic power to draw energy towards itself - or indeed to nearby allies. This uses a Full Round Action, and then either Perrserker regains an hourly (or faster) use of an ability or attack, or an adjacent ally of its choice does instead. This is a [Steel] effect.

At 10 hit dice, its Intelligence increases by 2, its Damage Reduction increases to 5, and it learns Metal Sound and Headbanger
Metal Sound (Ex): once per minute, Perrserker may release a terrible noise, like scraping blades together. Creatures within 30 feet suffer a -4 Penalty on Will Saves for three rounds, during which time any Mind Blank effects are suppressed. This is a [Sonic] [Steel] attack.

Headbanger (Ex): with a Full Round Action, Perrserker may attack with its Iron Head, but making iterative attacks for a high Base Attack Bonus, despite it being a natural weapon. Any given target need only save once per turn from this. It is still a [Steel] attack.

At 11 hit dice, it learns Thrash and Coin Shower
Thrash (Ex): once per hour, Perrserker may use a Full Round Action to begin thrashing about, tearing away at nearby foes. The frenzy lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the frenzy catches up with it and it becomes Confused for three rounds. As a Swift Action upon activating it, and with a Full Round Action each round while this is active, it may make a Full Attack, directing each of its attacks against every foe within range - make one attack roll for each attack, and resolve it against the Armour Class of every foe within reach. During this time, every attack against every foe deals an extra 1d6 points of damage per 5 hit dice (round up). This entire attack is a [Normal] one.

Coin Shower (Ex): Perrserker may use its Pay Day ability, providing it uses at least one hundred coins, as a 10' radius 20' tall Column within Close Range. This deals 1d4 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Dexterity Bonus). The entire area is still covered in money like with Pay Day. This is a [Steel] attack.

At 12 hit dice, its Constitution increases by 2 and it learns Treasure Rush
Treasure Rush (Su): once per hour, Perrserker may rush about and rob everyone. It may move and "attack" everyone as though using the Improved Whirlwind feat, except instead of attacking it can make a Steal Maneuver attempt or Sleight of Hand skill check (to pick pockets) against every foe. This is a [Normal] effect.

At 13 hit dice, it learns Mocking Shout and Baton Pass
Mocking Shout (Ex): with a Standard Action once per 3 rounds, Perrserker may say bad things to a foe, disheartening them. It makes its choice of a Bluff or Intimidate check against the opponent, with a DC of 10 + the opponent's hit dice + their Wisdom Bonus, and if this succeeds, the foe is subject to Slow and Crushing Despair effects for 3 rounds. This is a [Mind-Affecting] [Sonic] [Normal] attack.

Baton Pass (Su): at will, Perrserker 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 Purrserker to the target. The durations continue as normal. This is a [Normal] effect.

At 14 hit dice, its Strength increases by 2 and it learns Steel Beam
Steel Beam (Su): once per day, Perrserker may use a Standard Action to unleash a powerful beam of energy that is powered by - and consumes - its steely resolve. This is a Ranged Touch Attack, used with a Standard Action, out to Medium Range. If it hits, it deals 10 damage per hit die, but Perrserker then takes unresisted damage equal to half of its maximum hit points (round up). This recoil damage is not increased if the target takes more damage (such as through weakness or a Critical Hit), but likewise is not reduced if the target resists the attack, or negates the damage in some manner. This is a [Steel] attack.

At 15 hit dice, its Damage Reduction increases to 8 and it learns Maximum Iron Beard
Maximum Iron Beard (Ex): once per minute, Mega Perrserker may cause its massive beard to expand outward in a mass of metal spikes and tendrils. This uses a Standard Action, and reaches out to a 15' radius, affecting all in the area with its Iron Head attack (make one attack against all). Beyond this, the area is then covered in caltrops for three rounds, as well as an Entangle effect (same DC as the Iron Head), and for this duration, Mega Perrserker's Damage Reduction is doubled. This is a [Steel] effect.

At 20 hit dice, its Damage Reduction increases to 10


Mega Evolution: upon mega-evolving, Perrserker grows extra large, and extra angry. It simply turns into a massive beard with a cat attached, and its claws resemble battle axes more than anything else. It grows one Size Category larger, but instead of "normal", its ability scores are modified as follows: +6 Strength, +6 Constitution, +2 Wisdom, and its Natural Armour increases by 6. Its [Pokebility] does not change.

Tutor Moves:
Agility (Su): by focusing as a Full Round Action, the Pokemon can cast Cat's Grace on itself at will. This is a [Psychic] effect.

Amnesia (Su): the Pokemon may, with a Standard Action, deliberately forget all of its worries in life. It just stops caring about problems, and as such gains a +8 Resistance Bonus to Will Saves, and the Slippery Mind ability of a Rogue. These last for one minute. This is a [Psychic] effect.

Body Slam (Ex): at will, the Pokemon may either use a Standard Action to deliver a Slam, or Charge an opponent and use a Slam instead of any other attacks. This increases the damage by two steps (so a Small creature with a Slam of 1d4 would deal 1d8 damage, but if they had Improved Natural Attack (Slam) it would instead deal 2d6). This adds one and a half times its Strength Bonus, and if the target takes any damage (after Resistance), they must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the end of the attacker's next turn (during which time it cannot be stunned again). This is a [Normal] attack.

Charm (Sp): once per day, the Pokemon may cast Charm Monster with a Save DC of 8 + half its hit dice + its Charisma Bonus. This is [Mind-Affecting] [Charm] [Fairy] effect.

Confuse Ray (Su): with a Standard Action once per 3 rounds, the Pokemon may unleash an eerie light to disorient and overwhelm the mind of a foe. Being a ray, this is resolved with a Ranged Touch Attack out to 60 feet, and on a successful hit the opponent is rendered Confused for 2d4 rounds. However, a creature confused by this may attempt a Will Save (DC 10 + half the Pokemon's hit dice + its Charisma Bonus) at the start of every turn to end the effects early. This is a [Ghost] attack.

Dazzling Gleam (Su): once per three rounds, the Pokemon may use a Standard Action to release a flash of bright magical light out in a 30' radius Burst from itself. This deals 1d10 damage per 2 hit dice, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Additionally, anything that fails its save is also rendered Blind for 1 round, and then Dazzled for 2 more rounds. Creatures that have no eyesight take the minimum damage from this and are not blinded or dazzled. This is a [Fairy] attack.

Fake Tears (Ex): once per minute, the Pokemon may pretend to cry, quivering and cowering in false fear directed at a target. It makes a Feint attempt against a foe, and if successful, this afflicts the target with a -4 Morale Penalty to Spell Resistance, Reflex and Will Saves for three rounds. This is a [Dark] effect.

Foul Play (Ex): at will, the Pokemon may turn an opponent's strength against them in an underhanded manner. With a Standard Action, it makes a melee attack roll against a foe within reach, and if it hits, it deals damage based on the target's Size (1d8 if they are Medium), plus one and a half times the target's Strength Bonus. This is a [Dark] attack.

Hyper Beam (Su): once per day, the Pokemon may use a Full Round Action to unleash a powerful beam of energy. This 5' wide, 100' long Line deals 10 damage per hit die to all creatures in the Area, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This leaves the Pokemon Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, the user collapses afterwards, falling Asleep. This is a [Normal] attack.

Hyper Voice (Ex): at will, the Pokemon may shout extremely loudly. This is a 50' Cone, and deals 1d10 Sonic damage per 2 hit dice, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and a Fortitude Save (same DC) to resist being rendered Deaf for one minute. This is a [Sonic] [Normal] attack.

Protect (Su): once per hour, the Pokemon may use strange magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a [Force] effect or Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Return (Ex): once per three rounds, the Pokemon may put all of its happy feelings into a strong attack. This is a Slam that deals 1d6 damage for a Medium creature, and deals an additional number of d12 of damage equal to the highest Morale Bonus it has. This is a [Normal] attack.

Sleep Talk (Ex): at will, the Pokemon may use any activated Special Attack or Special Quality in its sleep that does not require moving its body more than turning its head and opening its mouth - actual movement cannot be performed, and it cannot make weapon attacks or natural attacks, but it could use a Breath Weapon, a Roar, or most Spell-Like Abilities, for instance. This also does not allow it to use any effect described as a Glare, a Glance, an Eye Ray or a Gaze Attack, because its eyes are still closed. This is a [Normal] [Sonic] effect (and as such, it will not work in an area of Silence or if the pokemon was rendered silent), although the resulting attack need not be.

Snarl (Su): with a Standard Action, the Pokemon may snarl and rant at an enemy, making disconcerting loud noises. This is unleashed in a 20' Cone, dealing 1d4 damage per hit die to a maximum of 5d4, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). On a failed save, targets also suffer a -2 Morale Penalty to Charisma for three rounds. This is a [Noise] [Dark] attack.

Take Down (Ex): the Pokemon can use a Slam attack at the end of a charge instead of other weapons, dealing damage as though three Size Categories larger (so 3d6 for a Medium creature), and as though its Strength were 10 points higher. It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d6 plus its normal Strength Bonus for a Medium creature). This is a [Normal] attack.

Thief (Ex): once per minue, the Pokemon may make a single melee attack as a Standard Action, and additionally attempt to steal an item, with its choice of a Steal Combat Maneuver or a Sleight of Hand check with a DC of the opponent's BAB plus 10. The attack becomes a [Dark] attack, and the entire move is a [Dark] effect.

U-Turn (Ex): with a Full Round Action, the Pokemon may charge a target and deliver one attack with a natural weapon (even if it can normally make multiple attacks on a charge), and then withdraw the remaining distance after delivering its attack, as though using the Spring Attack feat. If it ends the movement in the same square as, or adjacent to, its pokeball, it may retreat into it and end its turn that way. This is a [Bug] attack, even if the natural weapon normally isn't.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Venonat
Small Magical Beast, CR 1
12 10 12 3 12 8
1d8+1 (5 HP), Init +0, Speed 20'
BAB/Grab: +0/-3
-Bite +2 (1d3+1)
AC: 12 (+1 Size, +1 Natural Armour), Flat 12, Touch 11
Fort +3 Ref +2 Will +3
Feats: Weapon Finesse (B), Lightning Reflexes
Skills: Survival +5
Special Attacks: Itchy Nibble, Disable, Supersonic
Special Qualities: Bug and Poison Pokemon Traits, Compound Eyes or Tinted Lens
Rare Traits: Run Away, Agility, Baton Pass, Bug Bite, Rage Powder, Toxic Spikes
Tutor Moves: Acid Spray, Struggle Bug, Confuse Ray, Pounce, U-Turn, Leech Life, Skitter Smack, Psychic Noise
Advancement: 2-5 HD (Small); evolves into Venomoth at 6 HD
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Will, 2 + Int skill points

This critter is certainly a bug of some kind, but it's also weird looking: it's a kind of circular critter, covered in long purple hair, with feet, teeth, antennae and multifaceted eyes.

Bug and Poison Traits: Venonat is weak against [Fire], [Flying], [Psychic] and [Rock] attacks, and resists [Fairy], [Fighting] and [Grass]. It's Bite is a [Bug] attack.

Itchy Nibble (Ex): any time Venonat deals damage with its Bite attack, the target suffers a -2 Penalty to Attack rolls and Armour Class for 3 rounds. This is a [Bug] effect.

Disable (Su): once per minute, Venonat may curse an enemy within 100 feet with a Standard Action. 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.

Supersonic (Ex): with a Standard Action once per minute, Venonat can emit a supersonic "screech" that impairs the functionality of those within 15 feet of it. All in the area must attempt a Will Save (DC 8 + half its hit dice + its Charisma Bonus) or become Confused for 1 round per hit die. This is a [Mind-Affecting] [Normal] [Sonic] effect.

Compound Eyes (Ex): if Venonat has this ability, its two "eyes" are actually clusters of smaller eyes, working together to provide greater depth perception and visual information. It ignores Cover less than Full Cover, and gains a +2 Competence Bonus on attack rolls. This is a [Pokebility].

Tinted Lens (Ex): alternatively, the specially tinted and polarised lens of Venonat's eyes help it to overcome the weaknesses in its attacks, damaging even resistant foes. As such, if an attack it makes is Not Very Effective, increase the effectiveness by one degree - a regular resistance could thus hit neutrally, although a doubly-resisted attack would still be resisted. This is a [Pokebility].


Rare Traits:
Run Away (Ex): if Venonat has this rare [Pokebility], it is better at running away: when performing a Withdraw action, it can move as though Running, and provokes no Attacks of Opportunity from anyone.

Agility (Su): by focusing as a Full Round Action, a Venonat with this rare trait can cast Cat's Grace on itself at will. This is a [Psychic] effect.

Baton Pass (Su): at will, a Venonat with this 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): a Venonat with this attack can make its Bite attack with a Full Round Action. This deals 1d4 damage for a Small creature and the Itchy Nibble still applies. This 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.

Rage Powder (Ex): once per hour, a Venonat 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 Venonat. This is a [Powder] [Bug] effect.

Toxic Spikes (Su): with a Standard Action, a rare Venonat 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 2 hit dice, it learns Confusion and Psycho Waves
Confusion (Sp): with a Standard Action once per hour, Venonat may unleash a psychic blast of energy that fries the synapses of all in a 10' radius Burst within Medium Range. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are Confused for one round per hit die. This is a [Mind-Affecting] [Psychic] effect.

Psycho Waves (Su): as long as Venonat has any kind of Enhancement Bonus, it may use a Standard Action to expend it in a burst of mental energy. It reduces any one Enhancement Bonus it has to zero, ending the effect that caused it, and in doing so releases psychic waves out to a 50' radius. All in the area must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Confused for 2d4 rounds, suffering 2 points of Non-Lethal damage per round of confusion. This is a [Psychic] [Sonic] effect.

At 3 hit dice, it learns Poison Powder and Radar Eyes
Poison Powder (Ex): once per hour, Venonat may unleash a cloud of fine powder out to Close Range. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Poisoned, taking 1d6 Con damage and being Sickened for one minute. At the end of this minute, they must save again or suffer another 1d6 Constitution damage as the secondary damage. This is a [Poison] effect. A DC 15 Survival check can harvest a dose from a cooperative (or dead) Venonat, rendering it unable to use it for the hour but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Venonat as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 1,500 GP, and a DC 20 Craft (Alchemy) check can then dilute and refine it into one thousand ounces of harmless exotic perfume, each selling for 5 GP.

Radar Eyes (Ex): as long as Venonat has not been rendered Blind, it has perfect Darkvision, even in magical darkness, and the ability to see Invisible creatures, out to Close Range.

At 4 hit dice, it learns Psybeam and Removal Beam
Psybeam (Su): with a Standard Action, Venonat may focus its psychic powers into a beam, unleashing it as a Ranged Touch Attack out to Medium Range. If it hits, this deals 1d6 non-lethal damage per hit die and forces the target to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). Failure results in Confusion for 2d4 rounds. This can be used once per hour, however it may be used a second time by expending the hourly use of Confusion, and vice versa. This is a [Mind-Affecting] [Psychic] effect.

Removal Beam (Su): once per hour, Venonat may unleash a beam as a Ranged Touch Attack out to Medium Range. This uses a Standard Action, and if it hits, it deals 2d6 points of Non-Lethal damage and automatically Dispels any one effect of Venonat's choosing. This is a [Bug] attack.

At 5 hit dice, it learns Stun Spore and Bug Buzz
Stun Spore (Ex): once per hour, Venonat may unleash a cloud of paralytic neurotoxins, extending ten feet from it in all directions. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Paralyzed, Stunned and Dazed, for 1 round, then Stunned and Dazed for one round, then Dazed for the round thereafter. This is a [Powder] [Poison] effect.

Bug Buzz (Ex): once per five rounds, Venonat may buzz extra loud, unleashing a Cone out to Close Range as a Standard Action. All in the area suffer 1d6 Sonic damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This also deals 1 point of Wisdom damage per 3 hit dice (round up), which is also halved on a successful save. This is a [Sonic] [Bug] effect.

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Venomoth
Medium Magical Beast, CR 6
13 16 16 7 16 19
6d8+18 (45 HP), Init +7, Speed 20' Fly 40' (Average)
BAB/Grab: +4/+5
-Bite +7 (1d4+1)
AC: 16 (+3 Dexterity, +3 Natural Armour), Flat 13, Touch 13
Fort +8 Ref +7 Will +8
Feats: Weapon Finesse (B), Lightning Reflexes, Improved Initiative, Ability Focus (Bug Buzz)
Skills: Survival +12, Hide +12, Move Silently +12
Special Attacks: Itchy Nibble, Disable, Supersonic, Confusion, Psycho Waves, Poison Powder, Psybeam, Removal Beam, Stun Spore, Bug Buzz, Air Slash, Sleep Powder, Silver Wind
Special Qualities: Bug and Poison Pokemon Traits, Shield Dust or Tinted Lens, Radar Eyes
Rare Traits: Wonder Skin, Agility, Baton Pass, Bug Bite, Rage Powder, Toxic Spikes
Tutor Moves: Acid Spray, Air Cutter, Confuse Ray, Defog, Energy Ball, Nightshade, Pounce, Psychic Noise, Skitter Smack, Sludge Wave, Struggle Bug, U-Turn, Venoshock
Advancement: 7-15 HD (Medium), 16+ HD (Large)
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Will, 4 + Int skill points

This moth is the size of an adult human, and a pale lavender colour. As it flaps its wings, it scatters scales and dusty powder everywhere.

Bug and Poison Traits: Venomoth is weak against [Fire], [Flying], [Psychic] and [Rock] attacks, and resists [Fairy], [Fighting] and [Grass]. It's Bite is a [Bug] attack.

Air Slash (Su): with a Standard Action, a flying Venomoth may flap its wings to generate a slashing rush of winds. It makes one Ranged Touch Attack against a 10' radius Burst in Medium Range, dealing 2d4 damage plus its Charisma Bonus, with a critical value of 20/x4. This also clears all plant-based terrain in the area, slicing it apart and clearing the area as though professional lawn-mowing and bush-whacking services had been performed. At 12 and 18 hit dice, the damage increases by 2d4. This is a [Flying], [Wind] attack.

Sleep Powder (Ex): once per hour, Venomoth may unleash a cloud of fine powder that extends ten feet from it in all directions. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or fall Asleep for ten minutes (or until woken up normally). A DC 15 Survival check can harvest a dose from a cooperative (or dead) Venomoth, expending an hourly use but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Venomoth as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 1,500 GP, and a DC 20 Craft (Alchemy) check can then dilute and refine it into fifty ounces of relatively harmless sedatives to help people sleep, each selling for 50 GP. This is a [Poison] effect.

Silver Wind (Su): once per hour, Venomoth may unleash a collection of shiny bug scales, functioning as a Gust of Wind. This also deals 1d6 damage per 2 hit dice (round up, maximum 4d6 damage), and for every 6 rolled, Venomoth may apply a +2 Enhancement Bonus to an ability score of its choice for one minute. This is a [Wind] [Ghost] attack.

Shield Dust (Ex): if Venonat had Compound Eyes, it becomes Shield Dust on evolution. The "scales" on Venomoth will flake off like ablative armour, breaking free to protect it against harm. It has Damage Reduction x/- against attacks that have any secondary effect beyond damage, where x equals its hit dice (minimum 1/-). This is a [Pokebility].


Rare Traits:
Wonder Skin (Su): if Venonat had Run Away, it becomes Wonder Skin in evolution. Non-damaging attacks tend to slide harmlessly off its body, resulting in it having a 50% chance to negate such effects entirely - if they do not deal any damage (or are not "riders" on damaging attacks), and are not [Harmless], then regardless of hit rolls or saving throws or Spell Resistance, there is a 50% chance to have no effect on Venomoth. This is a [Pokebility].


At 7 hit dice, it learns Quiver Dance and Dizzying Dive
Quiver Dance (Su): once per five rounds, Venomoth may use a Move-Equivalent Action to dance about in a strange way that keeps it alert, building up its offences and defences. This grants it a +4 Morale Bonus to Dexterity, Wisdom and Charisma for five rounds, or +6 if it succeeds at a DC 30 Perform (Dance) check. For the same duration, all of its movement speeds are increased by 20 feet. This is a [Bug] [Dance] effect.

Dizzying Dive (Ex): when Venomoth begins its turn at a higher elevation than a target and declares a Charge against them, it may continue moving after resolving the attack (as though with the Spring Attack feat). Additionally, if the attack hits, the target must pass a Will Save (DC 5 + half its hit dice + its Dexterity Bonus) or be Dazed for one round. This is the same Type as the attack delivered on the charge.

At 8 hit dice, it learns Leech Life and Zen Headbutt
Leech Life (Ex): by making its Bite attack as a Standard Action once per minute, Venomoth may deal damage as though one Size larger (although this does not stack with the increase of Bite or Poison Fang), 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. Venomoth 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.

Zen Headbutt (Su): once per three rounds, Venomoth may utilise zen in order to have delivered a sharp headbutt that utilises its mind rather than its skull. But at no point does it actually decide to headbutt something, it merely ends up having headbutted them. If you don't understand, you're not enlightened. With a Standard Action, it uses its zen, and then at any point before the start of its next turn, the headbutt can be declared against a target that was adjacent to it. This is resolved as a Slam attack that has a base damage of 1d10 for a Medium creature, plus one and a half times its Strength Bonus, plus its Concentration skill total. If not used during its own actual turn, this also forces the target to attempt a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the start of their next turn. This is a [Psychic] attack.

At 9 hit dice, its Intelligence increases by 2 and it learns Poison Fang
Poison Fang (Ex): Venomoth may make a powerful bite attack as a Standard Action. This deals damage as though one Size Category larger (which does not stack with the Bite special attack) 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 [Poison] [Bite] effect.

At 10 hit dice, it learns Sonic Distortion and Assassin's Flight
Sonic Distortion (Su): three times per day, Venomoth may use a Standard Action to release psychic sound waves out to a 50' radius. All in the area must succeed on a Will Save (DC 8 + half its hit dice + its Charisma Bonus) or be Stunned for 1d3 rounds, and suffer 1d6 points of Non-Lethal damage per 2 hit dice (round up). This is a [Psychic] [Sonic] effect.

Assassin's Flight (Ex): when performing its Dizzying Dive attack against a foe that is already afflicted with Sleep, Paralysis, Poison, Disease, Confusion, Dazing, Stunning, Burn, Freeze, Drowsiness, Fatigue, Exhaustion or a [Fear] effect, it deals 1d6 additional damage per 2 hit dice it has (round up). This is treated the same as Sneak Attack damage other than the triggering condition, and as such can be negated in the same ways. This is the same Type as the attack delivered on the charge.

At 11 hit dice, its Charisma increases by 2 and it learns Psychic
Psychic (Sp): once per minute, Venomoth may use a Standard Action to target one creature within Medium Range and blast them with overwhelming psychic energy that hammers on their brain. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also Dazed for one round. This is a [Mind-Affecting] [Psychic] attack.

At 12 hit dice, its Dexterity increases by 2 and it learns Tailwind and Moonlit Night
Tailwind (Su): with a Full Round Action, Venomoth may flap its wings extra hard and call upon the storms to grant a great tailwind. This sets the direction and strength of the wind (at Venomoth's choice), without being able to create actual damaging storms, for the next minute. During that time, all movement speeds and projectile ranges moving in that direction are doubled, whereas those moving in the opposite direction are halved. This affects a five hundred foot radius, and can be performed once per hour. This is a [Flying] [Wind] effect.

Moonlit Night (Sp): once per hour, Venomoth may darken the skies with a Standard Action, shrouding the area within 500 feet in shadowy illumination for one minute, suppressing any effects caused by sunlight. Additionally, the area is treated as being under a full moon for the purpose of all effects such as lycanthropy and certain [Fairy] abilities. This is a [Dark] effect.

At 13 hit dice, its Wisdom increases by 2 and it learns Shinobi Mastery and Hurricane
Shinobi Mastery (Su): once per hour, Venomoth may use a Move-Equivalent Action to make a Hide check (as though it had Hide In Plain Sight) and then Teleport to a position it can see within 500 feet.

Hurricane (Su): once per hour, Venomoth may spend a Standard Action whipping up a powerful windstorm, and at the start of its next turn, it creates Hurricane strength winds in a cylinder within Long Range, 40' high and with a radius of 40' per hit die, remaining for 1 minute per hit die. In a Rain Storm, Torrential Downpour, or Overwhelming Winds, this instead activates instantly, and all creatures other than itself are treated as though one Size Category lower by the winds. Venomoth may choose which way the wind moves, as with the spell Control Winds. At fifteen hit dice, it increases to Tornado strength winds. The Save DC is either that of the wind, or 10 + half Venomoth's hit dice + its Charisma Bonus, whichever is better. This is a [Flying] [Wind] attack.

At 14 hit dice, its Charisma increases by 2 and it learns Rainbow Powder
Rainbow Powder (Su): once per hour, Venomoth may unleash a cloud of fine, multi-coloured glittery powder that extends ten feet from it in all directions. All in the area are rendered Blind for one round, and then randomly afflicted with one of the following (roll 1d8 for each creature or group of identical creatures, re-rolling an 8):
Red: 1d4 [Fire] damage per hit die with a Reflex Save for half, failing the save resulting in being Burned
Orange: 1d6 Acid [Bug] damage per hit die with a Fortitude Save for half
Yellow: 1d4 [Electricity] damage per hit die with a Reflex Save for half, failing the save resulting in three rounds of Paralysis
Green: Poison causing 1d6 Constitution damage immediately, then being Sickened for ten rounds (Fortitude negates)
Blue: 1d4 Cold [Ice] damage per hit die with a Fortitude Save for half, with a failed save resulting in being Frostburned
Indigo: 1d4 [Psychic] damage per hit die with a Will Save for half, with a failed save resulting in Confusion for one minute
Violet: [Ghost] effect forcing the target to attempt a Will Save, failure resulting in them being banished to another random plane for 2d6 rounds
Any Save DC is 10 + half its hit dice + its Constitution Bonus. At 20 hit dice, double all dice of damage, including Constitution damage. This is a [Bug] [Powder] effect, however any damage dealt is the listed type and thus deals more or less damage accordingly for the type.

At 15 hit dice, it learns Maximum Moth Dust
Maximum Moth Dust (Su): once per minute, Mega Venomoth may use Tailwind even if it is "on cooldown", and additionally create a 50' radius cloud of fog anywhere within the area. The fog will be moved in the direction the wind blows, and any creature that spends any time in the area, even if the fog moves completely across it in a turn, must attempt a Fortitude Save (DC 8 + half its hit dice + its Constitution Bonus) or be Nauseated for one round.

Mega Evolution: when Venomoth becomes Mega Venomoth, its ninjutsu becomes much more mentally focused, and it is surrounded in clouds of mystic fog and power. Its Typing changes to Psychic and Poison, meaning it is weak against Dark, Ghost and Ground attacks and resists Fairy, Fighting, Grass and Poison attacks. Additionally, its Dexterity, Constitution, Wisdom, Charisma and Natural Armour each increase by 4, and its [Pokebility] becomes Psychic Surge.

Psychic Surge (Su): the area surrounding Mega Venomoth, out to thirty feet, becomes Psychic Terrain, lasting for as long as it is in the area and for three rounds afterwards.

Tutor Moves:
Acid Spray (Ex): once per five rounds, the pokemon may spray deadly acid out in a Breath weapon, albeit only in a 25' Cone. All in the area suffer 1d4 points of Acid damage per 3 hit dice it has (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Constitution Bonus). Additionally, this acid softens various protections for those who fail the saving throw, granting them a penalty to Armour Class, Damage Reduction and Saving Throws equal to the number of damage dice rolled, for 1 minute. This is a [Poison] [Ballistic] attack.

Air Cutter (Su): with a Full Round Action, the pokemon can unleash a slashing blade of air out in a 20' Cone. A single Ranged Touch Attack is made, with a Critical Threat Range of 18-20, and deals 1d6 damage per 3 hit dice (round up). This is a [Blade] [Wind] [Flying] attack.

Confuse Ray (Su): with a Standard Action once per 3 rounds, the pokemon may unleash an eerie light to disorient and overwhelm the mind of a foe. Being a ray, this is resolved with a Ranged Touch Attack out to 60 feet, and on a successful hit the opponent is rendered Confused for 2d4 rounds. However, a creature confused by this may attempt a Will Save (DC 10 + half Crobat's hit dice + its Charisma Bonus) at the start of every turn to end the effects early. This is a [Ghost] attack.

Defog (Su): with a Full Round Action at will, the pokemon may unleash a powerful wave of air from its wings, clearing all mist or fog within 250 feet. This is a [Flying] ability.

Energy Ball (Su): with a Standard Action once per minute, the pokemon may unleash a glowing ball of green life energy infused with chlorophyl. This is resolved as a Ranged Touch Attack out to Medium Range, and deals 1d6 damage per hit die. In harsh sunlight, it can be used at will. This is a [Ballistic] [Grass] attack.

Night Shade (Sp): once per minute, the pokemon 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.

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.

Psychic Noise (Su): once per minute, the pokemon may release devastating psychic waves that rattle cellular matter and cripple the body's healing capabilities. This uses a Standard Action, and affects a creature within Medium Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit die + its Charisma Bonus). Failure results in the target being unable to regain hit points or gain temporary hit points in any way for three turns, as well as deactivating Regeneration for that duration so that all damage suffered is actual hit point damage. This is a [Sound] [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.

Sludge Wave (Su): once per hour, the Pokemon may use a Standard Action to unleash a powerful wave of toxic sludge. The wave begins adjacent, and is 10 feet wider than the Pokemon (so extends five feet out either side) and twenty feet high. It then launches forward as a Line, out to forty feet before disippating. This deals 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the save are also knocked backwards until they leave the Area, and knocked Prone. If they collide with an object that stops their movement, they suffer an additional 1d6 Bludgeoning damage for every 5' of movement prevented. Creatures damaged by this are also subject to Poison: the Save DC is the same as the Reflex Save, the Primary damage is 1d8 Constitution damage, and the Secondary damage is 2d6 Constitution damage. This also leaves the entire area coated in a Caustic Mire effect (same DC) for one minute. This is a [Poison] attack.

Struggle Bug (Ex): at will, the Pokemon may use a Standard Action to shake about and not only batter the opponent's body, but fluster and overwhelm their mind. This is resolved as a Slam attack that deals 1d8 damage for a Medium creature, plus its Strength Bonus, and on a successful hit causes the target to suffer a -2 Penalty to any Save DC for 3 rounds. This is a [Bug] attack.

U-Turn (Ex): with a Full Round Action, the Pokemon may charge a target and deliver one natural weapon attack (even if it can normally make multiple attacks on a charge), and then withdraw the remaining distance after delivering the attack, as though using the Spring Attack feat. If it ends the movement in the same square as, or adjacent to, its pokeball, it may retreat into it and end its turn that way. This is a [Bug] attack, even if its natural weapon normally isn't.

Venoshock (Su): once per minute, the Pokemon may use a Standard Action to blast an opponent with magical poison that makes other poison more dangerous. The target suffers 1d4 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target is already afflicted with Poison, Sickening, Nausea or any condition as a result of Poison, it instead deals 2d4 damage per hit die, causes 2 points of Constitution Damage, and if they are afflicted with a Poison that has Secondary Damage, they instantly suffer the Secondary Damage. This does not end the duration of the Poison, so they might very well suffer the damage again at the end of the duration. This is a [Poison] attack.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Castform
Tiny Elemental [Air], CR 2
11 12 13 11 14 12
2d8+2 (11 HP), Init +5, Speed 10' Fly 20' (Average)
BAB/Grab: +1/-7
-Slam +6 (1d4)
AC: 15 (+2 Size, +1 Dexterity, +2 Natural Armour), Flat 14, Touch 13
Fort +4 Ref +4 Will +2
Feats: Weapon Finesse (B), Improved Initiative
Skills: Spot +7, Survival +7
Special Attacks: Water Gun, Ember, Powder Snow, Rock Blast, Sand Attack
Special Qualities: Normal Pokemon Traits, Forecast
Rare Traits: Amnesia, Clear Smog, Cosmic Power, Future Sight
Tutor Moves: Aurora Veil, Chilling Water, Defog, Earthquake, Energy Ball, Frost Breath, Ice Beam, Icy Wind, Scald, Scorching Sands, Shadow Ball, Solar Beam, Thunder, Thunder Bolt, Thunder Wave, Water Pulse
Advancement: 3+ hit dice (Tiny)
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Ref, 2 + Int skill points

This creature drifts slowly through the air, almost looking like a small cloud that has strayed too low.

Normal Traits: Castform can be affected as though an Animals, even though it lacks the Animal Type. It is weak against [Fighting] attacks, and is considered Immune to [Ghost] attacks, always resisting them in its normal state. Castform is completely immune to the [Ghost] attacks of creatures that are not manifest on the same Plane it is - Ethereal creatures must manifest in order to target it with [Ghost] attacks. It is also immune specifically to possession (but not simple mind control and domination).

Water Gun (Su): with a Standard Action, Castform can fire a high-pressure blast of water from its mouth, hitting like a fire hose. This reaches out to 25 feet and requires a Ranged Touch Attack. If it hits, the target suffers 1d6 Bludgeoning damage. If the target is on fire, the fire is doused, and it also clears any fires out of that 5' cube, soaking it sufficiently to prevent most fires from starting there. This is a [Water] [Ballistic] attack.

Ember (Su): with a Standard Action, Castform can exhale a spray of embers and sparks from its mouth. This requires a Standard Action, and reaches out to 25 feet. If it succeeds on a Ranged Touch Attack, the target suffers 1d8 points of Fire damage, and must attempt a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or catch fire. This is a [Fire] attack, and causes objects and terrain to ignite.

Powder Snow (Su): with a Standard Action, Castform can exhale a puff of soft, powdery (but still very cold) snow from its mouth. This requires a Standard Action, and reaches out to 25 feet. If it succeeds on a Ranged Touch Attack, the target suffers 1d8 points of Cold damage, and must attempt a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or suffer a -4 Dexterity Penalty for one minute. This is an [Ice] attack.

Rock Blast (Ex): with a Full Round Action, Castform may unleash a flurry of rock chunks at targets within 30 feet. It makes the same number of attacks, at the same penalties, as a PHB Monk of equal level performing a Flurry of Blows. Each one deals 1d3 damage for a Tiny creature, plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Rock] attack.

Sand Attack (Ex): with a Standard Action, Castform standing on the ground can kick sand and dust at a creature within 10 feet. They must succeed on a Reflex Save (DC 10 + half its hit dice + its Dexterity Bonus) or be rendered Blind for 3 rounds. This is a [Ground] effect.

Forecast (Su): in any kind of weather, Castform's form changes. It hail or snow, its Type changes to [Ice]. In harsh sunlight or extremely harsh sunlight, its Type changes to [Fire]. In Overwhelming Winds, its Type changes to [Flying]. In Rain or a Torrential Downpour, its Type changes to [Water]. In a Sandstorm, its Type changes to [Rock]. At night, and under a Moonlit Night effect, its Type changes to [Dark] and [Fairy]. This changes its resistances, weaknesses, immunities and certain other traits - and in some cases means the weather also benefits it. Furthermore, in any of these weather types, its Ability Scores and Natural Armour all increase by 2. They return to normal when it changes back to Normal - when the weather ends. This is a [Pokebility].

Rare Traits:
Amnesia (Su): a rare Castform may, with a Standard Action, deliberately forget all of its worries in life. It just stops caring about problems, and as such gains a +8 Resistance Bonus to Will Saves, and the Slippery Mind ability of a Rogue. These last for one minute. This is a [Psychic] effect.

Clear Smog (Su): once per five rounds, a rare Castform may use a Standard Action to exhale a barely visible smog cloud. This is a 5' radius cloud that starts adjacent to it, then moves away in a straight line at a speed of 20 feet per round for 3 rounds. Anything in the area suffers 1d12 damage with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus), and anything that fails the save is also cleared of all Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as Nausea or Burns) that are neither permanent nor ongoing modifiers caused by equipment. This is a [Poison] effect and a gas.

Cosmic Power (Su): with a Full Round Action at will, a rare Castform may call upon the great cosmos to protect it. This grants it a +2 Luck Bonus to all saving throws for the next minute. Using this again before the duration expires resets the duration and increaases the Bonus to +4, and future uses merely reset the duration. Additionally, while benefiting from Cosmic Power, Castform is immune to harmful planar traits. This is a [Psychic] effect.

Future Sight (Sp): once per day, a rare Castform may cast Final Destination. The Save DC is 8 + half its hit dice + its Charisma Bonus. This is a [Psychic] attack.



At 3 hit dice, it learns Headbutt and Gust
Headbutt (Ex): with a Standard Action, Castform may unleash a Slam attack that has a base damage of 1d4 for a Tiny creature, plus one and a half times its Strength Bonus. On a Critical Hit, a struck target falls Prone from the impact. If this is used as a Readied Action, a struck target must succeed on a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round.

Gust (Su): once per five rounds, with a Standard Action, an airborne Castform may unleash a Gust of Wind effect, as the spell. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Flying], [Wind] attack.

At 4 hit dice, it learns Rain Dance, Sunny Day and Snowscape
Rain Dance (Su): with a Full Round Action once per hour, Castform may dance about and summon the rains. If there are already clouds overhead, this takes effect immediately, otherwise it starts raining at the end of its next turn as clouds must first gather. For the next three rounds (in naturally dry environments), one minute (in normal environments) or minute per hit die (in damp environments where it was likely to soon rain anyway), the weather becomes rain out to a one mile radius. This is a [Water] [Dance] effect.

Sunny Day (Su): once per day per 5 full hit dice (minimum 1), Castform may change the weather to harsh sunlight out to a one mile radius, for one round per hit die. If it is night, this instead only affects a 10' radius spread, though it will still Dispel any magically created weather effects out to one mile. This is a [Fire] effect.

Snowscape (Su): once per day per 5 full hit dice (minimum 1), Castform may cast Blizzard (It's Cold Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is an [Ice] effect.

At 5 hit dice, every Ability Score increases by 1 and it learns Weather Ball
Weather Ball (Su): with a Standard Action at will, Castform may unleash a compressed sphere of atmospheric energy with a Ranged Touch Attack to Medium Range. This deals 1d8 Bludgeoning damage per 2 hit dice and is a [Normal] effect. In harsh sunlight, it is a [Fire] attack that deals 1d6 damage per hit die. In heavy rain, it is a [Water] attack that deals 1d6 damage per hit die. In a sandstorm, it is a [Ground] attack that deals 1d6 damage per hit die. In snow or hail, it is an [Ice] attack that deals 1d6 damage per hit die. In overwhelming winds, it is a [Flying] attack that deals 1d6 damage per hit die. If no other weather applies and it is night time, this is a [Dark] attack that deals 1d6 damage per hit die. Theoretically, the planar hellscapes of D&D could create other effects such as [Poison] in acid rain, and any such transformation increases the damage to 1d6 per hit die. This is a [Ballistic] attack regardless.

At 6 hit dice, it learns Sandstorm and Moonlit Night
Sandstorm (Su): once per day per 5 full hit dice, Castform may cast Sandstorm (It's Hot Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Ground] effect.

Moonlit Night (Sp): once per hour, Castform may darken the skies with a Standard Action, shrouding the area within 500 feet in shadowy illumination for one minute, suppressing any effects caused by sunlight. Additionally, the area is treated as being under a full moon for the purpose of all effects such as lycanthropy and certain [Fairy] abilities. This is a [Dark] effect.

At 7 hit dice, it learns Hydro Pump, Fire Blast and Blizzard
Hydro Pump (Su): once per hour, Castform may use a Full Round Action to fire a massive blast of high-pressure water from its mouth. This affects a 120' long Line, and deals 1d6 damage per hit die with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Struck targets are also subject to a Bullrush - with no Size bonus, but able to push targets of any Size (though they still gain a Size bonus or penalty of their own). It uses Castform's Charisma Bonus in place of Strength for this, and can push more than 5 feet. The entire area is also soaked thoroughly, putting any fires out. This is a [Water] attack.

Fire Blast (Su): once per hour, Castform can unleash a 60' radius explosion of fire as a Blast in Medium Range. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail their saving throw are Burned. In harsh sunlight, a Reflex Save merely halves the damage, and creatures that fail the save catch fire as well as being burned. In any other kind of weather that isn't clear skies, creatures get a +4 Bonus on the saving throw. This is a [Fire] attack that destroys most terrain.

Blizzard (Su): once per hour, Castform can spend a Standard Action weaving a massive collection of ice and snow, and crush a 60' radius Blast within Medium Range. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail their saving throw are Frostburned. In snow or hail, a Reflex Save merely halves the damage, and creatures that fail the save are frozen solid, as an Icy Prison effect. In any other kind of weather that isn't clear skies, creatures get a +4 Bonus on the saving throw. This is an [Ice] attack.

At 8 hit dice, it learns Ominous Wind and Moonblast
Ominous Wind (Su): once per hour, Castform may exhale a foul, eerie Gust of Wind as a breath weapon. This also deals 1d6 damage per 2 hit dice (round up, maximum 4d6 damage), and for every 6 rolled, Castform may apply a +2 Enhancement Bonus to an ability score of its choice for one minute. This is a [Wind] [Ghost] attack.

Moonblast (Su): once per three rounds, Castform can unleash a powerful blast of magical energy from the moon, a 10' radius Blast anywhere in Medium Range that deals 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw also suffer 2 points of Charisma damage. When directly under the light of a full moon, the Blast is Widened. This is a [Fairy] attack.

At 9 hit dice, it learns Hurricane, Liquidation and Fire Spin
Hurricane (Su): once per hour, Castform may spend a Standard Action whipping up a powerful windstorm, and at the start of its next turn, it creates Hurricane strength winds in a cylinder within Long Range, 40' high and with a radius of 40' per hit die, remaining for 1 minute per hit die. In a Rain Storm, Torrential Downpour, or Overwhelming Winds, this instead activates instantly, and all creatures other than itself are treated as though one Size Category lower by the winds. Castform may choose which way the wind moves, as with the spell Control Winds. At fifteen hit dice, it increases to Tornado strength winds. The Save DC is either that of the wind, or 10 + half Castform's hit dice + its Charisma Bonus, whichever is better. This is a [Flying] [Wind] attack.

Liquidation (Su): at will, Castform may pull water into the shape of a massive weapon and codswallop a foe with it, using a Standard Action. This is resolved as a melee attack, and has the damage and critical value of a Maul sized one category larger than normal for Castform (1d8, 20/x3), ignoring all Hardness and Damage Reduction. Additionally, a struck target suffers a -2 Penalty to Armour Class and loses all Hardness and Damage Reduction until the end of Castform's next turn. For every 4 full hit dice Castform has, the weapon gains a +1 Enhancement Bonus to attack and damage rolls, increases the size of the penalty by 1, and rolls an extra damage die - so when first gained, it has a +2 Enhancement bonus and rolls 3d8 base damage, and deals a -4 Penalty to Armour Class. This is a [Water] attack.

Fire Spin (Su): once per hour, Castform can use a Full Round Action to whirl up and unleash a fire tornado. This creates a blaze adjacent to Castform that is the same Size, except twice as tall with a minimum of 10' (so 10' tall and filling a 5' square normally but a theoretical Colossal Castform would create a 40x40' square that is 80' tall). This then travels 20' directly away from Castform, and will continue to do so every round for 1d4 rounds, plus one per 3 hit dice (round up) before petering out. If exposed to water, it ceases instantly. Anything that touches the flames suffers 1d8 Fire damage per 4 hit dice of Castform (round up) and, if the same size as Castform or smaller, must succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or be pulled in. Those that are pulled into the fire remain trapped until rescued by some stronger effect or the tornado ends. Flying creatures are allowed an additional Reflex Save each round to escape into an adjacent space (same DC) as a Move Action. Every round something remains trapped in the tornado, they suffer the Fire damage again, and while they can act normally (save for being unable to leave, carried with the flaming winds), they suffer a -4 Penalty to Dexterity, a -2 Penalty on attack rolls, and must succeed on a Concentration check (DC 10 + Charmeleon's hit dice + Spell Level) to cast a spell. A fire tornado can only hold as many creatures as actually fit in its area. This is a [Fire] attack, and pretty much incinerates plant-based terrain and melts snow and ice.

At 10 hit dice, it learns Freeze-Dry, Shore Up and Moonlight
Freeze-Dry (Su): with a Standard Action once per hour, Castform can direct its cold essence at a 30' radius spread in Medium Range, and freeze all the moisture out of the air - and the creatures within. This deals 1d6 Cold damage per hit die, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the save by more than 4 points (such as the Save DC being 20 and the target rolling 15 or lower) is Frostburned unless they are Water Type Pokemon, in which case they are frozen solid as the Entomb spell. This is an [Ice] attack, however this is Super-Effective against [Water] Pokemon instead of being Not Very Effective. As such, against Kingdra (Water/Dragon) it would be Super-Effective instead of Neutral, against Goldeen it would be Super-Effective instead of Not Very Effective, and against Lapras (Water/Ice) it would be Neutral instead of Not Very Effective.

Shore Up (Su): once per minute, Castform may pull sand and dust from its surroundings to heal its strange elemental body. This uses a Full Round Action, and in normal conditions it restores 1d8 hit points per 2 hit dice. In a sandstorm, it heals 1d6 hit points per hit die. In rain, hail or snow, it only restores 1d6 hit points per 2 hit dice. This is a [Ground] effect, and doesn't work if it is more than 10 feet from the ground.

Moonlight (Su): once per hour, Castform may call healing light down from the moon. This uses a Full Round Action, and if indoors it replicates a Cure Light Wounds effect. If outdoors during the day, it replicates Cure Serious Wounds, or Cure Moderate Wounds if the weather isn't calm. At night, this instead heals 1d6 HP per hit die, downgraded to 1d4 per hit die if the weather isn't calm, upgraded to 1d8 per hit die if there is a full moon overhead (if both apply at the same time, it remains 1d6 per hit die). This is a [Fairy] effect.

At 11 hit dice, it learns Aurora Dance, Stone Edge and Night Daze
Aurora Dance (Su): once per hour, Castform may perform a mystical dance with a Full Round Action, wreathing itself in the magic of an Aurora Polaris and drawing strength from the snow and ice. This only functions when the weather is snowing or hailing, and grants the Pokemon a +2 Enhancement Bonus to every Ability Score, as well as a +1 Resistance Bonus to all Saving Throws, a +1 Deflection Bonus to Armour Class and a +1 Enhancement Bonus to its natural weapons, for the next minute. This is a [Dance] [Ice] effect.

Stone Edge (Ex): once per minute, Castform may use a Standard Action to target a creature within Close Range, and cause jagged shards of rock to explode from underneath it. This is resolved as a Ranged Attack (not a Touch Attack), and a successful hit deals 1d6 damage per hit die, plus its Strength Bonus. This has a Critical Threat of 18-20, and is a [Blade] [Rock] attack.

Night Daze (Su): once per minute, Castform may unleash a shockwave of magical darkness that blinds and disorients foes. This uses a Standard Action and reaches out to a 10' radius. All in the area suffer 1d8 damage per 2 hit dice and are Blind and Dazed for two rounds, with a successful Will Save (DC 10 + half its hit dice + its Charisma Bonus) reducing the damage by half and reducing the effect to Blind for one round. At night, or under a Moonlit Night effect, this increases the damage to 1d6 per hit die and the range increases to 20 feet, and in the case of a failed saving throw, the blindness lasts for 3 rounds. This is a [Dark] effect.

At 12 hit dice, every Ability Score increases by 1 and it learns Dark Pulse
Dark Pulse (Su): once per five rounds, Castform may use a Standard Action to unleash a burst of malevolent energy, out in a wave. This is an emanation out to Close Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the saving through is Staggered for one round. This is a [Ballistic] [Dark] effect.

At 13 hit dice, its Natural Armour increases by 2 (and by another 6 when Forecast is active) and it learns Tailwind
Tailwind (Su): with a Full Round Action, Castform may flap its cloudy essence extra hard and call upon the storms to grant a great tailwind. This sets the direction and strength of the wind (at Castform's choice), without being able to create actual damaging storms, for the next minute. During that time, all movement speeds and projectile ranges moving in that direction are doubled, whereas those moving in the opposite direction are halved. This affects a five hundred foot radius, and can be performed once per hour. This is a [Flying], [Wind] effect.

At 14 hit dice, it learns Frozen Terrain, Burning Terrain, Sandy Terrain and Swamp Terrain
Frozen Terrain (Su): once per minute, Castform may flash-freeze the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Grease (or effects that reference Grease in how they function), Web (mundane or magical), or plant-based terrain (mundane or magical). This instantly destroys the effect, and then causes the same area to be frozen for three rounds, functioning as a Frost Fall effect (DC 10 + half its hit dice + its Charisma Bonus). If any of the above effects are cast on the area before the rounds expire, the effect fails and the three rounds reset. This is an [Ice] effect.

Burning Terrain (Su): once per minute, Castform may ignite the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Grease (or effects that reference Grease in how they function[/i], Web (mundane or magical), Obscuring Mist, Fog Cloud, icy ground, snow drifts or plant-based terrain (mundane or magical). This instantly destroys the effect (in the case of snow or ice, melting it to create water and ending this effect instantly with no further effect), and then causes the same area to be on fire for three rounds, causing 1d6 damage (as though from a [Fire] attack) to all that enter the area. If any of the above effects are cast on the area before the flames go out, the effect fails and the three rounds reset. This is a [Fire] effect.

Sandy Terrain (Su): once per minute, Castform may look at the ground within Medium Range, and cover it with loose sand. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Grease (or effects that reference Grease in how they function), Web (mundane or magical), or plant-based terrain (mundane or magical). This instantly destroys the effect, and then causes the same area to be covered in dust and loose sand for three rounds, functioning as Softsand (It's Hot Outside, page 26). If any of the above effects are cast on the area before the rounds expire, the effect fails and the three rounds reset. This is a [Ground] effect, and is cleared away by any [Wind] effect in the area.

Swamp Terrain (Su): once per minute, Castform may flood the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Grease (or effects that reference Grease in how they function), Web (mundane or magical), or plant-based terrain (mundane or magical). This instantly destroys the effect, and then causes the same area to be deluged in a swamp for three rounds, functioning as a Deep Bog (DMG, page 88), and increasing the DC of any Poison or Disease in the area by 2. If any of the above effects are cast on the area before the rounds expire, the effect fails and the three rounds reset. This is a [Water] effect.


At 15 hit dice, it learns Maximum Weather Event
Maximum Weather Event (Su): once per minute, Mega Castform may unleash its Weather Ball as a 30' radius Blast within Medium Range. Instead of making an attack roll, targets simply take damage, with a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) for half. Furthermore, on a failed saving throw, different adverse effects are suffered depending on the weather: if this becomes a [Fire] attack, a failed saving throw results in being Burned. If it becomes an [Ice] attack, a failed saving throw results in being Frostburned. If this becomes a [Ground] attack, a failed saving throw results in being rendered Blind for 3 rounds. If this becomes a [Water] attack, a failed saving throw results in being Nauseated for one round. If this becomes a [Dark] attack, a failed saving throw results in the target becoming Frightened for three rounds. This is still a [Ballistic] attack with a Type that varies based on the weather.


Mega Evolution: upon becoming Mega Castform, the creature becomes larger, a massive whirl of clouds that very quickly reshapes into clusters of elemental weather energy based on what is happening around it. Its Wisdom and Charisma each increase by 4, every other Ability Score increases by 2, and its Natural Armour increases by 4 as well. Additionally, its [Pokebility] changes to Power of Astrophysics.

Power of Astrophysics (Su): this [Pokebility] functions the same as Forecast, except with even greater effect. In any form other than Normal, Mega Castform gains a +5 Deflection Bonus to Armour Class and +5 Resistance Bonus to Saving Throws (these increase to +7 in a Torrential Downpour, Extremely Harsh Sunlight or Overwhelming Winds).
When in fiery form with the [Fire] Type, it does not gain the usual increase to Constitution, but all energy damage it deals increases by 1 point per die.
When in liquid form with the [Water] Type, it cannot be rendered Drowsy, Burned, Asleep, Frostburned, Paralysed, Dazed, Stunned, Frozen, Diseased, Poisoned, Shaken, Sickened, Frightened, Cowering, Panicked or Nauseated.
When in dusty rock form with the [Rock] Type, it gains a 50% Miss Chance due to Concealment.
When in snowball form with the [Ice] Type, the Damage Reduction from snow or hail is doubled, and it gains Fast Healing of 5 in snow, and Fast Healing 15 in hail or blizzard-strength snow.
When in moonlit form with the [Fairy] and [Dark] Types, it gains a single Mirror Image every round, though they all vanish when its Type changes.
When a tornado of air with the [Flying] Type, any time it is within the area of a [Wind] effect it becomes Hasted for three rounds.

Tutor Moves:

Aurora Veil (Su): when the surrounding weather is snow or hail, the Pokemon may use a Standard Action once per hour to call up a magical wall of fascinating light. This functions as a Wall of Light spell, however any creature attacking through it that cannot see through it deals half damage. Any effect that can destroy (or bypass) Reflect or Light Screen affects this the same. This is an [Ice] effect.

Chilling Water (Su): with a Standard Action at will, the Pokemon may unleash a rush of icy cold water at an opponent. This deals 1d6 Cold damage per hit die, to a maximum of 5d6, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). A failed saving throw also results in the target being Fatigued, which can stack up to Exhaustion. This is a [Water] attack.

Defog (Su): with a Full Round Action at will, the Pokemon may unleash a powerful wave of air from its wings, clearing all mist or fog within 250 feet. This is a [Flying] ability.

Earthquake (Su): once per hour, the Pokemon may cast Earthquake, however the damage (not including Non-Lethal damage for being trapped) is 1d6 per hit die, any Save DC is 10 + half its hit dice + its Constitution Bonus, and anything considered Immune to [Ground] attacks can never be trapped in the fissures. This is a [Ground] attack.

Energy Ball (Su): with a Standard Action once per minute, the pokemon may unleash a glowing ball of green life energy infused with chlorophyl. This is resolved as a Ranged Touch Attack out to Medium Range, and deals 1d6 damage per hit die. In harsh sunlight, it can be used at will. This is a [Ballistic] [Grass] attack.

Frost Breath (Su): once per three rounds, the pokemon can unleash a mighty breath weapon, a Cone that reaches out to Close Range and deals 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw catch on cold fire (like normal fire except Cold damage) if they are not subject to Critical Hits. If they fail the save and are subject to Critical Hits, they suffer from Frostburn. This is an [Ice] attack that freezes the surface of water.

Ice Beam (Su): once per three rounds, the pokemon may use a Standard Action to unleash a beam of super-cold frosted air at a target in Long Range. This is resolved with a Ranged Touch Attack, and deals 1d6 Cold damage per hit die. A struck target must also succeed at a Fortitude Save (DC 8 + half its hit dice + its Charisma Bonus) or be encased in ice, as per the Icy Prison spell. This is an [Ice] attack.

Icy Wind (Su): once per three rounds, the Pokemon may use a Standard Action to exhale a chilling wave of air. This functions as a Gust of Wind effect, however it also deals damage equal to its hit dice to all in the area (halved if they succeed on the Fortitude Save), and on a failed Save, afflicted creatures suffer a -4 Penalty to Dexterity for 3 rounds. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is an [Ice] attack and a [Wind] effect.

Scald (Su): once per minute, the Pokemon may unleash a burst of boiling water that burn and blister the skin. This extends out to a 30' Cone, dealing 1d6 damage per hit die (maximum 15d6) with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the Reflex Save must then succeed at a Fortitude Save (same DC) or be Burned. This is a [Water] attack.

Scorching Sands (Su): once per minute, the Pokemon may unleash a burst of superheated sands that burn and abrade the skin. This functions as a Scalding Mud effect, except instead of the ongoing damage, creatures that fail the Reflex Save must succeed at a Fortitude Save (same DC) or be Burned. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Ground] attack.

Shadow Ball (Sp): once per three rounds, the Pokemon may use a Standard Action to launch a sphere of terrifying spectral essence out to Medium Range. This hits all in a 10' radius Burst, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Furthermore, on a failed saving throw, targets suffer one temporary Negative Level (lasting one hour), or two if they are Weak against the attack. This is a [Ballistic] [Ghost] attack.

Solar Beam (Su): with a Full Round Action, the Pokemon can absorb light energy around it, providing it is not in utter darkness. In harsh sunlight or on the Plane of Radiance or Positive Energy Plane, or in the same round as being hit by [Light] damage, this only takes a Swift Action. Upon gathering the energy, this can be unleashed as a Standard Action before the end of its next turn. Unleashing this fires an intense beam of light, still powered by the energy of plants, as a Ranged Touch Attack out to Medium Range. If this hits, it deals 1d10 damage per hit die and the target must make a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Blinded for one round. In snow, hail, rain, fog, partial darkness or sandstorms, this only deals 1d6 damage per hit die. This is a [Grass] effect.

Thunder (Su): once per hour, the Pokemon may use a Full Round Action to summon a mighty blast of destructive lightning from the skies. This creates a 10' radius Column anywhere in Medium Range, with a height of "from the cloud level to the ground". All in the area suffer 1d10 Electricity damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Failure results in the targets being Paralyzed for one round per hit die. In rain, the Save DC is 4 higher, but in harsh sunlight or a sandstorm, it is 4 lower. This is an [Electric] attack.

Thunderbolt (Su): once per three rounds, the Pokemon may unleash a blast of electricity that functions as the spell Lightning Bolt, except there is no cap on the damage and the Save DC is 10 + half its hit dice + its Charisma Bonus. Those that fail the saving throw are Staggered for one round if they only failed by 1-3, and are Stunned for 2 rounds if they failed by more than this amount. This is an [Electric] attack.

Thunder Wave (Su): with a Standard Action at will, the Pokemon may unleash electromagnetic waves in a Cone that is 15' long (and therefore 15' wide at the furthest point). All in the area must succeed at a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Paralyzed for one round, plus 1 more round for every 5 points by which they fail the save. This is an [Electric] effect.

Water Pulse (Su): once per minute, the Pokemon can unleash a powerful burst of water that hits with incredible hydrostatic pressure. This uses a Standard Action, and targets the first target in a 30' long Line if smaller than Medium (60' if it grows to Medium or Large, 90' if it grows to Huge or Gargantuan, and 120' if it becomes bigger than that). The target takes 1d8 damage per 2 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target suffers any damage, they must also pass a Will Save (same DC) or become Confused for one round per hit die. This is a [Ballistic] [Water] attack.
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Koumei
Serious Badass
Posts: 13970
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Re: Pokedex Redone

Post by Koumei »

Starting the eeveelutions here. I swear to Arceus, if they add Dirteon or Toxeon or whatever for 11Gen Pokemon Cheese & Pokemon Winston...

Eevee
Tiny Magical Beast, CR 1/2
9 12 11 4 12 11
1d8+1 (5 HP), Init +1, Speed 20'
BAB/Grab: +0/-9
-2 Claws +3 (1d2-1)
AC: 14 (+2 Size, +1 Dexterity, +1 Natural Armour), Flat 13, Touch 13
Fort +0 Ref +3 Will +3
Feats: Weapon Finesse (B), Toughness
Skills: Survival +5
Special Attacks: Covet, Sand Attack
Special Qualities: Normal Pokemon Traits, Adaptability, Helping Hand
Rare Traits: Anticipation, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Protect, Stored Power, Substitute, Take Down
Advancement: 2-7 hit dice (Tiny); almost always evolves into one of many different creatures at 8 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Ref and Will, 2 + Int skill points

The creature you see before you is basically a fox, except extra fluffy.

Normal Traits: Eevee can be affected as though an Animal, but does not get the usual traits of Animals. It is weak against [Fighting] attacks, and is considered Immune to [Ghost] attacks, always resisting them. Eevee is completely immune to the [Ghost] attacks of creatures that are not manifest on the same Plane as it is - Ethereal creatures must manifest in order to target it with [Ghost] attacks. It is also immune specifically to possession (but not simple mind control and domination).

Covet (Ex): upon succeeding with a natural weapon attack, Eevee may elect not to apply any other secondary effects from Special Attacks, and instead make a Steal Combat Maneuver check, as though its Base Attack Bonus equalled its hit dice, and with its choice of Strength or Dexterity. This is a [Normal] attack.

Sand Attack (Ex): with a Standard Action, an Eevee standing on the ground can kick sand and dust at a creature within 10 feet. They must succeed on a Reflex Save (DC 11) or be rendered Blind for 3 rounds. The Save DC is Dexterity-based. This is a [Ground] effect.

Adaptability (Ex): whenever Eevee uses a damaging attack, ability or natural weapon that shares a Type with it (typically a [Normal] attack), the attack's base damage is doubled - this includes static bonuses but not extra dice, and this base damage is still multiplied on a critical hit - for instance an attack that would deal 1d6+3 damage and has a x2 Critical would become 2d6+6 and, on a Critical hit, would deal 4d6+12 damage. This is a [Pokebility].

Helping Hand (Su): when Eevee uses the Aid Other action, it grants a +4 Bonus, and this applies to Attack rolls, opposed checks, Save DC and Caster Level for the first ability used by the recipient on their next turn, as well as Empowering any damage rolled. This is a [Normal] effect.


Rare Traits:
Anticipation (Su): the rare Eevee with this [Pokebility] is particularly aware of threats and dangers. In the first round of combat, or the first round after it emerges from its pokeball, it has a 50% Miss Chance against damaging effects. Additionally, it knows if any enemy within 60 feet possesses a Super-Effective attack or a [Death] effect.

Curse (Su): Curse (Su): an Eevee with this ability may curse itself - a strange idea, but one that can be of benefit. This is a Standard Action that can be performed once per hour, and causes Eevee to be Slowed for ten minutes. For the same duration, it gains a +4 Enhancement Bonus to Strength, Constitution and Natural Armour. This is an actual curse so can be removed in the usual ways, but is also a [Ghost] effect. If it passes this to a [Ghost] creature, or indeed gains the [Ghost] Subtype, this works completely differently: it can cast Bestow Greater Curse at will, but takes damage equal to double its hit dice total every time it does so.

Double Kick (Ex): with a Full Round Action, a rare Eevee may unleash a pair of kicks at a given foe. This is resolved as two primary Slams (1d3 + Strength Bonus for a Tiny creature) at its highest attack bonus, both against the same target. This is a [Fighting] attack.

Tickle (Ex): with a Standard Action, a rare Eevee may attempt a Touch Attack to tickle an adjacent creature, making their concentration a lot harder. For the purpose of Concentration checks and spellcasting, they are treated as Pinned during their next turn, and additionally, they suffer a -4 Morale Penalty to attack and damage rolls, and to their Armour Class, for three rounds. This is a [Normal] effect.

Yawn (Su): the rare Eevee may use a Standard Action to yawn, passing the yawn to another creature within 50 feet. The creature automatically becomes Drowsy for three rounds, and if they do not spend a Full Round Action on their next action yawning and clearing their head, they then must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or fall Asleep for one minute. This is a [Normal] effect.


At 2 hit dice, it learns Tail Wag and Quick Attack
Tail Wag (Ex): by using an Immediate Action at will in response to being attacked by a foe who flanks it, Eevee can wag its tail about and not only deny the foe the benefits of Flanking, but also gain a +5 Dodge Bonus to Armour Class against that attack. This is a [Normal] effect.

Quick Attack (Ex): once per three rounds, Eevee may make a Claw attack as a Swift or Immediate Action, whichever it chooses.

At 3 hit dice, it learns Baby-Doll Eyes and Cheer Up
Baby-Doll Eyes (Ex): Eevee may stare at an attacker with its innocent puppy eyes with an Immediate Action. If it does so, the attacker suffers a Morale Penalty on the attack and damage roll, of -1 per 4 hit dice Eevee has (round up). This is a [Fairy] effect.

Cheer Up (Su): once per day, Eevee may cast Good Hope as a [Normal] effect.

At 4 hit dice, it learns Swift & Refresh
Swift (Su): with a Standard Action at will, Eevee can unleash multiple star-shaped beams of light that home unerringly on their target. Once per five rounds, it may produce an effect identical to Magic Missile, save that it is not a [Force] effect and in fact is a [Normal] attack, so bad against ghosts.

Refresh (Su): once per hour, Eevee can use a Full Round Action to remove all harmful afflictions from itself that could be removed by a Heal effect, aside from the hit point damage. This is a [Normal] effect.

At 5 hit dice, it learns Bite & Evoboost
Bite (Ex): Eevee gains a primary Bite attack one die type larger than normal for its Size (1d4 for Tiny), made as a [Dark] attack. Any time it bites a foe with an Attack of Opportunity, the target must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately.

Evoboost (Su): once per day, Eevee may draw power from those around it, awakening its evolutionary potential by resonating with nearby creatures that have already evolved from Eevee. With a Full Round Action, it powers up, gaining a +4 Enhancement Bonus, assigned to an ability score of its choice, for each of the following creatures (maximum 6 for all six ability scores) within 100 feet: Vaporeon, Flareon, Jolteon, Espeon, Umbreon, Glaceon, Leafeon, Sylveon. This lasts for ten minutes, unless all eight of the creatures are within range, in which case it lasts for one hour. This is a [Normal] effect, and when Eevee evolves, it loses this ability.

At 6 hit dice, it learns Copycat & Palette of Friends
Copycat (Su): once per hour, Eevee may think back to the previous round, and use whichever attack was used most recently - by anyone within 30 feet - in this timeframe. It uses the same action as the emulated ability, and uses its own ability scores etc. This is a [Normal] effect, although the ability copied might not be.

Palette of Friends (Su): once per minute, Eevee may use a Standard Action to unleash a special ray of energy out to Medium Range, resolved with a Ranged Touch Attack. This normally deals 1d6 damage as a [Normal] effect, however it is powered up by the presence of other pokemon within 30 feet: every other Type adds 1d6 and adds their Type to it (so being within 30' of a Charizard, a Pikachu with Trick or Treat used on it, Espeon and Haunter would add 6d6 damage and the [Fire], [Flying], [Electric], [Ghost], [Psychic] and [Poison] types). Against a given target, the damage is dealt as though it were the most effective of the given types. This attack is lost when Eevee evolves.

At 7 hit dice, it learns Baton Pass & Maximum Cuddle
Baton Pass (Su): at will, Eevee 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.

Maximum Cuddle (Ex): at the end of any turn in which Eevee is in a grapple, whether as the attacker or defender, its foe suffers 1d12 points of Non-Lethal Damage per 4 full hit dice it has, or 1d12 per 2 hit dice against a Mega-Evolved Pokemon, and must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Fascinated for 1 round. This is a [Normal] attack, and is lost when Eevee evolves.

If Eevee does not evolve further, and just continues to advance as Eevee, then at 8, 11, 14, 17 and 20 hit dice, its Dexterity and Charisma increase by 2, at 9, 12, 15 and 18 hit dice, its Wisdom and Constitution increase by 2, and at 10, 13, 16 and 19 hit dice, its Natural Armour increases by 1 and its Strength increases by 2. Additionally, at 10, 15 and 20 hit dice it automatically learns one Tutor Move of choice, chosen from those it can normally learn.

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Vaporeon
Small Magical Beast [Amphibious], CR 8
9 12 17 4 14 17
8d10+32 (76 HP), Init +1, Speed 20' Swim 30'
BAB/Grab: +6/+1
-Bite +8 (1d6-1)
AC: 16 (+1 Size, +1 Dexterity, +4 Natural Armour), Flat 15, Touch 12
Fort +5 Ref +7 Will +10
Feats: Weapon Finesse (B), Toughness, Iron Will, Ability Focus: Water Pulse
Skills: Survival +13
Special Attacks: Covet, Sand Attack, Quick Attack, Swift, Bite, Water Pulse, Muddy Water
Special Qualities: Water Pokemon Traits, Water Absorb, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Haze
Rare Traits: Hydration, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Flip Turn, Chilling Water, Rain Dance
Advancement: 9+ hit dice (Small)
Hit Dice: 1d10 HP, Medium BAB, Good Ref and Will, 2 + Int skill points

This creature looks like a cross between a dog, a cat and a fish. It's really a cat-like face, but with a big fish tail and a certain dogginess all around. It could quite possibly be made of water.

Water Traits: Vaporeon is always treated as having the [Water] Subtype, but does not have the usual traits of it, or the Elemental Type. It is weak against [Electric] and [Grass] attacks, and resists [Fire], [Ice], [Steel] and [Water] attacks.

Water Pulse (Su): once per minute, Vaporeon can unleash a powerful burst of water that hits with incredible hydrostatic pressure. This uses a Standard Action, and targets the first target in a 30' long Line (60' if it grows to Medium or Large, 90' if it grows to Huge or Gargantuan, and 120' if it becomes bigger than that). The target takes 1d8 damage per 2 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target suffers any damage, they must also pass a Will Save (same DC) or become Confused for one round per hit die. This is a [Water] attack.

Muddy Water (Su): once per hour, Vaporeon may use a Standard Action to unleash a wave of what is just about water, but could easily be called mud. The wave begins adjacent, and is 10 feet wider than Vaporeon (so extends five feet out either side) and twenty feet high. It then launches forward as a Line, out to forty feet before disippating. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the save are also knocked backwards until they leave the Area, and knocked Prone. If they collide with an object that stops their movement, they suffer an additional 1d6 Bludgeoning damage for every 5' of movement prevented. Creatures damaged by this are also Blinded for 3 rounds, though a Full Round Action can be spent wiping their eyes clear. This is a [Water] attack.

Water Absorb (Ex): instead of merely resisting [Water] attacks, Vaporeon is healed by them, as the water simply adds to its own watery body. Whenever Vaporeon is subject to such an attack, it suffers no damage, penalties or other effects and instead regains lost hit points equal to 1d12 plus its hit dice. Simply being in rain does not provide enough water to heal, but being submerged in water or a Torrential Downpour grants Fast Healing 5. This is a [Pokebility].

Haze (Su): once per five rounds, Vaporeon may use a Standard Action to exhale a gentle light haze across the field, either as a 60' Cone or everywhere in a 30' radius of itself. This clears away all magical hazards (as well as hazards created by Pokemon Attacks, such as Web and Stealth Rock), and also clears out any Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as Nausea or Burns) to creatures in the area that are neither permanent nor ongoing modifiers caused by equipment. For instance, drinking a potion of Bull's Strength and having Mage Armour cast on you would be wiped away, but wearing a belt of Strength would not be affected. This is an [Ice] effect.

Rare Traits:
Hydration (Su): if Eevee had Anticipation, then upon becoming Vaporeon its [Pokebility] becomes Hydration: whenever in rain or Torrential Downpour, or submerged in water, Vaporeon is completely healed of all status conditions and afflictions except for hit point damage, and cannot be given such conditions either.

At 9 hit dice, it learns Acid Armour & Aurora Beam
Acid Armour (Su): with a Standard Action once per minute, Vaporeon may change the elemental consistency of its body, increasing the acidity while not becoming a full-on Ooze. For the next five rounds, it gains a +5 Resistance Bonus to Reflex and Will Saves, a semi-amorphous form that grants a +10 Racial Bonus on Escape Artist checks, Acid Resistance 20, and the Engulf ability of a Gelatinous Cube, affecting creatures of equal or smaller size, dealing 1d6 Acid damage plus potential Paralysis. Every aspect of this ability is a [Poison] effect.

Aurora Beam (Su): with a Standard Action once per three rounds, Vaporeon may release an amazing ray of spectacular chilling light. This is resolved as a Ranged Touch Attack out to Close Range, and on a successful hit it deals 1d8 damage per 2 hit dice. A struck target must also succeed at a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or suffer 2 points of Strength Damage. This is an [Ice] attack.

At 10 hit dice, it learns Hydro Pump & Aqua Ring
Hydro Pump (Su): once per hour, Vaporeon may use a Full Round Action to fire a massive blast of high-pressure water from its mouth. This affects a 120' long Line, and deals 1d6 damage per hit die with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Struck targets are also subject to a Bullrush - with no Size bonus, but able to push targets of any Size (though they still gain a Size bonus or penalty of their own). It uses Vaporeon's Charisma Bonus in place of Strength for this, and can push more than 5 feet. The entire area is also soaked thoroughly, putting any fires out. This is a [Water] attack.

Aqua Ring (Su): once per hour, Vaporeon can summon a circle of healing water around itself like a wet halo. This remains in effect for one minute per hit die, restoring 1 HP every round for the duration. This is a [Water] ability.

At 11 hit dice, its Charisma increases by 2 and it learns Mist & Last Resort
Mist (Ex): with a Standard Action, Vaporeon can replicate an Obscuring Mist effect. This can be used once per five rounds, and is an [Ice] effect.

Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Vaporeon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.

At 12 hit dice, it learns Hypnosplash, Swamp Terrain & Yawn
Hypnosplash (Su): once per 3 rounds, Vaporeon may use a Standard Action to splash a creature within Close Range. This is resolved as a Ranged Touch Attack, dealing 1d6 damage plus its Charisma Bonus, and if hit, the target must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Drowsy for three rounds. This is a [Water] attack.

Swamp Terrain (Su): once per minute, Vaporeon may flood the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Grease (or effects that reference Grease in how they function), Web (mundane or magical), or plant-based terrain (mundane or magical). This instantly destroys the effect, and then causes the same area to be deluged in a swamp for three rounds, functioning as a Deep Bog (DMG, page 88), and increasing the DC of any Poison or Disease in the area by 2. If any of the above effects are cast on the area before the rounds expire, the effect fails and the three rounds reset. This is a [Water] effect.

Yawn (Su): Vaporeon may use a Standard Action to yawn, passing the yawn to another creature within 50 feet. The creature automatically becomes Drowsy for three rounds, and if they do not spend a Full Round Action on their next action yawning and clearing their head, they then must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or fall Asleep for one minute. This is a [Normal] effect.

At 13 hit dice, its Constitution increases by 2 and it learns Cleanse Away & Bouncy Bubble
Cleanse Away (Su): once per 5 rounds, Vaporeon may grant every adjacent creature besides itself a Cure Serious Wounds effect, as a Standard Action.

Bouncy Bubble (Sp): with a Full Round Action once per minute, Vaporeon may unleash a powerful wobbly bubble of magical water at a target within Close Range. This is resolved with a Ranged Touch Attack, and if successful it deals 1d6 damage per hit die as a [Water] attack. Afterwards, providing it hit, Vaporeon makes a Ranged Touch Attack against itself (and may deny itself its Dexterity Bonus if it wishes), and on a successful hit it regains lost hit points equal to half the damage dealt.

At 14 hit dice, it learns Refreshing Rain & Hyper Whirlpool
Refreshing Rain (Su): whenever the weather is raining, Vaporeon may use a Standard Action to enchant the rain and make it magical. All creatures exposed to the rain are granted a Cure Moderate Wounds effect. This is a [Water] effect.

Hyper Whirlpool (Su): once per day, Vaporeon may use a Full Round Action to create a Minor or Major Maelstrom (its choice) in a body of water within Long Range, providing the body is big enough to contain it. At 18 hit dice, it may instead create a Greater Maelstrom, and at 20 hit dice it may create an Immense Maelstrom that ejects targets into the Elemental Plane of Water. This lasts for one round per hit die, and is a [Water] attack.

At 15 hit dice, its Wisdom increases by 2 and it learns Maximum Torrent

Maximum Torrent (Su): once per minute, Mega Vaporeon may unleash a special variation of Hydro Pump that covers the entire area, in addition to Mega Vaporeon's space, in Swampy Terrain for 3 rounds.

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Mega Evolution:
When Vaporeon becomes Mega Vaporeon, it becomes a sturdier, more resilient-looking ooze-blob, kind of like a seal perhaps. Its Constitution and Wisdom each increase by 6, and its Charisma and Natural Armour increase by 4 each. Its Pokebility becomes Deluge.

Deluge (Su): when underwater, or at least half-submerged in water, or standing in Swampy Terrain, Mega-Vaporeon has Damage Reduction 10/- and Regeneration 5 (overcome by [Electric] and [Grass] attacks). This is a [Pokebility].

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Flareon
Small Magical Beast [Fire], CR 8
17 12 9 4 17 14
8d8 (36 HP), Init +1, Speed 20'
BAB/Grab: +8/+7
-Bite +12 (1d6+4)
AC: 15 (+1 Size, +1 Dexterity, +3 Natural Armour), Flat 14, Touch 12
Fort +1 Ref +7 Will +11
Feats: Weapon Finesse (B), Toughness, Iron Will, Power Attack
Skills: Survival +14
Special Attacks: Fire Fang, Bite, Smog, Fire Spin, Covet, Sand Attack, Quick Attack, Swift
Special Qualities: Fire Pokemon Traits, Flash Fire, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass
Rare Traits: Guts, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Sunny Day, Scorching Sands, Fire Blast, Iron Tail
Advancement: 9-15 hit dice (Small); 16+ hit dice (Medium)
Hit Dice: 1d8 HP, Good BAB, Good Ref and Will, 2 + Int skill points

This fluffy-tailed dog resembles a fire, if you squint. Perhaps it's like a fox, or a pomeranian.

Fire Traits: Flareon is weak against [Ground], [Rock] and [Water] attacks, and resists [Bug], [Fairy], [Fire], [Grass], [Ice] and [Steel] attacks. It suffers no damage from being set on fire, suffers no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be Burned.

Flash Fire (Su): if Flareon is hit by a [Fire] attack, whether or not the attack normally does damage, it deals the minimum possible damage to Flareon (before Resistance) and has no other effects on it, and additionally amplifies its own heat. If it unleashes a [Fire] attack on its own following turn, the attack deals an extra 2 points of damage per die rolled. This is a [Pokebility].

Fire Fang (Su): Flareon may augment its Bite attack to deal an additional 1d6 points of Fire damage for every 4 hit dice it has (round up). This will set combustible things on fire and even pre-cook a lot of meals. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or suffer a Burn. A target will always catch fire on a Critical Hit. This is a [Fire] attack.

Smog (Ex): with a Standard Action once per 3 rounds, Flareon may unleash exhaust fumes at a target in Close Range. This deals 1d12 damage, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save the target is also poisoned, with Primary and Secondary damage of 3d6 additional hit point damage, as well as being Sickened for one minute. This is a [Poison] attack and a gas.

Fire Spin (Su): once per hour, Flareon can use a Full Round Action to whirl up and unleash a fire tornado. This creates a blaze adjacent to Flareon that is the same Size, except twice as tall with a minimum of 10' (so 10' tall and filling a 5' square normally and when Medium). This then travels 20' directly away from Flareon, and will continue to do so every round for 1d4 rounds, plus one per 3 hit dice (round up) before petering out. If exposed to water, it ceases instantly. Anything that touches the flames suffers 1d8 Fire damage per 4 hit dice of Flareon (round up) and, if the same size as Flareon or smaller, must succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or be pulled in. Those that are pulled into the fire remain trapped until rescued by some stronger effect or the tornado ends. Flying creatures are allowed an additional Reflex Save each round to escape into an adjacent space (same DC) as a Move Action. Every round something remains trapped in the tornado, they suffer the Fire damage again, and while they can act normally (save for being unable to leave, carried with the flaming winds), they suffer a -4 Penalty to Dexterity, a -2 Penalty on attack rolls, and must succeed on a Concentration check (DC 10 + Flareon's hit dice + Spell Level) to cast a spell. A fire tornado can only hold as many creatures as actually fit in its area. This is a [Fire] attack, and pretty much incinerates plant-based terrain and melts snow and ice.


Rare Traits:
Guts (Ex): if Eevee had Anticipation, then upon evolving its [Pokebility] is Guts. It doesn't suffer the reduced damage output when Frostburned, although it still takes damage as normal. In addition, whenever it is Burned, Drowsy, Asleep, Anchored, Paralyzed, Frostburned, Poisoned, Diseased, Confused, Charmed, Stunned, Fascinated, Dazed, Petrified, Sickened, Nauseated, Shaken, Cowering, Frightened, Panicked or Cursed, or suffering Bleed damage, its Strength score is considered to be 8 points higher. Note that some of these conditions still prevent it from taking any kind of action.

At 9 hit dice, it learns Scary Face & Burst Tail
Scary Face (Ex): with a Standard Action once per minute, Flareon may activate a form of Gaze attack that works for one round - all creatures that can see it must pass a Will Save against a [Fear] effect (DC 10 + half its hit dice + its Charisma Bonus) or be Slowed with fear for three rounds. This is a [Normal] ability.

Burst Tail (Su): whenever Flareon uses its Tail Wag ability, the attacker catches fire with no saving throw. This is a [Fire] attack.

At 10 hit dice, it learns Flare Blitz & Sizzly Slide
Flare Blitz (Su): at will, Flareon may use a Full Round Action to charge a foe, ending with a Slam that has a base damage of 1d6 Bludgeoning for a Small creature, plus one and a half times the user's Strength Bonus. Additionally, it deals 1d10 Fire damage per hit die, plus its Charisma Bonus as a flat bonus, and the target must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or suffer a Burn. This causes Flareon to suffer "recoil" damage equal to the amount of Bludgeoning damage dealt, plus an amount equal to its hit dice total. This also releases an explosion on impact, incinerating most terrain within ten feet. This is a [Fire] attack.

Sizzly Slide (Ex): once per minute, when Flareon makes a 5' step, it may scorch a target that is adjacent to the square it moves to - the foe is instantly Burned with no saving throw. This is a [Fire] attack.

At 11 hit dice, its Strength increases by 2 and it learns Last Resort & Play With Fire
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Flareon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.

Play With Fire (Sp): at will, Flareon may use a Standard Action to move and control any fires within Medium Range. Any ongoing [Fire] effect or area of flames within this range can be moved up to 5' away per hit die, likewise if one creature is on fire, the flames may be moved to a different target - the burning target is no longer on fire, and the new target catches fire if they fail a Reflex Save (DC 10 + half Flareon's hit dice + its Charisma Bonus).

At 12 hit dice, it learns Flame Screen & Superpower
Flame Screen (Su): once per hour, Flareon may cast Wall of Fire, however it is even more defensive: any projectile that moves through the Wall is destroyed harmlesslyif it is nonmagical, and is Resisted if it is magical. Natural weapons with reach made through this are also Resisted, with the attacker taking damage normally from the Wall, and purely supernatural effects that pass through the Wall (such as spells and many Pokémon attacks) are Resisted - this is a single degree of Resistance, so cancels normally with Weakness. This is a [Fire] effect.

Superpower (Ex): with a Full Round Action at will, Flareon may slam into a foe at full force, putting all of its fighting spirit into one big attack. This is resolved as a Slam attack that deals 2d6 damage plus one and a half times its Strength Bonus (for a Small creature), and grants a free Bullrush attempt on a successful hit. Flareon does not move with the target when doing this, but may still knock the target further away than 5 feet. Upon performing this, Flareon becomes Fatigued, or upgrades fatigue to Exhaustion until it rests for an hour. This is a [Fighting] attack.

At 13 hit dice, its Wisdom increases by 2 and it learns Scorching Column & Temper Flare
Scorching Column (Sp): once per hour, Flareon can cast Scorching Column as a [Fire] attack.

Temper Flare (Ex): once per three rounds, Flareon can unleash fire all around itself, angry about the unfairness of the universe. This hits every adjacent creature 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 Flareon 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 Flareon 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.

At 14 hit dice, it learns Raging Fury & Burning Terrain
Raging Fury (Su): once per hour, Flareon may use a Swift Action to enter a fearsome fiery rage. The rage lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the exertion catches up with it and it becomes Fatigued until it rests, and Confused for three rounds. During the rage, it gains a +2 Morale Bonus to attack rolls and Fort and Will Saves, but takes a -2 Penalty to Armour Class and Ref Saves, it can make a Full Attack as a Standard Action, and each attack becomes a [Fire] attack and deals an extra 2d6 damage, +1d6 at 15 and 20 hit dice. It also gains a +10 Bonus on all Break Attempts, can make a single Break Attempt once per round as a Free Action, and is treated as one Size Category larger for the purpose of all Size-based manoeuvres. Entering a raging fury is a [Fire] effect.

Burning Terrain (Su): once per minute, Flareon may ignite the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Grease (or effects that reference Grease in how they function[/i], Web (mundane or magical), Obscuring Mist, Fog Cloud, icy ground, snow drifts or plant-based terrain (mundane or magical). This instantly destroys the effect (in the case of snow or ice, melting it to create water and ending this effect instantly with no further effect), and then causes the same area to be on fire for three rounds, causing 1d6 damage (as though from a [Fire] attack) to all that enter the area. If any of the above effects are cast on the area before the flames go out, the effect fails and the three rounds reset. This is a [Fire] effect.

At 15 hit dice, its Charisma increases by 2 and it learns Maximum Detonation
Maximum Detonation (Ex): once per minute, Mega Flareon may unleash a Temper Flare that is unleashed in a 30' radius Blast, and causes Burning Terrain in the entire area. All in the area that take damage must then attempt a Reflex Save (same DC as the Fortitude Save), with success resulting in them being ejected from the Area and standing directly outside it, and failure resulting in them falling Prone within the area.

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Mega Evolution:
When Flareon becomes Mega Flareon, it grows even bigger and fluffier, with the tips of its fur and whiskers glowing with fire. Its Strength and Natural Armour each increase by 2, its Wisdom and Charisma each increase by 4, and its Dexterity increases by 8. Its Pokebility becomes Turboblaze.

Turboblaze (Su): The attacks of Mega Flareon completely ignore the [Pokebility] of the target when it would be beneficial to do so - its Fire attacks still deal more damage to those with Dry Skin, but would not do reduced damage to those with Flash Fire or Thick Fat, and its attacks would not trigger Cursed Body for instance. Additionally, Dragon Pokémon do not Resist its [Fire] attacks (although other Types resist it normally so a Water/Dragon one would still have Resistance). This is a [Pokebility].

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Jolteon
Small Magical Beast, CR 8
12 17 9 4 14 17
8d8 (36 HP), Init +7, Speed 30'
BAB/Grab: +6/+3
-Bite +8 (1d6+1)
AC: 16 (+1 Size, +3 Dexterity, +2 Natural Armour), Flat 13, Touch 14
Fort +1 Ref +11 Will +8
Feats: Weapon Finesse (B), Toughness, Improved Initiative, Lightning Reflexes
Skills: Survival +13
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Thunder Shock, Thunder Wave, Double Kick, Pin Missile
Special Qualities: Electric Pokemon Traits, Volt Absorb, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass
Rare Traits: Quick Feet, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Electric Terrain, Volt Switch, Shadow Ball, Rain Dance
Advancement: 9+ hit dice (Small)
Hit Dice: 1d8 HP, Medium BAB, Good Ref and Will, 2 + Int skill points

This spiky fox is bright yellow, almost like its hair is made of conductive wires.

Electric Traits: Jolteo is weak against [Ground] attacks, and resists [Electric], [Flying] and [Steel] attacks. It cannot be Staggered or Paralyzed. It can generate sufficient electricity to power machines up to Small Size, such as a desktop computer.

Thunder Shock (Su): with a Standard Action, Jolteon can electrify a nearby foe, dealing 1d6 Electricity damage to a target within 15 feet. This damage is halved on a successful Reflex Save (DC 10 + half its hit dice + its Charisma Bonus). This is an [Electricity] effect.

Thunder Wave (Su): with a Standard Action at will, Jolteon may unleash electromagnetic waves in a Cone that is 15' long (and therefore 15' wide at the furthest point). All in the area must succeed at a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Paralyzed for one round, plus 1 more round for every 5 points by which they fail the save. This is an [Electric] effect.

Double Kick (Ex): with a Full Round Action, Jolteon may unleash a pair of kicks at a given foe. This is resolved as two primary Slams (1d4 + Strength Bonus for a Small creature) at its highest attack bonus, both against the same target. This is a [Fighting] attack.

Pin Missile (Ex): with a Full Round Action, Jolteon may unleash a hail of needle-like hairs 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.

Volt Absorb (Su): Jolteon does not take damage or other harmful effects from [Electric] attacks. Instead, any time it is subject to such an attack, it regains hit points equal to its hit dice total, and it has Fast Healing 1 when standing on Electric Terrain. This is a [Pokebility].

Rare Traits:
Quick Feet (Ex): if Eevee had Adaptibility before evolving, as Jolteon it has Quick Feet for its [Pokebility]. Any time Jolteon suffers from a status condition, it is Hasted.

At 9 hit dice, it learns Agility & Bug Buzz
Agility (Su): by focusing as a Full Round Action, Jolteon can cast Cat's Grace on itself at will. This is a [Psychic] effect.

Bug Buzz (Ex): once per five rounds, Jolteon may buzz extra loud, unleashing a Cone out to Close Range as a Standard Action. All in the area suffer 1d6 Sonic damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This also deals 1 point of Wisdom damage per 3 hit dice (round up), which is also halved on a successful save. This is a [Sonic] [Bug] effect.

At 10 hit dice, it learns Thunder & Energize
Thunder (Su): once per hour, Jolteon may use a Full Round Action to summon a mighty blast of destructive lightning from the skies. This creates a 10' radius Column anywhere in Medium Range, with a height of "from the cloud level to the ground". All in the area suffer 1d10 Electricity damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Failure results in the targets being Paralyzed for one round per hit die. In rain, the Save DC is 4 higher, but in harsh sunlight or a sandstorm, it is 4 lower. This is an [Electric] attack.

Energize (Su): with a Standard Action once per 5 rounds, Jolteon may add electrical energy to another Pokemon within 50 feet. They gain Electric Pokemon Traits for 3 rounds, and on their next turn, may act faster - if an ability requires a Full Round Action to use normally, it instead requires a Standard Action, and if an ability requires a Standard or Move-Equivalent Action to use normally, it instead requires a Swift Action. This is an [Electricity] effect.

At 11 hit dice, its Dexterity increases by 2 and it learns Last Resort & Stun Needle
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Jolteon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.

Stun Needle (Su): once per minute, Jolteon may partially electrify its Pin Missile. This changes the damage per needle to 1d6 plus half its Charisma Bonus (round down), and a creature hit by one or more needles suffers a -4 Penalty to Attack rolls, Armour Class and Saving Throws for one round. This is still a [Bug] attack.

At 12 hit dice, it learns Discharge & Attract Current
Discharge (Su): with a Standard Action at will, Jolteon may unleash a blast of lightning all around it. This extends out as a 30' radius Burst, dealing 1d6 Electricity damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw are Staggered for one round. This is an [Electric] attack.

Attract Current (Su): with an Immediate Action once per minute, Jolteon may redirect electricity towards itself - if an [Electric] attack could target it, it now does, or if the Area of Effect could be placed to include it, it now does (so it can cause something to rotate a cone in a different direction, but couldn't extend the cone further than its maximum range). If this successfully draws electricity to Jolteon, it gains a Heroism effect for 3 rounds. This is an [Electric] effect.

At 13 hit dice, its Charisma increases by 2 and it learns Electromagnetic Wall & Rising Voltage
Electromagnetic Wall (Sp): once per hour, Jolteon can cast Wall of Fire, except as an [Electric] effect, dealing Electricity damage instead of Fire. Additionally, all physical projectiles and [Steel] attacks are completely negated if they travel through it, and Steel Pokémon that move through are Slowed for 3 rounds.

Rising Voltage (Su): once per five rounds, Jolteon may pull electrical power up from the ground into the sky. All creatures within a 5' radius 30' tall Column within Close Range suffer 1d4 Electricity damage per hit die, unless it targets an area of Electric Terrain, in which case the Column rises from the entire area of terrain and its Charisma bonus is added to every die of damage. Either way, a successful Reflex Save halves the damage (DC 10 + half its hit dice + its Charisma Bonus). This is an [Electric] attack.

At 14 hit dice, it learns High Voltage & Flash Ray
High Voltage (Su): once per hour, or at will by dismissing a Heroism effect on itself, Jolteon may use a Swift Action to release extra energy into the surrounding atmosphere. Until the start of its next turn, everything with Ground Pokemon Traits within 100 feet loses those traits in regards to [Electric] attacks, and additionally, all [Electric] attacks in the area are treated as being in Electric Terrain - with the exception of the expanded Area of Rising Voltage. This is an [Electric] effect.

Flash Ray (Su): once per hour, Jolteon may use an Immediate Action to move up to 30 feet away via Teleportation. This is an [Electric] effect.

At 15 hit dice, its Wisdom increases by 2 and it learns Maximum Thunder Rumble
Maximum Thunder Rumble (Sp): once per minute, Mega Jolteon may cast Chain Lightning as an [Electric] attack (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the Reflex Save must then pass a Will Save (same DC) or be Stunned for 1 round.

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Mega Evolution:
When Jolteon becomes Mega Jolteon, its hairs become longer and spikier, with its eyebrows looking more like antennae. Its Strength increases by 2, its Dexterity, Constitution and Wisdom each increase by 4 and its Charisma increases by 6. Its Pokebility becomes Electric Surge.

Electric Surge (Su): the area surrounding Mega Jolteon, out to thirty feet, becomes Electric Terrain. This lasts for as long as it is in the area, and for three rounds afterwards. This is a [Pokebility].

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Espeon
Small Magical Beast, CR 8
8 17 9 8 14 17
8d8-8 (28 HP), Init +7, Speed 30'
BAB/Grab: +3/-2
-Bite +7 (1d6-1)
AC: 15 (+1 Size, +3 Dexterity, +1 Natural Armour), Flat 12, Touch 14
Fort +1 Ref +9 Will +10
Feats: Weapon Finesse (B), Improved Initiative, Iron Will, Ability Focus (Psychic)
Skills: Survival +13, Concentration +10, Listen +13
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Confusion, Power Swap
Special Qualities: Psychic Pokemon Traits, Synchronise, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Morning Sun, Psych-Up
Rare Traits: Magic Bounce, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Psychic Terrain, Stored Power, Expanding Force, Psychic Noise, Gravity
Advancement: 9+ hit dice (Small)
Hit Dice: 1d8 HP, Poor BAB, Good Ref and Will, 4 + Int skill points

What stands before you is something between a cat, a fox, and an alien. It has wide black eyes, a red gem on its forehead, two tails, and radiates faint pinkish light.

Psychic Traits: Espeon is weak against [Bug], [Dark] and [Ghost] attacks, and resists [Fighting] and [Psychic] attacks. It can communicate with other intelligent creatures within 100 feet via Telepathy, and is considered to have the [Psionic] Subtype.

Synchronize (Su): any time another creature afflicts Espeon with any kind of status condition, they must also save against the effect (at the same DC). If there was no saving throw for the effect, they do not get one and are just affected. This does not bypass any immunities to conditions they might have. This is a [Pokebility].

Confusion (Sp): with a Standard Action once per hour, Espeon may unleash a psychic blast of energy that fries the synapses of all in a 10' radius Burst within Medium Range. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are Confused for one round per hit die. This is a [Mind-Affecting] [Psychic] effect.

Power Swap (Su): once per hour, Espeon may target another creature in 60 feet with a Standard Action, and forcibly swap its offensive power with them. For the next minute, exchange Espeon's Strength score (after any modifiers) with that of the target, and likewise exchange their Charisma scores. At the end of this, the scores are swapped back - any changes to the scores in the meantime (such as taking Ability Damage) are also swapped. The effects of this can be cancelled for one creature and not the other (such as by walking into an Anti-Magic Field), reverting them to their normal scores but not affecting the other. This is a [Psychic] attack.

Morning Sun (Su): once per minute, Espeon may use a Full Round Action to focus on absorbing light and air to heal itself. In normal light, this restores 1d8 hit points per 2 hit dice. In rain, hail, snow or sandstorms, or indoors or heavily overcast conditions or shadowy illumination, it only restores 1d6 hit points per two hit dice. In total darkness, it only restores 1d8 hit points. In strong sunlight or better, it restores 1d6 hit points per hit die. This is a [Normal] effect.

Psych-Up (Su): with a Standard Action once per hour, Espeon may look at another creature within 60 feet and focus on them, working itself up to match them. Espeon then gains every Deflection, Resistance, Enhancement or Morale Bonus or Penalty that the target has, which remain for the next minute. This is a [Psychic] effect.

Rare Traits:
Magic Bounce (Su): if Eevee had Adaptability as its [Pokebility], then upon evolving, it has Magic Bounce. An Espeon with this is completely Immune to attacks and effects that do not directly cause damage, and indeed if the attack is not resolved as an Area of Effect, it bounces back at the attacker. If Espeon enters an ongoing Area of Effect, it is still unaffected.

At 9 hit dice, it learns Psychic & Confuse Ray
Psychic (Sp): once per minute, Espeon may use a Standard Action to target one creature within Medium Range and blast them with overwhelming psychic energy that hammers on their brain. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also Dazed for one round. This is a [Mind-Affecting] [Psychic] attack.

Confuse Ray (Su): with a Standard Action once per 3 rounds, Espeon may unleash an eerie light to disorient and overwhelm the mind of a foe. Being a ray, this is resolved with a Ranged Touch Attack out to 60 feet, and on a successful hit the opponent is rendered Confused for 2d4 rounds. However, a creature confused by this may attempt a Will Save (DC 10 + half Espeon's hit dice + its Charisma Bonus) at the start of every turn to end the effects early. This is a [Ghost] attack.

At 10 hit dice, it learns Future Sight & Sunlight Veil
Future Sight (Sp): once per day, Espeon may cast Final Destination. The Save DC is 8 + half its hit dice + its Charisma Bonus. This is a [Psychic] attack.

Sunlight Veil (Su): when the surrounding weather is strong sunlight, Espeon may use a Standard Action once per hour to conjure a magical wall of brilliant light. This functions as a Wall of Light spell, however any creature attacking through it that cannot see through it deals half damage. Any effect that can destroy (or bypass) Reflect or Light Screen affects this the same. This is a [Fire] effect.

At 11 hit dice, its Charisma increases by 2 and it learns Last Resort & Psyshock
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Espeon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.

Psyshock (Sp): once per minute, Espeon may use a Standard Action to hammer a creature with telekinetic energy (and assorted hurled objects). This targets one foe within Medium Range, dealing 1d6 damage per hit die, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Force] [Psychic] attack.

At 12 hit dice, it learns Psychic Report & Glitzy Glow
Psychic Report (Sp): Espeon may cast Arcane Sight at will, but can end the effect with a Full Round Action to instead cast Identify or Legend Lore. This is a [Psychic] effect.

Glitzy Glow (Sp): once per hour, Espeon can use a Standard Action to unleash a blast of bright psychokinetic energy. This creates a Wall of Light effect, however any creature attacking through it that cannot see through it treats all targets as having half Cover. Furthermore, the instant it is placed, every creature adjacent to the wall suffers 1d6 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Psychic] attack that is affected by strong sunlight as though it were a [Fire] attack.

At 13 hit dice, its Wisdom increases by 2 and it learns Solar Revelation & Psychic Solaire
Solar Revelation (Sp): Espeon gains the following Spell-Like Abilities as [Psychic] effects: at will - Invisibility Purge; 1/hour - True Seeing, Symbol of Revelation; 1/day - Find the Path, Scrying

Psychic Solaire (Su): once per minute, Espeon may grasp a foe with psionic energy and lift them helplessly into the air. This functions as Grasping Hand (using its Charisma as though it were a Sorcerer), and any foe grappled by this is held above the ground and automatically fails all Reflex Saves for the duration. This is a [Psychic] attack.

At 14 hit dice, it learns Psychic Loop & Solar Flash
Psychic Loop (Su): once per hour, Espeon may cast Chain Lightning with a Save DC of 10 + half its hit dice + its Charisma Bonus, and dealing damage as a [Force] effect. This is a [Psychic] attack.

Solar Flash (Sp): once per day, Espeon may cast Sunburst with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Fire] attack.

At 15 hit dice, its Intelligence increases by 2 and it learns Maximum Mindstorm
Maximum Mindstorm (Su): once per minute, Mega Espeon may unleash a blast of powerful psionic energy out to a 60' radius. Everything (other than itself) in the area suffers 1d6 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This additionally creates Psychic Terrain in the area for 3 rounds, and those that fail the saving throw are Stunned for one round. This is a [Psychic] attack.

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Mega Evolution:
When Espeon becomes Mega Espeon, its eyes grow even wider, with the forehead "gem" opening into another eye, and its ears grow even longer. It starts to radiate bright light as well. Its Charisma increases by 6, its Dexterity, Intelligence and Wisdom each increase by 4, and its Constitution increases by 2. Its [Pokebility] changes to Wit's End.

Wit's End (Ex): whenever Mega Espeon stands in Psychic Terrain, it gains a +5 Resistance Bonus on Reflex and Will Saves, and Improved Evasion.

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Umbreon
Small Magical Beast, CR 8
12 14 17 4 17 9
8d8+32 (68 HP), Init +2, Speed 30'
BAB/Grab: +6/+3
-Bite +9 (1d6+1)
AC: 17 (+1 Size, +2 Dexterity, +4 Natural Armour), Flat 15, Touch 13
Fort +9 Ref +4 Will +11
Feats: Weapon Finesse (B), Improved Toughness, Iron Will, Ability Focus (Snarl)
Skills: Survival +14
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Snarl, Assurance, Confuse Ray
Special Qualities: Dark Pokemon Traits, Synchronise, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Moonlight
Rare Traits: Inner Focus, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Moonlit Night, Thief, Foul Play, Lash Out, Reflect, Light Screen
Advancement: 9+ hit dice (Small)
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Will, 2 + Int skill points

You barely spot a small creature, like a cat crossed with a fox crossed with a shadow. It has big ears, and though most of the body is devoid of light, several circular marks on it glow like moonlight.

Dark Traits: Umbreon is weak against [Bug], [Fairy] and [Fighting] attacks, and resists [Dark] and [Ghost] attacks. It is considered Immune to [Psychic] attacks, always resisting them, and furthermore its mind cannot be read or influenced, as though it had a Mind Blank effect that cannot be dispelled. However it can still be moved by Telekinesis for instance.

Synchronize (Su): any time another creature afflicts Umbreon with any kind of status condition, they must also save against the effect (at the same DC). If there was no saving throw for the effect, they do not get one and are just affected. This does not bypass any immunities to conditions they might have. This is a [Pokebility].

Snarl (Su): with a Standard Action, Umbreon may snarl and rant at an enemy, making disconcerting loud noises. This is unleashed in a 20' Cone, dealing 1d4 damage per hit die to a maximum of 5d4, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). On a failed save, targets also suffer a -2 Morale Penalty to Charisma for three rounds. This is a [Noise] [Dark] attack.

Assurance (Ex): any time Umbreon threatens a foe, if the foe is damaged by anything that is not the Umbreon or an Attack of Opportuniy, it may take an Attack of Opportunity against the target. This is a [Dark] attack.

Confuse Ray (Su): with a Standard Action once per 3 rounds, Umbreon may unleash an eerie light to disorient and overwhelm the mind of a foe. Being a ray, this is resolved with a Ranged Touch Attack out to 60 feet, and on a successful hit the opponent is rendered Confused for 2d4 rounds. However, a creature confused by this may attempt a Will Save (DC 10 + half Umbreon's hit dice + its Charisma Bonus) at the start of every turn to end the effects early. This is a [Ghost] attack.

Moonlight (Su): once per hour, Umbreon may call healing light down from the moon. This uses a Full Round Action, and if indoors it replicates a Cure Light Wounds effect. If outdoors during the day, it replicates Cure Serious Wounds, or Cure Moderate Wounds if the weather isn't calm. At night, this instead heals 1d6 HP per hit die, downgraded to 1d4 per hit die if the weather isn't calm, upgraded to 1d8 per hit die if there is a full moon overhead (if both apply at the same time, it remains 1d6 per hit die). This is a [Fairy] effect.

Rare Traits:
Inner Focus (Ex): if Eevee had Adaptability before evolving, upon becoming Umbreon its [Pokebility] is Inner Focus. It is never Staggered, cannot be Demoralised with the Intimidate skill, and it also automatically succeeds on any Concentration check it is required to make. This is a [Pokebility].

At 9 hit dice, it learns Guard Swap & Dark Pulse
Guard Swap (Su): once per hour, Umbreon may target another creature in 60 feet with a Standard Action, and forcibly swap its defensive power with them. For the next minute, exchange Umbreon's Constitution score (after any modifiers) with that of the target, and likewise exchange their Wisdom scores, and their Natural Armour Bonuses. At the end of this, the scores are swapped back - any changes to the scores in the meantime (such as taking Ability Damage) are also swapped. The effects of this can be cancelled for one creature and not the other (such as by walking into an Anti-Magic Field), reverting them to their normal scores but not affecting the other. This is a [Psychic] attack.

Dark Pulse (Su): once per five rounds, Umbreon may use a Standard Action to unleash a burst of malevolent energy out in a wave. This is an emanation out to Close Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the saving through is Staggered for one round. This is a [Dark] [Ballistic] effect.

At 10 hit dice, it learns Baddy Bad & Mean Look
Baddy Bad (Su): once per hour, Umbreon may focus ill will against attackers with a Full Round Action, and in doing so cast Wall of Force. Additionally, every creature adjacent to the wall when it is created suffers 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Dark] attack, and the wall is treated as that created by the Reflect special ability.

Mean Look (Su): with a Full Round Action, Umbreon can fix its spooky little eyes on a creature that has Line of Sight to it. That foe is then subject to a Dimensional Anchor effect for 1 round per hit die, with no saving throw, and must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be unable to break Line of Sight of its own accord, and unable to move away from Umbreon unless compelled by magic - if afflicted with a [Fear] effect that would cause them to be Frightened or Panicked, they instead Cower for the same duration. These effects also last for 1 round per hit die. This is a [Mind-Affecting] [Fear] [Normal] effect.

At 11 hit dice, its Wisdom increases by 2 and it learns Last Resort & Pursuit
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Umbreon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.

Pursuit (Ex): Umbreon may make an Attack of Opportunity against a target that leaves a threatened square even as a result of Teleportation or being returned to a Pokeball. When it makes an Attack of Opportunity that was provoked by leaving a threatened square, this deals an extra 4d6 damage and is treated as a [Dark] attack.

At 12 hit dice, it learns Dark Gaze & Shadow Cage
Dark Gaze (Su): once per 5 rounds, Umbreon may activate a Gaze Attack with a Free Action that lasts until the start of its next turn. The Reflex Save to avoid meeting its gaze has a DC of 10 + half its hit dice + its Charisma Bonus, and those that fail have their [Pokebility] disabled while in the area. This is a [Dark] effect.

Shadow Cage (Sp): once per day, Umbreon may cast a shadowy version of Force Cage. It has a Will Save to disbelieve (DC 10 + half its hit dice + its Wisdom Bonus), but is still 50% real to those who disbelieve, thus having a 50% chance to stop their movement completely or block effects. If used to make a windowless cell, it is completely dark inside, as the Utterdark spell. This is a [Dark] attack.

At 13 hit dice, its Natural Armour increases by 2 and it learns Moon Mirage & Shadow Drain
Moon Mirage (Su): once per hour, Umbreon may cast Mirror Image, however the twisting mirages can befuddle those that attack. Any target that strikes one of the images must pass a Will Save (DC 10 + half its hit dice + its Wisdom Bonus) or be Confused for 1d4 rounds. This is a [Dark] effect.

Shadow Drain (Su): once per 5 rounds, Umbreon may use a Standard Action to drain the strength and power from another creature in Close Range. If the target fails a Will Save (DC 10 + half its hit dice + its Wisdom Bonus), it suffers 2 points of Strength damage, and then Umbreon regains lost hit points equal to double the target's (newly reduced) Strength score. This cannot heal it above its maximum hit points. This is a [Dark] attack.

At 14 hit dice, it learns Moonlight Fang & Pitch-Black Blade
Moonlight Fang (Su): when using a Standard Action to deliver its Bite attack, Umbreon may elect to have its teeth gleam with ghostly light. The attack is resolved as a Melee Touch Attack, forces the target to revert to their true form if they are transformed in any way, and if the foe had used a Special Attack on their previous turn, that attack is disabled for their next turn. This is a [Dark] [Bite] attack.

Pitch-Black Blade (Sp): once per day, Umbreon may cast a Shadow version of Black Blade of Disaster. It uses its Strength like with a normal weapon, and the Fortitude Save DC is 10 + half its hit dice + its Strength Bonus. The first time something is hit by the blade, they are allowed a Will Save to disbelieve (same DC as above), however it is still 50% real so still deals half damage to nonbelievers. This is a [Dark] [Blade] attack.

At 15 hit dice, its Constitution increases by 2 and it learns Maximum Darkness
Maximum Darkness (Su): once per minute, Mega Umbreon may use a Standard Action to cause the sky to fall, creating a Moonlit Night effect, and cause up to one target per hit die to be struck, suffering 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus).

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Mega Evolution:
When Umbreon becomes Mega Umbreon, it grows larger and bulkier, and becomes even more of a contrast of light and dark. Its Strength increases by 6, its Dexterity, Intelligence and Charisma each increase by 4, and its Wisdom increases by 2. Its [Pokebility] becomes Moonlight Veil.

Moonlight Veil (Su): while in a Moonlit Night effect, or under actual moonlight, Mega Umbreon suffers half damage from all direct attacks, and has no Weaknesses.

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Glaceon
Small Magical Beast, CR 8
9 12 17 4 14 17
8d8+32 (68 HP), Init +1, Speed 30'
BAB/Grab: +6/+1
-Bite +10 (1d6-1)
AC: 16 (+1 Size, +1 Dexterity, +4 Natural Armour), Flat 15, Touch 12
Fort +9 Ref +5 Will +8
Feats: Weapon Finesse (B), Lightning Reflexes, Improved Toughness, Ability Focus (Icy Wind)
Skills: Survival +13
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Ice Shard, Icy Wind, Cold Nose
Special Qualities: Ice Pokemon Traits, Snow Cloak, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Snowscape
Rare Traits: Ice Body, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Ice Beam, Weather Ball, Haze, Chilling Water
Advancement: 9+ hit dice (Small)
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Will, 2 + Int skill points

This delicate blue fox seems almost made out of ice and snow. It has a very cold nose.

Ice Traits: Glaceon is weak against [Fighting], [Fire], [Rock] and [Steel] atacks, and resists [Ice] attacks. It cannot be frozen solid or suffer frostbite, frostburn or hypothermia, and is also immune to Dexterity damage (but not drain). It suffers no damage or impediment from hail, ice storms, snow storms, naturally occurring blizzards, cold weather and similar - even things like Black Ice and Blood Snow - and enjoys DR 5/- in snow storms and 10/- in hail and heavy blizzards. It can move through slush at its normal speed without penalty, and does not slip over on ice. Indeed, it can move at double its normal movement speed when moving across ice.

Snow Cloak (Ex): any time Glaceon is in snowfall or hail, it is completely Invisible.

Ice Shard (Su): once per minute, Glaceon can hurl shards of sharp ice with an Immediate Action. This is a Ranged Attack (a thrown weapon) with 10' range increments and a maximum of 3 increments, dealing 2d6 Cold damage, plus its Strength Bonus, and has a 19-20 threat range. This is an [Ice] attack.

Cold Nose (Ex): at will, Glaceon may use a Standard Action to poke an adjacent creature with its very cold nose. This deals 1d6 points of damage, plus its Charisma Bonus. Against a Sleeping creature, this is doubled but also causes them to wake up. It may be used as a Coup de Gras against a sleeping foe (typically increasing the attack time to a Full Round Action), in which case the critical hit results in the damage being tripled (3d6 + three times its Charisma Bonus). This is an [Ice] attack.

Icy Wind (Su): once per three rounds, Glaceon may use a Standard Action to exhale a chilling wave of air. This functions as a Gust of Wind effect, however it also deals damage equal to its hit dice to all in the area (halved if they succeed on the Fortitude Save), and on a failed Save, afflicted creatures suffer a -4 Penalty to Dexterity for 3 rounds. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is an [Ice] attack and a [Wind] effect.

Snowscape (Su): once per day per 5 full hit dice, Glaceon may cast Blizzard (It's Cold Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. Keep in mind the various benefits it has in snow storms. This is an [Ice] effect.

Rare Traits:
Inner Focus (Ex): if Eevee's [Pokebility] was Adaptability, when it evolves it becomes Inner Focus. It is never Staggered, cannot be Demoralised with the Intimidate skill, and it also automatically succeeds on any Concentration check it is required to make.

At 9 hit dice, it learns Freeze-Dry & Mirror Coat
Freeze-Dry (Su): with a Standard Action once per hour, Glaceon can direct its cold essence at a 30' radius spread in Medium Range, and freeze all the moisture out of the air - and the creatures within. This deals 1d6 Cold damage per hit die, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the save by more than 4 points (such as the Save DC being 20 and the target rolling 15 or lower) is Frostburned unless they are Water Type Pokemon, in which case they are frozen solid as the Entomb spell. This is an [Ice] attack, however this is Super-Effective against [Water] Pokemon instead of being Not Very Effective. As such, against Kingdra (Water/Dragon) it would be Super-Effective instead of Neutral, against Goldeen it would be Super-Effective instead of Not Very Effective, and against Lapras (Water/Ice) it would be Neutral instead of Not Very Effective.

Mirror Coat (Su): with a Standard Action once per 5 rounds, Glaceon can become incredibly reflective until the start of its next turn - until then, it reflects non-physical damaging attacks back at the attacker, as though by Spell Turning. This only affects directly damaging effects (whether Spells or not), and not weapon (or natural weapon) attacks. This is a [Psychic] effect.

At 10 hit dice, it learns Blizzard & Aurora Dance
Blizzard (Su): once per hour, Glaceon can spend a Standard Action weaving a massive collection of ice and snow, and crush a 60' radius Blast within Medium Range. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail their saving throw are Frostburned. In snow or hail, a Reflex Save merely halves the damage, and creatures that fail the save are frozen solid, as an Icy Prison effect. In any other kind of weather that isn't clear skies, creatures get a +4 Bonus on the saving throw. This is an [Ice] attack.

Aurora Dance (Su): once per day, Glaceon can spend a Full Round Action dancing about, providing it is in snow or hail. This grants it a +2 Enhancement Bonus to every Ability Score, and to Natural Armour, for one hour. It may attempt a DC 20 Perform (Dance) check when doing this, and if successful, it also gains a +2 Resistance Bonus to Saving Throws and +2 Deflection Bonus to Armour Class for the same duration. This is a [Dance] [Ice] effect.

At 11 hit dice, its Charisma increases by 2 and it learns Last Resort & Frozen Terrain
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Glaceon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.

Frozen Terrain (Su): once per minute, Glaceon may flash-freeze the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Grease (or effects that reference Grease in how they function), Web (mundane or magical), or plant-based terrain (mundane or magical). This instantly destroys the effect, and then causes the same area to be frozen for three rounds, functioning as a Frost Fall effect (DC 10 + half its hit dice + its Charisma Bonus). If any of the above effects are cast on the area before the rounds expire, the effect fails and the three rounds reset. This is an [Ice] effect.

At 12 hit dice, it learns Ice Bind & Freezy Frost
Ice Bind (Su): once per minute, Glaceon may call frost around something in an effort to hold it in place. It targets a creature within Close Range with a Standard Action, and if they fail a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) they are Paralyzed for 1d4 rounds. This is an [Ice] attack.

Freezy Frost (Su): once per hour, Glaceon may create a 15' radius Burst of cold within Medium Range, as a Standard Action. All in the area suffer 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Everything within 50 feet of the central point of impact (so within 35' of the blast) is subject to a haze that clears magical hazards (as well as hazards created by Pokémon Attacks), and any temporary Bonuses or Penalties. This is an [Ice] attack.

At 13 hit dice, its Natural Armour increases by 2 and it learns Crystal Ray & Frosty Typhoon
Crystal Ray (Su): once per hour, Glaceon may cast Polar Ray, and if a target is hit, they are partially crystalised. Such a creature suffers two points of Dexterity damage and, until the end of Glaceon's next turn, gain a Weakness to Fighting, Rock and Steel attacks. This is an [Ice] attack.

Frosty Typhoon (Su): once per day, Glaceon can cast Greater Whirlwind with a Save DC of 10 + half its hit dice + its Charisma Bonus, and all damage taken (aside from landing after being ejected from it) is Cold damage. This is a [Wind] [Ice] attack.

At 14 hit dice, it learns Hypnotic Blizzard & Crystal Veil
Hypnotic Blizzard (Su): once per hour, Glaceon can cast Ice Storm, and all in the area must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Drowsy, as well as being Fascinated for one round. This is an [Ice] attack.

Crystal Veil (Sp): once per day, Glaceon can coat itself in magical shimmering light. This uses a Swift Action, and until the start of its next turn, it is completely immune to all forms of damage. This is an [Ice] effect.

At 15 hit dice, its Wisdom increases by 2 and it learns Maximum Icicle
Maximum Icicle (Su): once per minute, Glaceon can use a Standard Action to call massive icicles to fall from the sky and impale foes. This replicates a Rain of Arrows effect, dealing Cold damage, and then causes hail in a 100' radius spread for 3 rounds. This is an [Ice] attack.

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Mega Evolution:
When Glaceon becomes Mega Glaceon, it shimmers, almost invisible like a block of ice, other than where it frosts over. Its Dexterity increases by 6, its Constitution, Wisdom and Charisma each increase by 4, and its Natural Armour increases by 2. Its [Pokebility] becomes Aurora Guard.

Aurora Guard (Su): whenever in snow or hail, Mega Glaceon is immune to all harmful status conditions such as Poison, Disease, Confusion, Burns, Paralysis, Stunning, Dazing, Nausea, Sickening, Drowsiness, Sleep and [Fear] effects.

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Leafeon
Small Plant, CR 8
17 14 17 4 12 9
8d8+32 (68 HP), Init +6, Speed 30'
BAB/Grab: +6/+5
-Bite +10 (1d6+4)
AC: 16 (+1 Size, +2 Dexterity, +3 Natural Armour), Flat 14, Touch 13
Fort +9 Ref +8 Will +3
Feats: Weapon Finesse (B), Improved Toughness, Improved Initiative, Power Attack
Skills: Survival +12
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Razor Leaf, Magic Leaf, Leech Seed
Special Qualities: Grass Pokemon Traits, Leaf Guard, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Synthesis
Rare Traits: Chlorophyl, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Grassy Terrain, Trailblaze, Sunny Day, Seed Bomb, X-Scissor, Grassy Glide, Solar Blade
Advancement: 9-15 hit dice (Small); 16+ hit dice (Medium)
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Ref, 2 + Int skill points

The foxlike creature standing before you is a pale yellow colour, with the ears and tail growing into green leaf-like extensions.

Grass Traits: Leafeon does not have any of the usual traits of Plants such as Immunity to Poison. Instead, it is weak against [Bug], [Fire], [Flying], [Ice] and [Poison] attacks, and resists [Electricity], [Grass], [Ground] and [Water] attacks. Leafeon cannot be affected by [Powder] attacks. It also cannot be affected by Spells and effects that are described as being powder, pollen or spores - such as Gnome Blight.

Leaf Guard (Ex: whenever in bright or overwhelming sun, Leafeon is immune to all harmful status conditions such as Poison, Disease, Confusion, Burns, Paralysis, Stunning, Dazing, Nausea, Sickening, Drowsiness, Sleep and [Fear] effects.

Razor Leaf (Ex): once per three rounds, Leafeon may use a Full Round Action to fire a spray of razor sharp leaves out to Close Range. It makes one ranged attack roll, with a successful hit dealing 1d6 Slashing damage per 3 hit dice (round up). It has a threat range of 15-20, with a x2 Critical Multiplier. This can be used to target objects and 5' cubes of terrain, slashing through things like bushes, snow clumps, packed earth and mud, small trees and heavy undergrowth. This is a [Grass] effect.

Magic Leaf (Sp): with a Standard Action at will, Leafeon may conjure leaves of a mystical, magical herb, and direct them unerringly against a target in Close Range. This automatically hits exactly in the same way as Magic Missile (and similarly can be prevented in the same ways), and deals 1d6 damage per 2 hit dice (maximum 5d6). This is a [Grass] effect.

Leech Seed (Su): once per five rounds with a Standard Action, Leafeon can fire a magical seed at a foe within 30 feet as a Ranged Touch Attack. If it hits, the seed implants itself and takes root. As long as the target is within 60 feet of Leafeon, at the start of each of its turns it loses 1d8 hit points, ignoring DR and Resistances, and Leafeon recovers an equal amount of lost hit points. As soon as the target is reduced to zero hit points or is more than 60 feet from Leafeon, the effect ends and the seed crumbles into dust. This is a [Powder] [Grass] effect.

Synthesis (Su): once per minute, Leafeon may use a Full Round Action to focus on absorbing light and air to heal itself. In normal light, this restores 1d8 hit points per 2 hit dice. In rain, hail, snow or sandstorms, or indoors or heavily overcast conditions or shadowy illumination, it only restores 1d6 hit points per two hit dice. In total darkness, it only restores 1d8 hit points. In strong sunlight or better, it restores 1d6 hit points per hit die. This is a [Grass] effect.

Rare Traits:
Chlorophyll (Ex): if Eevee had Adaptability before evolving, it becomes Chlorophyll. When in Harsh Sunlight, its movement speeds are doubled, and it gains a +4 Circumstance Bonus to Initiative and Reflex Saves. This is a [Pokebility].

At 9 hit dice, it learns Swords Dance & Giga Drain
Swords Dance (Ex): with a Standard Action at will, Leafeon 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 deal 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.

Giga Drain (Su): once per hour, Leafeon may use a Standard Action to pull nutrients and life force from another creature within 50 feet. This causes 1d6 damage per hit die to a creature, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Leafeon's hit points are then restored by an amount equal to half the damage dealt - though this cannot raise it above the maximum. This is a [Grass] effect.

At 10 hit dice, it learns Leaf Blade & Sappy Seed
Leaf Blade (Ex): at will, Leafeon may attack with a sharpened blade, which functions as a Scimitar sized appropriately for it, with an Enhancement Bonus of +1 per 3 hit dice (round up). It benefits from all feats and abilities that apply to scimitars. This is a [Blade] [Grass] attack.

Sappy Seed (Ex): once per hour, Leafeon may slam an adjacent foe in the head with a gooey bundle of seeds. This is treated as a weapon attack, resolved as a Standard Action, and deals 1d6 damage per hit die on a successful attack roll. Additionally, the target is afflicted with Leech Seed (see above) if this hits. This is a [Grass] attack.

At 11 hit dice, its Natural Armour increases by 2 and it learns Last Resort & Garden of Energy
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Leafeon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.

Garden of Energy (Su): once per day, Leafeon may use a Full Round Action to cause greater growth and energy within an area of Grassy Terrain on which it is standing. All in the area gain a Good Hope and Haste effect for one round per hit die. This is a [Grass] effect.

At 12 hit dice, it learns Verdant Dance & Miasma Wind
Verdant Dance (Su): with a Full Round Action, Leafeon can unleash the full power of its vast leafy energy in a magic dance, turning its various temporary enhancements into even more damaging energy. This deals a variable number of d10 of damage to all adjacent enemies - or all enemies out to 15 feet if it succeeds on a DC 20 Perform (Dance) check as pert of using this ability. This number is equal to the total of all Enhancement, Resistance, Morale and Luck Bonuses it has to Ability Scores, attack rolls (not differentiating between different ones), damage rolls (not differentiating between different ones) and Saving Throws (whichever happens to be highest), minus the total of all Morale and Luck Penalties to the above. For instance, if it has a +2 Enhancement Bonus to two different ability scores, and a +1 Enhancement Bonus to attack and damage rolls, but a -2 Luck Penalty to saving throws, this equals 2+2+1+1-2 = 4d10. A successful Will Save (DC 10 + half its hit dice + its Strength Bonus) halves this. This is a [Dance] [Grass] attack.

Miasma Wind (Su): at will, Leafeon can cast Gust of Wind as a breath weapon, with a Save DC of 10 + half its hit dice + its Constitution Bonus. All creatures that fail the saving throw suffer 3d6 points of damage, with another 2d6 for every affliction or negative status condition on them, and another 3d6 if they are in Swamp Terrain (or naturally occurring swamp) or a Malevolent Miasma effect, all creatures in the area are also exposed to Mindfire disease, with the same Save DC as the initial save. This is a [Wind] [Poison] attack.

At 13 hit dice, its Strength increases by 2 and it learns Nature's Breath & Strength Sap
Nature's Breath (Su): once per hour, Leafeon may exhale a breath weapon out in a 15' cone, causing all in the area to regain 1d6 hit points per hit die - Leafeon also benefits from this, despite not being in the area. This also grants a Cure Disease effect to all in the area. This is a [Wind] [Grass] effect.

Strength Sap (Su): once per 5 rounds, Leafeon may use a Standard Action to drain the strength and power from another creature in Close Range. If the target fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), it suffers 2 points of Strength damage, and then Leafeon regains lost hit points equal to double the target's (newly reduced) Strength score. This cannot heal it above its maximum hit points. This is a [Grass] effect.

At 14 hit dice, it learns Leafy Cyclone & Grass Whistle
Leafy Cyclone (Su): once per day, Leafeon can cast Greater Whirlwind with a Save DC of 10 + half its hit dice + its Charisma Bonus, and all damage taken (aside from landing after being ejected from it) is Grass damage. This is a [Wind] [Grass] attack.

Grass Whistle (Ex): once per minute, Leafeon can use a Standard Action to whistle through a leaf or blade of grass, and all creatures within 50 feet that can hear it must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or fall Asleep for 3 rounds. This is a [Sonic] [Grass] effect.

At 15 hit dice, its Constitution increases by 2 and it learns Maximum Topiary
Maximum Topiary (Su): once per minute, Mega Leafeon may cause the plants to rise up and hamper everything nearby with a Standard Action. Everything within 50 feet of it is subject to an Entangle effect, and surrounded by a Wall of Thorns effect. Furthermore, it may instantly place holly bombs (as though through casting the Mythic version of Fire Seeds) all throughout this area. All of these effects dissipate after five rounds, and it is immune to its own maximum topiary. The explosions of the holly bombs are Grass damage, and this entire attack is a [Grass] attack.

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Mega Evolution:
When Leafeon becomes Mega Leafeon, it grows larger and more intimidating, with the leafy extensions becoming rough and almost thorny. Its Strength, Dexterity, Wisdom, Charisma and Natural Armour each increase by 4 and its [Pokebility] becomes Grassy Surge.

Grassy Surge (Su): the area surrounding Mega Leafeon, out to thirty feet, becomes Grassy Terrain. This lasts for as long as it is in the area, and for three rounds afterwards.

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Sylveon
Small Fey, CR 8
9 12 14 4 17 17
8d10+24 (68 HP), Init +1, Speed 30'
BAB/Grab: +3/-2
-Bite +5 (1d6-1)
AC: 14 (+1 Size, +1 Dexterity, +2 Natural Armour), Flat 13, Touch 12
Fort +4 Ref +7 Will +9
Feats: Weapon Finesse (B), Improved Toughness, 3, 6
Skills: Survival +14
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Disarming Voice
Special Qualities: Fairy Pokemon Traits, Cute Charm, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Light Screen, Misty Terrain, Skill Swap
Rare Traits: Pixilate, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Dig, Facade, Fake Tears, Protect, Stored Power, Substitute, Take Down, Moony Night, Reflect, Dazzling Gleam, Rest, Hyper Voice, Misty Explosion
Advancement: 9+ hit dice (Small)
Hit Dice: 1d10 HP, Poor BAB, Good Ref and Will, 2 + Int skill points

Is it a cat? Is it a fox? Well it's a dainty pink-and-white creature that appears to be growing its own ribbons with pale blue tips.

Fairy Traits: Sylveon can be affected as a Spirit (such as for Spirit Shaman abilities). It is weak against [Poison] and [Steel] attacks, and resists [Bug], [Dark] and [Fighting] attacks. It is considered Immune to [Dragon] attacks, meaning it always resists them, and has Evasion against anything described as a Breath Weapon, and immunity to the Frightful Presence ability of dragons.

Cute Charm (Su): Sylveon is really cute. Any creature that attacks it must first attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or fail to do so, instead being Charmed for one round. This is a [Mind-Affecting] [Charm] effect, and a [Pokebility].

Disarming Voice (Su): with a Standard Action once per three rounds, Sylveon may shout loudly and startle its foes. All enemies within 30 feet that are not deaf suffer 1d6 Sonic damage, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Sonic] [Fairy] attack.

Light Screen (Su): once per hour, Sylveon may emit powerful light that forms an actual protective shield. This functions as a Wall of Light spell, however any creature attacking through it that cannot see through it treats all targets as having half Cover. This is a [Psychic] effect.

Misty Terrain (Sp): once per hour, Sylveon may use a Full Round Action to release Misty Terrain in a 60' radius. This lasts for one minute, and is a [Fairy] effect.

Skill Swap (Sp): once per hour, Sylveon may use a Standard Action to target a foe within Close Range, and force them to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). If the save is failed, both Pokemon swap [Pokebility] with one another - if one of them has no [Pokebility], it merely donates it to the other and gains nothing in return. This lasts for one round per hit die, and is a [Psychic] effect.

Rare Traits:
Pixilate (Su): if Eevee had Adaptability before evolving, it instead has Pixilate when becoming Sylveon. Any [Normal] effect created by Sylveon is changed to a [Fairy] effect, and in the case of a damaging attack, the die size is increased one step - for attacks that simply deal a flat amount of damage per hit die, simply add 2 damage per hit die as though the flat damage were actually a maximised dice roll (so Hyper Beam would go from 10 per hit die to 12 per hit die). This is a [Pokebility]

At 9 hit dice, it learns Draining Kiss & Psych Up
Draining Kiss (Su): once per hour, Sylveon may cast Vampiric Touch. This is a [Fairy] attack.

Psych-Up (Su): with a Standard Action once per hour, Sylveon may look at another creature within 60 feet and focus on them, working itself up to match them. Sylveon then gains every Deflection, Resistance, Enhancement or Morale Bonus or Penalty that the target has, which remain for the next minute. This is a [Psychic] effect.

At 10 hit dice, it learns Moonblast and Charm
Moonblast (Su): once per three rounds, Sylveon can unleash a powerful blast of magical energy from the moon, a 10' radius Blast anywhere in Medium Range that deals 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw also suffer 2 points of Charisma damage. When directly under the light of a full moon, the Blast is Widened. This is a [Fairy] attack.

Charm (Sp): once per day, Sylveon may cast Charm Monster with a Save DC of 8 + half its hit dice + its Charisma Bonus. This is [Mind-Affecting] [Charm] [Fairy] effect.

At 11 hit dice, its Wisdom increases by 2 and it learns Last Resort & Tricky Ribbon
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Sylveon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.

Tricky Ribbon (Ex): Sylveon may use its natural ribbons to make Trip, Drag, Reposition and Dirty Trick attempts at a range of up to 15 feet. It treats its Base Attack Bonus as being equal to its hit dice, and uses its Dexterity instead of Strength for this. The various manoeuvres are treated as [Fairy] effects.

At 12 hit dice, it learns Magic Coat & Kaleidostorm
Magic Coat (Su): once per minute, Sylveon may use a Standard Action to shield itself in mystical energy. This grants it Spell Turning, with no limit on the number of Spell Levels, for one round, but only against effects that do not directly deal damage. This is a [Psychic] effect.

Kaleidostorm (Sp): once per day, Sylveon may cast Prismatic Spray with a Save DC of 10 + half its hit dice + its Charisma Bonus. Additionally, when performing this, it may "donate" any temporary spell effects or bonuses from itself to willing allies within 15 feet, without affecting their durations. This is a [Fairy] effect, but the resulting damage and effects are not: Red causes [Fire] damage, Orange causes [Poison] damage (and the Green effect is also [Poison]), and Yellow causes [Electricity] damage.

At 13 hit dice, its Charisma increases by 2 and it learns Dream Gift & Sparkly Swirl
Dream Gift (Sp): once per day, Sylveon may pluck a gift from someone's dream and make it come true - this creates any nonmagical object that costs up to 500 GP, or a magic item that costs up to 100 GP, or can temporarily change the target's [Pokebility] to the one offered as a Rare Trait (if any), lasting for 1 hour. The target chooses the benefit received, from those available. This is a [Fairy] effect, and works even if the target can't literally dream.

Sparkly Swirl (Su): once per hour, Sylveon can unleash a dazzling spray of sparkles in a dome around itself. Every enemy within a 20' radius of it suffers 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus) and is coated in Glitterdust, and every ally within the area is cured of Poison, Disease, Stunning, Dazing, Burns, Frostburn, Paralysis, Sickening, Nausea, Confusion, Fascination, Blindness and all [Fear] effects. This is a [Fairy] effect.

At 14 hit dice, it learns Mystical Fire & Fairy Frolic
Mystical Fire (Sp): once per three rounds, Sylveon may call upon a magical flame to damage its foe, almost homing on their position. This deals 1d8 damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus), and any target that suffers damage from this also suffers a -4 Luck Penalty to Charisma for three rounds. This is a [Fire] attack.

Fairy Frolic (Su): once per hour, Sylveon may glow with a magical protective aura, using a Standard Action. Until the start of its next turn, it is Immune to all attacks and effects as it partially enters the land of dreams and harmony. Any attack that targets it (or includes it in the Area) during this time instead heals it for half of any damage that would normally be dealt. This is a [Fairy] effect.

At 15 hit dice, its Constitution increases by 2 and it learns Maximum Harmony
Maximum Harmony (Su): once per minute, Mega Sylveon may unleash a Moonblast effect that is resolved as a [Sonic] [Fairy] attack. Everything in the area that fails the Will Save is then subject to a Hymn of Peace effect.

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Mega Evolution:
When Sylveon becomes Mega Sylveon, the ribbons become even longer and more entangling, and it sparkles with shiny light. Its Strength and Natural Armour each increase by 2, and its Dexterity, Constitution, Wisdom and Charisma each increase by 4. It also gains a +4 Bonus on Trip, Drag, Reposition and Dirty Trick checks. Its [Pokebility] becomes Misty Surge.

Misty Surge (Su): the area surrounding Mega Sylveon, out to thirty feet, becomes Misty Terrain. This lasts for as long as it is in the area, and for three rounds afterwards.

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Tutor Moves:

Alluring Voice (Su): once per three rounds, the Pokémon may sing out in such an angelic voice that it damages and befuddles foes. This targets a single non-deaf creature within Medium Range, and deals 1d10 damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Additionally, if the target had received any temporary bonus on their turn prior to receiving the damage, then whether they save or not, they are Confused for five rounds. This is a [Sonic] [Fairy] attack.

Body Slam (Ex): at will, the Pokémon may either use a Standard Action to deliver a Slam, or Charge an opponent and use a Slam instead of any other attacks. This increases the damage by two steps (so typically 1d8 for a Tiny creature or 2d6 for a Small one). This adds one and a half times its Strength Bonus, and if the target takes any damage (after Resistance), they must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the end of the attacker's next turn (during which time it cannot be stunned again). This is a [Normal] attack.

Calm Mind (Su): three times per day, the Pokémon may use a Full Round Action to grant itself a Calm Emotions effect. Additionally, for the duration, it gains a +4 Enhancement Bonus to both Wisdom and Charisma. This is a [Psychic] effect.

Charm (Sp): once per day, the Pokémon may cast Charm Monster with a Save DC of 8 + half its hit dice + its Charisma Bonus. This is [Mind-Affecting] [Charm] [Fairy] effect.

Chilling Water (Su): with a Standard Action at will, the Pokémon may unleash a rush of icy cold water at an opponent. This deals 1d6 Cold damage per hit die, to a maximum of 5d6, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). A failed saving throw also results in the target being Fatigued, which can stack up to Exhaustion. This is a [Water] attack.

Dazzling Gleam (Su): once per three rounds, the Pokémon may use a Standard Action to release a flash of bright magical light out in a 30' radius Burst from itself. This deals 1d10 damage per 2 hit dice, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Additionally, anything that fails its save is also rendered Blind for 1 round, and then Dazzled for 2 more rounds. Creatures that have no eyesight take the minimum damage from this and are not blinded or dazzled. This is a [Fairy] attack.

[b[Dig (Ex):[/b] the Pokémon gains a Burrow speed equal to its Base Speed minus ten (minimum five), unless it already has a better Burrow speed. While digging, the Pokémon has Tremorsense out to its Burrow Speed, and may use a Full Round Action to charge a creature that stands above it, even if the distance is less than ten feet. The foe is denied their Dexterity Bonus to Armour Class against this attack, which gains 1d6 Sneak Attack, +1d6 more at 6 hit dice, and every 5 hit dice thereafter. This is a [Ground] attack.

Electric Terrain (Sp): once per hour, the Pokémon may use a Full Round Action to release Electric Terrain in a 60' radius. This lasts for one minute, and is an [Electric] effect.

Expanding Force (Sp): once per five rounds, the Pokémon may unleash a widening bubble of telekinetic energy. This targets a single 5' square within Close Range, dealing 1d4 damage per hit die as a [Force] effect. However, if cast upon Psychic Terrain, it instead affects a 10' radius Burst, and deals 1d6 damage per hit die. All in the area are allowed a Reflex Save for half damage (DC 10 + half its hit dice + its Charisma Bonus). This is a [Psychic] attack.

Facade (Ex): once per three rounds, the Pokémon may unleash an attack that shocks foes with how powerful they really can be when allegedly at a disadvantage. Normally, this is a Slam attack that deals 1d8 damage for a Medium creature, plus their Strength Bonus, however if the Pokémon is suffering from any affliction or negative Status condition, the damage increases to 1d8 per 2 hit dice, plus their Strength score. This is a [Normal] attack.

Fake Tears (Ex): once per minute, the Pokémon may pretend to cry, quivering and cowering in false fear directed at a target. It makes a Feint attempt against a foe, and if successful, this afflicts the target with a -4 Morale Penalty to Spell Resistance, Reflex and Will Saves for three rounds. This is a [Dark] effect.

Fire Blast (Su): once per hour, the Pokémon can unleash a 60' radius explosion of fire as a Blast in Medium Range. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail their saving throw are Burned. In harsh sunlight, a Reflex Save merely halves the damage, and creatures that fail the save catch fire as well as being burned. In any other kind of weather that isn't clear skies, creatures get a +4 Bonus on the saving throw. This is a [Fire] attack that destroys most terrain.

Flip Turn (Ex): by changing the attack at the end of a charge to a [Water] attack, the Pokémon may move up to its base move speed away from the target after the charge, without provoking an attack of opportunity from the target, as though using the Spring Attack feat. If the attack hits, this also splashes the target's eyes such that they are rendered Blind for one round. This is a [Water] attack.

Foul Play (Ex): at will, the Pokémon may turn an opponent's strength against them in an underhanded manner. With a Standard Action, it makes a melee attack roll against a foe within reach, and if it hits, it deals damage based on the target's Size (1d8 if they are Medium), plus one and a half times the target's Strength Bonus. This is a [Dark] attack.

Grassy Glide (Ex): at will, the Pokémon may Charge an opponent and deliver a Slam that deals 1d10 damage for a Medium creature. If the Pokémon is standing on Grassy Terrain when beginning the movement, this may be performed with a Swift or Immediate Action. This is a [Grass] attack.

Grassy Terrain (Sp): once per hour, the Pokémon may use a Full Round Action to release Grassy Terrain in a 60' radius. This lasts for one minute, and is a [Grass] effect.

Gravity (Su): once per hour, the Pokémon can create a field of enhanced gravity in a 60' emanation with a Standard Action. For the next minute, all in this area lose the ability to Fly, as well as Flying Pokémon Traits and the Levitate [Pokebility], nor can anything be launched into the air as the result of an attack. The result of any Jump check is halved (round down), as is the range (or range increment) of any ranged weapon (including Ray spells but not Area of Effect attacks). Everything within the area is treated as carrying twice as much weight as they are, and any Armour is treated as one grade heavier for the purpose of movement and mobility. This is a [Psychic] effect.

Haze (Su): once per five rounds, the Pokémon may use a Standard Action to exhale a gentle light haze across the field, either as a 60' Cone or everywhere in a 30' radius of itself. This clears away all magical hazards (as well as hazards created by Pokémon Attacks, such as Web and Stealth Rock), and also clears out any Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as Nausea or Burns) to creatures in the area that are neither permanent nor ongoing modifiers caused by equipment. For instance, drinking a potion of Bull's Strength and having Mage Armour cast on you would be wiped away, but wearing a belt of Strength would not be affected. This is an [Ice] effect.

Hyper Beam (Su): once per day, the Pokémon may use a Full Round Action to unleash a powerful beam of energy. This 5' wide, 100' long Line deals 10 damage per hit die to all creatures in the Area, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This leaves the Pokemon Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, the user collapses afterwards, falling Asleep. This is a [Normal] attack.

Hyper Voice (Ex): at will, the Pokémon may shout extremely loudly. This is a 50' Cone, and deals 1d10 Sonic damage per 2 hit dice, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and a Fortitude Save (same DC) to resist being rendered Deaf for one minute. This is a [Sonic] [Normal] attack.

Ice Beam (Su): once per three rounds, the Pokémon may use a Standard Action to unleash a beam of super-cold frosted air at a target in Long Range. This is resolved with a Ranged Touch Attack, and deals 1d6 Cold damage per hit die. A struck target must also succeed at a Fortitude Save (DC 8 + half its hit dice + its Charisma Bonus) or be encased in ice, as per the Icy Prison spell. This is an [Ice] attack.

Iron Tail (Ex): the Pokémon gains a Secondary Tail natural weapon that deals 1d8 damage if Medium, plus one and a half times its Strength Bonus, and is a [Steel] attack. If it already has a Tail attack, this can be used in place of, but not in addition to, the existing one. This attack automatically Power Attacks (even if the Pokémon normally lacks the feat) as a two-handed weapon for a minimum of half the Pokémon's Base Attack Bonus, but on a successful hit, the target's defences are cracked, suffering a -4 Penalty to Armour Class for one minute.

Lash Out (Ex): if something dares to afflict the Pokémon with Ability Damage, Ability Drain, or a Penalty of any kind, it may lash out as an Immediate Action, unleashing all of its frustration about the unfair situation. It makes a single melee attack at the target, which is considered to be a Slam and on a successful hit deals 1d10 damage per hit die. This is a [Dark] attack.

Light Screen (Su): once per hour, the Pokémon may emit powerful light that forms an actual protective shield. This functions as a Wall of Light spell, however any creature attacking through it that cannot see through it treats all targets as having half Cover. This is a [Psychic] effect.

Misty Explosion (Su): once per day, the Pokémon may super-compress all of the fey energy and mist inside itself and explode, deflating instantly with destructive force. Everything within Close Range (the Pokémon included) suffers damage equal to the Pokémon's full maximum hit points. On Misty Terrain, bonus damage equal to its hit dice multiplied by its Charisma Bonus, is also dealt. A Reflex Save (DC 10 + half its hit dice + its Constitution Bonus) halves the damage, but regardless of Temporary Hit Points, saving throws etc, the attacker can never remain with zero or more hit points - adjust it down to -1 if necessary. This is a [Fairy] attack.

Moonlit Night (Sp): once per hour, the Pokémon may darken the skies with a Standard Action, shrouding the area within 500 feet in shadowy illumination for one minute, suppressing any effects caused by sunlight. Additionally, the area is treated as being under a full moon for the purpose of all effects such as lycanthropy and certain [Fairy] abilities. This is a [Dark] effect.

Protect (Su): once per hour, the Pokémon may use strange magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a [Force] effect or Wall of Force specifically, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Psychic Noise (Su): once per minute, the Pokémon may release devastating psychic waves that rattle cellular matter and cripple the body's healing capabilities. This uses a Standard Action, and affects a creature within Medium Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit die + its Charisma Bonus). Failure results in the target being unable to regain hit points or gain temporary hit points in any way for three turns, as well as deactivating Regeneration for that duration so that all damage suffered is actual hit point damage. This is a [Sound] [Psychic] attack.

Psychic Terrain (Sp): once per hour, the Pokémon may use a Full Round Action to release Psychic Terrain in a 60' radius. This lasts for one minute, and is a [Psychic] effect.

Rain Dance (Su): with a Full Round Action once per hour, the Pokémon may dance about and summon the rains. If there are already clouds overhead, this takes effect immediately, otherwise it starts raining at the end of its next turn as clouds must first gather. For the next three rounds (in naturally dry environments), one minute (in normal environments) or minute per hit die (in damp environments where it was likely to soon rain anyway), the weather becomes rain out to a one mile radius. This is a [Water] effect.

Reflect (Su): once per hour, the Pokémon may cast Wall of Force. This is a [Psychic] effect.

Rest (Ex): once per day, the Pokémon may simply fall Asleep of its own accord with a Full Round Action. This functions as a Heal effect, but also renders it asleep for its turn, and two more rounds afterwards. If anything prevents it from falling asleep, it also does not gain the benefits. This is a [Psychic] effect.

Scorching Sands (Su): once per minute, the Pokémon may unleash a burst of superheated sands that burn and abrade the skin. This functions as a Scalding Mud effect, except instead of the ongoing damage, creatures that fail the Reflex Save must succeed at a Fortitude Save (same DC) or be Burned. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Ground] attack.

Seed Bomb (Su): with a Full Round Action, the Pokémon can compress a cluster of seeds within the bulb on its back then launch it at high pressures. This is resolved with a Ranged Attack out to Medium Range, and on a successful hit it explodes apart, dealing 1d6 Bludgeoning damage per hit die. This is a [Ballistic] [Grass] attack, and can be used to plant clusters of actual seeds deep into the ground, allowing for various plants to grow later.

Shadow Ball (Sp): once per three rounds, the Pokémon may use a Standard Action to launch a sphere of terrifying spectral essence out to Medium Range. This hits all in a 10' radius Burst, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Furthermore, on a failed saving throw, targets suffer one temporary Negative Level (lasting one hour), or two if they are Weak against the attack. This is a [Ballistic] [Ghost] attack.

Solar Blade (Su): with a Full Round Action, the Pokémon can absorb light energy around it, providing it is not in utter darkness. In harsh sunlight or on the Plane of Radiance or Positive Energy Plane, or in the same round as being hit by [Light] damage, this only takes a Swift Action. Upon gathering the energy, this can be unleashed as a Standard Action before the end of its next turn. Unleashing this is resolved as a melee Touch Attack, dealing damage as a Keen Great Sword sized for the user but with an additional 1d10 damage per hit die as bonus damage (which is not multiplied on a critical hit). The target must make a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Blinded for one round. In snow, hail, rain, fog, partial darkness or sandstorms, this only deals 1d6 bonus damage per hit die. This is a [Grass] [Blade] effect.

Stored Power (Sp): with a Full Round Action, the Pokémon can unleash the full power of its psychic potential, turning its various temporary enhancements into even more damaging energy. This deals a variable number of d10 of damage to all enemies within 10 feet. This number is equal to the total of all Enhancement, Resistance, Morale and Luck Bonuses it has to Ability Scores, attack rolls (not differentiating between different ones), damage rolls (not differentiating between different ones) and Saving Throws (whichever happens to be highest), minus the total of all Morale and Luck Penalties to the above. For instance, if it has a +2 Enhancement Bonus to two different ability scores, and a +1 Enhancement Bonus to attack and damage rolls, but a -2 Luck Penalty to saving throws, this equals 2+2+1+1-2 = 4d10. A successful Will Save (DC 10 + half its hit dice + its Charisma Bonus) halves this. This is a [Psychic] attack.

Substitute (Sp): once per hour, the Pokémon 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.

Sunny Day (Su): once per day per 5 full hit dice, the Pokémon may change the weather to harsh sunlight out to a one mile radius, for one round per hit die. If it is night, this instead only affects a 10' radius spread, though it will still Dispel any magically created weather effects out to one mile. This is a [Fire] effect.

Take Down (Ex): the Pokémon can use a Slam attack at the end of a charge instead of other weapons, dealing damage as though three Size Categories larger (so 3d6 for a Medium creature), and as though its Strength were 10 points higher. It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d6 plus its normal Strength Bonus for a Medium creature). This is a [Normal] attack.

Thief (Ex): once per minute, the Pokémon may make a single melee attack as a Standard Action, and additionally attempt to steal an item, with its choice of a Steal Combat Maneuver or a Sleight of Hand check with a DC of the opponent's BAB plus 10. The attack becomes a [Dark] attack, and the entire move is a [Dark] effect.

Trailblaze (Su): at will, the Pokémon 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.

Volt Switch (Su): with a Full Round Action once per five rounds, the Pokémon may cast Lightning Leap (Save DC 10 + half its hit dice + its Charisma Bonus). If it ends the movement in the same square as, or adjacent to, its pokeball, it may retreat into it and end its turn that way. This is an [Electric] attack.

Weather Ball (Su): with a Standard Action at will, the Pokémon may unleash a compressed sphere of atmospheric energy with a Ranged Touch Attack to Medium Range. This deals 1d8 Bludgeoning damage per 2 hit dice and is a [Normal] effect. In harsh sunlight, it is a [Fire] attack that deals 1d6 damage per hit die. In heavy rain, it is a [Water] attack that deals 1d6 damage per hit die. In a sandstorm, it is a [Ground] attack that deals 1d6 damage per hit die. In snow or hail, it is an [Ice] attack that deals 1d6 damage per hit die. In overwhelming winds, it is a [Flying] attack that deals 1d6 damage per hit die. If no other weather applies and it is night time, this is a [Dark] attack that deals 1d6 damage per hit die. Theoretically, the planar hellscapes of D&D could create other effects such as [Poison] in acid rain, and any such transformation increases the damage to 1d6 per hit die.

X-Scissor (Ex): with a Standard Action, the Pokémon may make two Primary Sting attacks (1d6 for a Medium creature if it doesn't have a Sting attack normally) against the same target, without carrying any 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 [Bug] attack, and if it is Resisted, add the damage together before subtracting the defender's hit dice a single time.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Diglett
Diminutive Magical Beast [Earth], CR 1/2
13 14 5 3 8 6
1d6-3 (1 HP), Init +6, Speed 20' Burrow 30'
BAB/Grab: +1/-10
-Claw +7 (2)
AC: 16 (+2 Dex, +4 Size), Flat 14, Touch 16
Fort -3 Ref +4 Will +1
Feats: Improved Initiative, Weapon Finesse (B)
Skills: Listen +3
Special Attacks: Sand Attack, Trip
Special Qualities: Ground Pokémon Traits, Arena Trap
Rare Traits: Sand Force, Headbutt, Hone Claws, Memento
Tutor Moves: Charm, Agility, Mud Shot, Dig, Stomping Tantrum, Stealth Rock
Advancement: 2-5 hit dice (Diminutive), evolves into Dugtrio at 6 hit dice
Hit Dice: 1d6 HP, Good BAB, Good Ref and Will, 2 + Int skill points

Is it a weird little simplified mole or groundhog? Or is it a penis sticking out of the ground? Who knows!

Ground Traits: Diglett does not have the usual effects of the [Earth] Subtype. It is weak against [Grass], [Ice] and [Water] attacks, and resists [Poison] and [Rock] attacks. It is considered Immune to [Electric] attacks, always resisting them. When burrowing, Diglett can always choose whether or not to leave tunnels behind it. It also has the ability to swim through sand at its normal speed, and when burrowing or sand-swimming, takes no damage or effect from any kind of [Electric] attack. When simply touching the ground, it has Evasion against [Electric] attacks. Diglett does not suffer any damage or impediments from sand storms, dust storms, loose sand, quicksand or rough stony terrain, and indeed has Resistance equal to its hit dice against all energy types (even obscure ones) in sand storms and dust storms, as well as a +3 Resistance Bonus to Reflex and Will Saves.

Sand Attack (Ex): with a Standard Action, Diglett can throw sand and dust at a creature within 10 feet. They must succeed on a Reflex Save (DC 12) or be rendered Blind for 3 rounds. The Save DC is Dexterity-based. This is a [Ground] effect.

Trip (Ex): Diglett is able to attempt to Trip a creature in its own square or an adjacent one with a Standard Action, without provoking an Attack of Opportunity. It uses its Dexterity Bonus instead of its Strength Bonus, and either participant cannot be treated as smaller than Small or larger than Large - as such, Diglett would only suffer -4 for Size and an opponent can have no more than a +4 for Size. This is a [Ground] attack.

Arena Trap (Ex): creatures within 5' of Diglett cannot take 5' steps and treat all movement as though Entangled and in Difficult Terrain until the end of the turn in which they started there. Furthermore, whenever it moves, the squares it moves through become Difficult Terrain until flattened and tilled. This is a [Pokebility].

Rare Traits:
Sand Force (Ex): the rare Diglett with this [Pokebility] draws upon surrounding sand and dust to become more powerful. When it is sand-swimming, or in a sandstorm or duststorm, Diglett has a +4 Circumstance Bonus to Strength and Charisma, and is treated as one Size category larger for the purpose of dealing damage with natural weapons.

Headbutt (Ex): some Digletts have a strong skull that can be used to make a damaging headbutt. With a Standard Action, it may unleash a Slam attack that has a base damage of 1d3 for a Diminutive creature, plus one and a half times its Strength Bonus. On a Critical Hit, a struck target falls Prone from the impact. If this is used as a Readied Action, a struck target must succeed on a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. When it evolves into Dugtrio, it may make three Slams as a Full Round Action, all at its highest attack bonus minus 2, and adding only its Strength Bonus to the damage.

Hone Claws (Ex): with a Standard Action at will, a Diglett with this ability may sharpen its claws, honing their edges to improve their devastating cutting power. For the next minute, its natural weapons (including ones granted by Pokémon Attacks) all enjoy a +1 Enhancement Bonus, or their existing Enhancement Bonus is increased by 1. This can be performed multiple times, increasing the bonus and resetting the duration each time, to a maximum Enhancement Bonus of +6. This is a [Dark] effect.

Memento (Sp): once per day, a Diglett with this ability may hex an enemy at the cost of its own life, providing it has more than zero hit points. It uses a Standard Action, and instantly falls to -1 hit points (but stable), and loses all temporary hit points. When it makes this sacrifice, it designates one target in 50 feet, and that creature suffers the effects of a Greater Bestow Curse, with no saving throw. This is a [Ghost] effect that still affects Normal Pokemon just fine.

At 2 hit dice, its Strength increases by 2 and it learns Astonish
Astonish (Ex): Diglett may resolve a natural weapon attack as a [Ghost] attack. If this hits a foe that is denied its Dexterity Bonus to Armour Class, or Flanked by Diglett, they are Shaken for three rounds as a [Fear] effect.

At 3 hit dice, it learns Mud Slap and Sand Pit
Mud Slap (Ex): with a Standard Action at will, providing Diglett is standing on earth or mud, or standing in dirty water, it can hurl a small amount at an opponent within 15 feet. This requires a Ranged Attack roll, and if successful, it deals 1d4 damage for a Medium creature (so 1 damage for Diglett), and renders the target Blind for 2 rounds, although a Full Round Action may be spent wiping its face clear to end this early. This is a [Ground] attack.

Sand Pit (Su): once per minute, a Diglett touching the ground may cast Create Pit, however it is also full of fine sand and dust - creatures inside do not suffer falling damage, but suffer the usual perils of softsand (It's Hot Outside). At 11 or more hit dice, it instead is full of slipsand. The Save DC to avoid falling in is 10 + half its hit dice + its Dexterity Bonus. This is a [Ground] attack.

At 4 hit dice, its Dexterity increases by 2 and it learns Bulldoze
Bulldoze (Ex): with a Full Round Action once per three rounds, Diglett may make a Charge attack, that ends in a Slam of appropriate Size (1d2 for a Diminutive creature). If it ends this charge threatening multiple creatures or objects, it may elect to resolve the attack against any or all of them, not just the initial target (though the normal rules for charging apply, so it can't declare a target, charge them, and then forego attacking that target). Furthermore, anything hit suffers 2 points of Dexterity damage, and has their Initiative reduced by 4, although this cannot cause something to gain two turns (such as acting at 2 Initiative higher than Diglett, getting hit, then acting again at 2 lower). This is a [Ground] attack.

At 5 hit dice, it learns Sucker Punch and Rock Blast
Sucker Punch (Ex): Diglett gains a Primary Slam attack that can only be used as an Immediate Action, to interrupt an attack. This has a base damage of 1d4 for a Diminutive 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 Diglett a Swift action on its next turn, it consumes next turn's Standard action. This is a [Dark] attack.

Rock Blast (Ex): with a Full Round Action, Diglett may unleash a flurry of rock chunks at targets within 30 feet. It makes the same number of attacks, at the same penalties, as a PHB Monk of equal level performing a Flurry of Blows. Each one deals 1d2 damage (for a Diminutive creature), plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Rock] attack.

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Dugtrio
Small Magical Beast [Earth], CR 6
18 22 7 3 8 9
6d6-12 (9 HP), Init +10, Speed 20' Burrow 60'
BAB/Grab: +6/+6
-2 Claws +13 (1d3+4)
AC: 18 (+6 Dex, +1 Size, +1 Natural Armour), Flat 12, Touch 17
Fort +0 Ref +11 Will +4
Feats: Improved Initiative, Weapon Finesse (B), 3, 6
Skills: Listen +8
Special Attacks: Sand Attack, Trip, Sand Pit, Astonish, Mud Slap, Bulldoze, Sucker Punch, Night Slash, Tri Attack, Sand Tomb, Rock Blast
Special Qualities: Ground Pokémon Traits, Arena Trap
Rare Traits: Sand Force, Headbutt, Hone Claws, Memento
Tutor Moves: Charm, Agility, Mud Shot, Dig, Stomping Tantrum, Stealth Rock
Advancement: 7-15 hit dice (Small), 16+ hit dice (Medium)
Hit Dice: 1d6 HP, Good BAB, Good Ref and Will, 2 + Int skill points

Okay, imagine a Diglett - the penis-like mole creature. Got it? Now imagine THREE of them, all next to each other, and taller.

Ground Traits: Dugtrio does not have the usual effects of the [Earth] Subtype. It is weak against [Grass], [Ice] and [Water] attacks, and resists [Poison] and [Rock] attacks. It is considered Immune to [Electric] attacks, always resisting them. When burrowing, Dugtrio can always choose whether or not to leave tunnels behind it. It also has the ability to swim through sand at its normal speed, and when burrowing or sand-swimming, takes no damage or effect from any kind of [Electric] attack. When simply touching the ground, it has Evasion against [Electric] attacks. Dugtrio does not suffer any damage or impediments from sand storms, dust storms, loose sand, quicksand or rough stony terrain, and indeed has Resistance equal to its hit dice against all energy types (even obscure ones) in sand storms and dust storms, as well as a +3 Resistance Bonus to Reflex and Will Saves.

Night Slash (Ex): at will, Dugtrio 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 (1d8, 17-20/x2 for a Small 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.

Tri Attack (Su): once per three rounds, Dugtrio may use all three heads to unleash three beams of light, triangulated on one target's position. This is resolved as a Ranged Touch Attack out to Medium Range as a Standard Action, and it can roll Miss chances three times and pick the best result, and against a target with Mirror Images, it first wipes two Images out and then rolls to see what it hits. This deals 3d10 points of damage, and the target must then succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus), with failure resulting in the roll of a d3: on a 1, they are Paralyzed for 1 round, on a 2 they are Burned, and on a 3 they are Frostburned. This is a [Normal] attack.

Sand Tomb (Su): with a Standard Action, Dugtrio may cast Haboob (It's Hot Outside) once per minute. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Ground] attack.

At 7 hit dice it learns Slash and Sandstorm
Slash (Ex): with a Standard Action, Dugtrio may make a single Claw attack that has a base damage of 1d6 for a Small creature and a Critical value of 15-20/x2. If it has Improved Critical (Claw attacks), this does indeed become 9-20/x2. It ignores Hardness of 5 or less, and deals double damage against unattended objects (or triple on a critical hit). This is a [Normal] attack.

Sandstorm (Su): once per day per 5 full hit dice, Dugtrio may cast Sandstorm (It's Hot Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. Keep in mind the various benefits it has in sandstorms and duststorms. This is a [Ground] effect.

At 8 hit dice its Dexterity increases by 2 and it learns Earth Wave
Earth Wave (Su): once per day, Dugtrio may cast Mudslide (It's Wet Outside). The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Ground] attack but it puts fires out like a big wave of water does.

At 9 hit dice it learns Going Underground and Dig
Going Underground (Ex): with a Standard Action once per hour, Dugtrio may dive up to 250' straight down instantly, digging through the earth so fast it's almost like teleportation. This functions even if it is in a grapple, or even swallowed by a creature on the ground, and in these cases the other creature is pulled underground with it. This is a [Ground] effect.

Dig (Ex): while digging, Dugtrio has Tremorsense out to its Burrow Speed, and may use a Full Round Action to charge a creature that stands above it, even if the distance is less than ten feet. The foe is denied their Dexterity Bonus to Armour Class against this attack, which gains 2d6 Sneak Attack, +1d6 more at 11 and 16 hit dice. This is a [Ground] attack.

At 10 hit dice its Dexterity increases by 2 and it learns Earth Power
Earth Power (Su): once per ten minutes with a Standard Action, Dugtrio may make the ground explode in geothermal power or something to that effect. This affects a 10' radius Blast in Medium Range, affecting everything on the ground and up to ten feet above it, turning the area into Difficult Terrain. This deals 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the save falls Prone. This also happens to leave hard terrain churned up nicely for planting things. This is a [Ground] effect.

At 11 hit dice its Strength increases by 2 and it learns Sinkhole
Sinkhole (Sp): once per hour, Dugtrio may centre its Sand Pit ability on itself (but is unaffected, able to swim through it just fine), quadrupling the radius and doubling the depth. This is a [Ground] attack.

At 12 hit dice its Natural Armour increases by 2 and it learns Earthquake
Earthquake (Su): once per hour, Dugtrio may cast Earthquake, however the damage (not including Non-Lethal damage for being trapped) is 1d6 per hit die, any Save DC is 10 + half its hit dice + its Constitution Bonus, and anything considered Immune to [Ground] attacks can never be trapped in the fissures. This is a [Ground] attack.

At 13 hit dice it learns Fissure and Rototiller
Fissure (Su): once per hour, Dugtrio may create a Bottomless Pit within Close Range, with a radius of up to 10 feet, even beneath another creature. Anything above this newfound pit must attempt a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) in order to dive to safety, otherwise they begin falling. This is a [Ground] effect.

Rototiller (Ex): once per minute, Dugtrio may use a Full Round Action to work the soil in a 30 foot radius, churning it about and turning it into a great place for growing plants. This is generally good for farmers, but also any [Grass] Pokémon in the area when this is used gains a +2 Luck Bonus to attack rolls, damage rolls, and the Save DC for all attacks and abilities, for one minute. This is a [Ground] effect.

At 14 hit dice its Natural Armour and Dexterity both increase by 2

At 15 hit dice its Strength increases by 2 and it learns Maximum Cave-In
Maximum Cave-In (Su): once per minute, Mega Dugtrio may cast Earthquake, with only half the radius, however the damage (not including Non-Lethal damage for being trapped) is 1d6 per hit die, any Save DC is 10 + half its hit dice + its Strength Bonus, and anything considered Immune to [Ground] attacks can never be trapped in the fissures. Anything that takes any damage from this is then Anchored in place for one round in addition to any other effects, and the entire area becomes Difficult Terrain, even otherwise clear ground. This is a [Ground] attack.

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Mega Evolution: when Dugtrio becomes Mega-Dugtrio, each of the heads becomes much larger, towering above other things. It grows one Size Category larger, with the following adjustments: its Strength, Dexterity and Wisdom each increase by 4, and its Natural Armour increases by 8. If its [Pokebility] is not Sand Force already, it now is.

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Alolan Diglett
Diminutive Magical Beast [Earth], CR 1
13 14 5 3 8 6
1d6-3 (1 HP), Init +6, Speed 20' Burrow 30'
BAB/Grab: +1/-10
-2 Claws +8 (1d2+2)
AC: 16 (+2 Dex, +4 Size), Flat 14, Touch 16
Fort -3 Ref +4 Will +1
Feats: Improved Initiative, Weapon Finesse (B)
Skills: Listen +3
Special Attacks: Sand Attack, Trip, Metal Claw
Special Qualities: Ground and Steel Pokémon Traits, Tangling Hair
Rare Traits: Sand Force, Headbutt, Hone Claws, Thrash
Tutor Moves: Charm, Agility, Mud Shot, Dig, Stomping Tantrum, Stealth Rock
Advancement: 2-5 hit dice (Diminutive), evolves into Dugtrio at 6 hit dice
Hit Dice: 1d6 HP, Good BAB, Good Ref and Will, 2 + Int skill points

The creature sticking out of the ground in front of you looks sort of like a mole with some gold wiry hair sticking out.

Ground and Steel Traits: Alolan Diglett does not have the usual effects of the [Earth] Subtype, and it can be treated as a Construct for the purpose of Construct-Bane weapons and similar. It is weak against [Fighting], [Fire], [Ground] and [Water] attacks, and resists [Bug], [Dragon], [Fairy] [Flying], [Normal], [Psychic], [Rock] and [Steel] attacks. It is considered Immune to [Electric] attacks, always resisting them, and Immune to [Poison] attacks, always resisting them and unable to be Poisoned or Diseased in any way. When burrowing, Alolan Diglett can always choose whether or not to leave tunnels behind it. It also has the ability to swim through sand at its normal speed, and when burrowing or sand-swimming, takes no damage or effect from any kind of [Electric] attack. When simply touching the ground, it has Evasion against [Electric] attacks. Alolan Diglett does not suffer any damage or impediments from sand storms, dust storms, loose sand, quicksand or rough stony terrain, and indeed has Resistance equal to its hit dice against all energy types (even obscure ones) in sand storms and dust storms, as well as a +3 Resistance Bonus to Reflex and Will Saves. It is considered to be made of magnetic metal for the purpose of spells and magnets, but is a living creature that is not simply destroyed by rust effect: it is always allowed a Fortitude Save to resist, with failure resulting in 1d6 damage per caster level / hit die.

Sand Attack (Ex): with a Standard Action, Alolan Diglett can throw sand and dust at a creature within 10 feet. They must succeed on a Reflex Save (DC 12) or be rendered Blind for 3 rounds. The Save DC is Dexterity-based. This is a [Ground] effect.

Trip (Ex): Alolan Diglett is able to attempt to Trip a creature in its own square or an adjacent one with a Standard Action, without provoking an Attack of Opportunity. It uses its Dexterity Bonus instead of its Strength Bonus, and either participant cannot be treated as smaller than Small or larger than Large - as such, Alolan Diglett would only suffer -4 for Size and an opponent can have no more than a +4 for Size. This is a [Ground] attack.

Metal Claw (Ex): Alolan Diglett may make its Claw attacks as [Steel] effects, and they deal damage as though one size category larger. Additionally, they penetrate DR and Hardness as though made of Adamantium, and have an Innate +1 Enhancement Bonus (as though actual magic weapons). This is a [Steel] effect.

Tangling Hair (Ex): anything that hits Alolan Diglett with a natural or non-reach melee weapon becomes Entangled until the end of their own next turn. If already Entangled, they become Anchored until the end of their next turn. This is a [Pokebility].

Rare Traits:
Sand Force (Ex): the rare Alolan Diglett with this [Pokebility] draws upon surrounding sand and dust to become more powerful. When it is sand-swimming, or in a sandstorm or duststorm, Diglett has a +4 Circumstance Bonus to Strength and Charisma, and is treated as one Size category larger for the purpose of dealing damage with natural weapons.

Headbutt (Ex): some Alolan Digletts have a strong skull that can be used to make a damaging headbutt. With a Standard Action, it may unleash a Slam attack that has a base damage of 1d3 for a Diminutive creature, plus one and a half times its Strength Bonus. On a Critical Hit, a struck target falls Prone from the impact. If this is used as a Readied Action, a struck target must succeed on a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. When it evolves into Alolan Dugtrio, it may make three Slams as a Full Round Action, all at its highest attack bonus minus 2, and adding only its Strength Bonus to the damage.

Hone Claws (Ex): with a Standard Action at will, an Alolan Diglett with this ability may sharpen its claws (hair?), honing their edges to improve their devastating cutting power. For the next minute, its natural weapons (including ones granted by Pokémon Attacks) all enjoy a +1 Enhancement Bonus, or their existing Enhancement Bonus is increased by 1. This can be performed multiple times, increasing the bonus and resetting the duration each time, to a maximum Enhancement Bonus of +6. This is a [Dark] effect.

Thrash (Ex): once per hour, an Alolan Diglett with this rare trait may use a Full Round Action to begin thrashing about, tearing away at nearby foes. The frenzy lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the frenzy catches up with it and it becomes Confused for three rounds. As a Swift Action upon activating it, and with a Full Round Action each round while this is active, it may make a Full Attack, directing each of its attacks against every foe within range - make one attack roll for each attack, and resolve it against the Armour Class of every foe within reach. During this time, every attack against every foe deals an extra 1d6 points of damage per 5 hit dice (round up). This entire attack is a [Normal] one.

At 2 hit dice, its Strength increases by 2 and it learns Astonish
Astonish (Ex): Alolan Diglett may resolve a natural weapon attack as a [Ghost] attack. If this hits a foe that is denied its Dexterity Bonus to Armour Class, or Flanked by Alolan Diglett, they are Shaken for three rounds as a [Fear] effect.

At 3 hit dice, it learns Spelunk and Metal Sound
Spelunk (Ex): once per hour, Alolan Diglett may travel through terrain as though by casting Passwall. This is a [Rock] effect.

Metal Sound (Ex): once per minute, Alolan Diglett may release a terrible noise, like scraping blades together. Creatures within 30 feet suffer a -4 Penalty on Will Saves for three rounds, during which time any Mind Blank effects are suppressed. This is a [Sonic] [Steel] attack.

At 4 hit dice, its Constitution increases by 2 and it learns Bulldoze
Bulldoze (Ex): with a Full Round Action once per three rounds, Alolan Diglett may make a Charge attack, that ends in a Slam of appropriate Size (1d2 for a Diminutive creature). If it ends this charge threatening multiple creatures or objects, it may elect to resolve the attack against any or all of them, not just the initial target (though the normal rules for charging apply, so it can't declare a target, charge them, and then forego attacking that target). Furthermore, anything hit suffers 2 points of Dexterity damage, and has their Initiative reduced by 4, although this cannot cause something to gain two turns (such as acting at 2 Initiative higher than Alolan Diglett, getting hit, then acting again at 2 lower). This is a [Ground] attack.

At 5 hit dice, it learns Sucker Punch
Sucker Punch (Ex): Alolan Diglett gains a Primary Slam attack that can only be used as an Immediate Action, to interrupt an attack. This has a base damage of 1d4 for a Diminutive 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 Alolan Diglett a Swift action on its next turn, it consumes next turn's Standard action. This is a [Dark] attack.

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Alolan Dugtrio
Small Magical Beast [Earth], CR 6
18 20 9 3 8 9
6d6-6 (15 HP), Init +9, Speed 20' Burrow 50'
BAB/Grab: +6/+6
-2 Claws +12 (1d3+4)
AC: 19 (+5 Dex, +1 Size, +3 Natural Armour), Flat 14, Touch 16
Fort +1 Ref +10 Will +4
Feats: Improved Initiative, Weapon Finesse (B), 3, 6
Skills: Listen +8
Special Attacks: Sand Attack, Trip, Astonish, Metal Claw, Metal Sound, Spelunk, Bulldoze, Sucker Punch, Night Slash, Tri Attack, Hammer In
Special Qualities: Ground and Steel Pokémon Traits, Tangling Hair
Rare Traits: Sand Force, Headbutt, Hone Claws, Thrash
Tutor Moves: Charm, Agility, Mud Shot, Dig, Stomping Tantrum, Stealth Rock
Advancement: 7-15 hit dice (Small), 16+ hit dice (Medium)
Hit Dice: 1d6 HP, Good BAB, Good Ref and Will, 2 + Int skill points

This collection of three mole heads or giant thumbs or whatever all have flowing golden hair like a glam-rock band from the 80s.

Ground and Steel Traits: Alolan Dugtrio does not have the usual effects of the [Earth] Subtype, and it can be treated as a Construct for the purpose of Construct-Bane weapons and similar. It is weak against [Fighting], [Fire], [Ground] and [Water] attacks, and resists [Bug], [Dragon], [Fairy] [Flying], [Normal], [Psychic], [Rock] and [Steel] attacks. It is considered Immune to [Electric] attacks, always resisting them, and Immune to [Poison] attacks, always resisting them and unable to be Poisoned or Diseased in any way. When burrowing, Alolan Dugtrio can always choose whether or not to leave tunnels behind it. It also has the ability to swim through sand at its normal speed, and when burrowing or sand-swimming, takes no damage or effect from any kind of [Electric] attack. When simply touching the ground, it has Evasion against [Electric] attacks. Alolan Dugtrio does not suffer any damage or impediments from sand storms, dust storms, loose sand, quicksand or rough stony terrain, and indeed has Resistance equal to its hit dice against all energy types (even obscure ones) in sand storms and dust storms, as well as a +3 Resistance Bonus to Reflex and Will Saves. It is considered to be made of magnetic metal for the purpose of spells and magnets, but is a living creature that is not simply destroyed by rust effect: it is always allowed a Fortitude Save to resist, with failure resulting in 1d6 damage per caster level / hit die.

Night Slash (Ex): at will, Alolan Dugtrio 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 (1d8, 17-20/x2 for a Small 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.

Tri Attack (Su): once per three rounds, Alolan Dugtrio may use all three heads to unleash three beams of light, triangulated on one target's position. This is resolved as a Ranged Touch Attack out to Medium Range as a Standard Action, and it can roll Miss chances three times and pick the best result, and against a target with Mirror Images, it first wipes two Images out and then rolls to see what it hits. This deals 3d10 points of damage, and the target must then succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus), with failure resulting in the roll of a d3: on a 1, they are Paralyzed for 1 round, on a 2 they are Burned, and on a 3 they are Frostburned. This is a [Normal] attack.

Hammer In (Ex): once per minute, Alolan Dugtrio may make a pair of Slam attacks against the same foe as a Full Round Action, each dealing 1d4 damage for a Small creature. If both attacks hit, it can attempt to entomb its foe. The foe must make a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or be hammered partially into the ground. This ability doesn’t work in locations with a basement or open level immediately below (instead destroying that square and causing them to fall), nor can Alolan Dugtrio hammer victims into magical, living, or animate materials, or materials with a Hardness higher than 8. A creature affected by this is considered Anchored in place. Every turn, they may use a Standard Action to attempt to pull themselves free, making either a Strength check or an Escape Artist check (same DC as the Reflex Save). This is a [Fighting] attack.

At 7 hit dice it learns Iron Head and Sandstorm
Iron Head (Ex): with a Standard Action at will, Alolan Dugtrio can smash one of its metal-encased skulls into the less-metal head of someone else, going full Shibata on them. It may instead use a Full Round Action to deliver three headbutts, all at its highest Attack Bonus minus 2. This is resolved as a Slam that deals 1d8 Bludgeoning damage (for a Small creature), plus one and a half times its Strength Bonus (or just its normal Strength Bonus if making three attacks), and targets that are hit at least once must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus). Failure results in them being Staggered for one round. This is a [Steel] attack.

Sandstorm (Su): once per day per 5 full hit dice, Alolan Dugtrio may cast Sandstorm (It's Hot Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Ground] effect.

At 8 hit dice its Dexterity increases by 2 and it learns Gold Rush
Gold Rush (Ex): at will, Alolan Dugttrio may charge at a foe in a flurry of golden hair. This is resolved as Iron Head except as a Charge (and cannot be used to deliver a trio of attacks), and on a successful hit it scatters golden fragments around, coating the target in Glitterdust for 3 rounds and coating the target's square, and all surrounding ones, in a small amount of gold dust worth about 10 GP per square. This is a [Steel] effect.

At 9 hit dice it learns Going Underground and Dig
Going Underground (Ex): with a Standard Action once per hour, Alolan Dugtrio may dive up to 250' straight down instantly, digging through the earth so fast it's almost like teleportation. This functions even if it is in a grapple, or even swallowed by a creature on the ground, and in these cases the other creature is pulled underground with it. This is a [Ground] effect.

Dig (Ex): while digging, Alolan Dugtrio has Tremorsense out to its Burrow Speed, and may use a Full Round Action to charge a creature that stands above it, even if the distance is less than ten feet. The foe is denied their Dexterity Bonus to Armour Class against this attack, which gains 2d6 Sneak Attack, +1d6 more at 11 and 16 hit dice. This is a [Ground] attack.

At 10 hit dice its Constitution increases by 2 and it learns Earth Power
Earth Power (Su): once per ten minutes with a Standard Action, Alolan Dugtrio may make the ground explode in geothermal power or something to that effect. This affects a 10' radius Blast in Medium Range, affecting everything on the ground and up to ten feet above it, turning the area into Difficult Terrain. This deals 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the save falls Prone. This also happens to leave hard terrain churned up nicely for planting things. This is a [Ground] effect.

At 11 hit dice its Strength increases by 2 and it learns Painfully Underfoot
Painfully Underfoot (Ex): once per hour, Alolan Dugtrio may use an Immediate Action to move up to 30 feet as though by teleportation. This also leaves the square it left, the surrounding squares, and a direct line between its starting and end points, covered in caltrops. If used to move adjacent to a creature this movement is interrupting, the target is treated as having automatically stepped on the caltrops. This is a [Steel] attack.

At 12 hit dice its Natural Armour increases by 2 and it learns Earthquake
Earthquake (Su): once per hour, Alolan Dugtrio may cast Earthquake, however the damage (not including Non-Lethal damage for being trapped) is 1d6 per hit die, any Save DC is 10 + half its hit dice + its Constitution Bonus, and anything considered Immune to [Ground] attacks can never be trapped in the fissures. This is a [Ground] attack.

At 13 hit dice it learns Fissure and Rock Slide
Fissure (Su): once per hour, Alolan Dugtrio may create a Bottomless Pit within Close Range, with a radius of up to 10 feet, even beneath another creature. Anything above this newfound pit must attempt a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) in order to dive to safety, otherwise they begin falling. This is a [Ground] effect.

Rock Slide (Su): once per three rounds, Alolan Dugtrio may unleash a cascade of rocks careening across the field. This uses a Standard Action, and creates a Line adjacent to Alolan Dugtrio that is 10' wider than the Pokémon itself is (so it extends 5' either side past the user's width), and 30 feet long. Everything in the area suffers 1d8 damage per 2 hit dice and is knocked Prone, however a successful Reflex Save (DC 10 + half its hit dice + its Strength Bonus) halves the damage and negates the prone status. This is a [Rock] attack.

At 14 hit dice its Natural Armour and Dexterity both increase by 2

At 15 hit dice its Strength increases by 2 and it learns Maximum Steelspike
Maximum Steelspike (Ex): once per minute, Alolan Mega Dugtrio may cast Earthquake, with only half the radius, however the damage (not including Non-Lethal damage for being trapped) is 1d6 per hit die, any Save DC is 10 + half its hit dice + its Strength Bonus, and anything considered Immune to [Ground] attacks can never be trapped in the fissures. The entire area is then covered in caltrops. This is a [Ground] attack, except the caltrops deal damage as a [Steel] attack.

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Mega Evolution: when Alolan Dugtrio becomes Alolan Mega Dugtrio, it grows taller and its hair extends into the ground, winding around the place and entangling those nearby. It grows one Size larger, with the following adjustments: its Constitution and Wisdom each increase by 2, its Strength and Dexterity each increase by 4, and its Natural Armour increases by 8. Its [Pokebility] changes to Arena Trap.

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Tutor Moves:
Agility (Su): by focusing as a Full Round Action, the Pokémon can cast Cat's Grace on itself at will. This is a [Psychic] effect.

Charm (Sp): once per day, the Pokémon may cast Charm Monster with a Save DC of 8 + half its hit dice + its Charisma Bonus. This is [Mind-Affecting] [Charm] [Fairy] effect.

Mud Shot (Su): with a Standard Action, the Pokémon can fire a high-pressure blast of thick mud from its mouth. This reaches out to 25 feet and requires a Ranged Touch Attack. If it hits, the target suffers 1d10 Bludgeoning damage. This also causes a target to be Blind for one round. This is a [Ground] attack.

Stealth Rock (Su): once per hour, the Pokémon can cast Cave Fangs with a Save DC of 10 + half its hit dice + its Constitution, Wisdom or Charisma Bonus (whichever is higher). This is a [Rock] attack.

Stomping Tantrum (Ex): once per three rounds, the Pokémon can stomp its feat 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 Pokémon 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 attacker 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.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Psyduck
Small Magical Beast, CR 1
8 14 12 3 13 15
1d8+1 (5 HP), Init +0, Speed 20' Swim 30'
BAB/Grab: +0/-7
-Claw +1 (1d3-1)
AC: 14 (+2 Dex, +1 Size, +1 Natural Armour), Flat 12, Touch 13
Fort -1 Ref +2 Will +1
Feats: Point Blank Shot, Weapon Finesse (B)
Skills: Concentration +3
Special Attacks: Tail Whip, Water Gun
Special Qualities: Water Pokémon Traits, Cloud Nine, Headache
Rare Traits: Swift Swim, Confuse Ray, Hypnosis, Yawn
Tutor Moves: Protect, Psybeam, Chilling Water, Rain Dance, Icy Wind, Light Screen, Rest, Encore, Surf, Haze, Psychic Noise
Advancement: 2-6 hit dice (Small), evolves into Golduck at 7 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Ref and Will, 2 + Int skill points

This yellow duck has a confused look on its face.

Water Traits: Psyduck is treated as having the [Water] Subtype, but does not have the usual traits of it, or the Elemental Type. It is weak against [Electric] and [Grass] attacks, and resists [Fire], [Ice], [Steel] and [Water] attacks. Although it isn't amphibious, it can hold its breath ten times the normal duration.

Tail Whip (Ex): with a Move Equivalent Action at will, Psyduck may whip its tail about in a 180 degree arc. All adjacent creatures in that arc suffer a -4 Penalty to Armour Class and Reflex Saves until their next turn.

Water Gun (Su): with a Standard Action, Psyduck can fire a high-pressure blast of water from its mouth, hitting like a fire hose. This reaches out to 25 feet and requires a Ranged Touch Attack. If it hits, the target suffers 1d6 Bludgeoning damage. If the target is on fire, the fire is doused, and it also clears any fires out of that 5' cube, soaking it sufficiently to prevent most fires from starting there. This is a [Water] attack.

Cloud Nine (Su): all weather effects within one mile are suppressed, with the exceptions of Extremely Harsh Sunlight, Overwhelming Winds, and Torrential Downpour. Other attacks or Pokebilities that change the weather will only function within this area if they create Extremely Harsh Sunlight, Overwhelming Winds, or Torrential Downpour.

Headache (Ex): Psyduck constantly suffers from a headache, and as such is treated as Sickened. The penalties for this are already factored into the stat block above. Any creature that makes any kind of contact with Psyduck's mind is also subject to this for three rounds, with no saving throw. Any time Psyduck uses a [Psychic] attack, it is freed from the headache for 3 rounds.

Rare Traits:
Swift Swim (Ex): if Psyduck has this rare [Pokebility], it is Hasted whenever it is in the rain or submerged underwater.

Confuse Ray (Su): with a Standard Action once per 3 rounds, a Psyduck with this may unleash an eerie light to disorient and overwhelm the mind of a foe. Being a ray, this is resolved with a Ranged Touch Attack out to 60 feet, and on a successful hit the opponent is rendered Confused for 2d4 rounds. However, a creature confused by this may attempt a Will Save (DC 10 + half Psyduck's hit dice + its Charisma Bonus) at the start of every turn to end the effects early. This is a [Ghost] attack.

Hypnosis (Su): once per hour, a rare Psyduck may use a Full Round Action to attempt to hypnotise a creature within Close Range with Line of Sight, lulling it into sleep. At the end of the action, the foe must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Drowsy. If the saving throw is failed by more than 4, they instead fall Asleep for one minute (or until any damage is suffered). This is a [Psychic] effect.

Yawn (Su): the rare Psyduck may use a Standard Action to yawn, passing the yawn to another creature within 50 feet. The creature automatically becomes Drowsy for three rounds, and if they do not spend a Full Round Action on their next action yawning and clearing their head, they then must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or fall Asleep for one minute. This is a [Normal] effect.

At 2 hit dice, it learns Confusion and Space Out
Confusion (Sp): with a Standard Action once per hour, Psyduck may unleash a psychic blast of energy that fries the synapses of all in a 10' radius Burst within Medium Range. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are Confused for one round per hit die. This is a [Mind-Affecting] [Psychic] effect.

Space Out (Ex): once per hour, Psyduck may use a Standard Action to become completely unaware of its troubles. For the next minute, it ignores all Penalties and Afflictions suffered, including its Headache. This is a [Normal] effect.

At 3 hit dice, it learns Water Pulse and Disable
Water Pulse (Su): once per minute, Psyduck can unleash a powerful burst of water that hits with incredible hydrostatic pressure. This uses a Standard Action, and targets the first target in a 30' long Line if smaller than Medium (60' if it grows to Medium or Large, 90' if it grows to Huge or Gargantuan, and 120' if it becomes bigger than that). The target takes 1d8 damage per 2 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target suffers any damage, they must also pass a Will Save (same DC) or become Confused for one round per hit die. This is a [Ballistic] [Water] attack.

Disable (Su): once per minute, Psyduck may curse an enemy within 100 feet with a Standard Action. 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.

At 4 hit dice, it learns Zen Headbutt and Delusion
Zen Headbutt (Su): once per three rounds, Psyduck may utilise zen in order to have delivered a sharp headbutt that utilises its mind rather than its skull. But at no point does it actually decide to headbutt something, it merely ends up having headbutted them. If you don't understand, you're not enlightened. With a Standard Action, it uses its zen, and then at any point before the start of its next turn, the headbutt can be declared against a target that was adjacent to it. This is resolved as a Slam attack that has a base damage of 1d8 for a Small creature, plus one and a half times its Strength Bonus, plus its Concentration skill total. If not used during its own actual turn, this also forces the target to attempt a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the start of their next turn. This is a [Psychic] attack. For the purpose of its Headache, the [Psychic] attack is activated when this power is, and such the headbutt that is decided to have happened afterwards does not suffer from the penalties of the Headache. That's also zen.

Delusion (Sp): once per hour, Psyduck may use a Standard Action to unleash its imagination upon all in a 10' radius Burst within Medium Range. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are Confused for one round per hit die. Additionally, this creates a Minor Image of its choice within the area, for one round per hit die. This is a [Mind-Affecting] [Psychic] attack.

At 5 hit dice, it learns Aqua Tail and Confusion Wave
Aqua Tail (Su): Psyduck grows a tail strong enough to make a Secondary Natural Weapon attack that is able to target two adjacent creatures within reach at the same time, sweeping across them. This has a base damage of 1d6 (for a Small creature) plus one and a half times the user's Strength Bonus, douses any fires on the target (or at least, the 5' cube hit), and if the target has any ability that deals Fire damage when hit (such as a Fire Shield), this is suppressed for one round (and does not affect Psyduck). This is a [Water] attack.

Confusion Wave (Su): once per minute, Psyduck may use a Standard Action to unleash a wave of psychic energy in a 30' Cone. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are Confused for one round per hit die. This is a [Mind-Affecting] [Psychic] effect.

At 6 hit dice, it learns Soak and Latent Power
Soak (Ex): once per 3 rounds, Psyduck may use a Standard Action to drench a target within 20 range. This puts out any fires in the target square, and changes the target's Type to Water (replacing all Pokémon Type Traits with Water Pokémon Traits) for 3 rounds. This is a [Water] effect.

Latent Power (Sp): once per hour, Psyduck may use a Standard Action to target one creature within Medium Range and blast them with overwhelming psychic energy that hammers on their brain. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also Dazed for one round. Upon using this, Psyduck gains the [Psychic] type - and Psychic Pokémon Traits - for one minute. This is a [Mind-Affecting] [Psychic] attack.

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Golduck
Medium Magical Beast, CR 7
12 16 14 11 17 21
7d8+14 (5 HP), Init +3, Speed 20' Swim 40'
BAB/Grab: +5/+6
-2 Claws +9 (1d4+1)
AC: 17 (+3 Dex, +4 Natural Armour), Flat 14, Touch 13
Fort +4 Ref +8 Will +8
Feats: Point Blank Shot, Weapon Finesse (B), Weapon Focus: Claw, Ability Focus: Latent Power
Skills: Concentration +12, Swim +21, Knowledge: Arcana +10, Sense Motive +13
Special Attacks: Tail Whip, Water Gun, Confusion, Water Pulse, Disable, Zen Headbutt, Delusion, Aqua Tail, Confusion Wave, Latent Power, Aqua Jet
Special Qualities: Water Pokémon Traits, Cloud Nine, Soak, Psych Up
Rare Traits: Swift Swim, Confuse Ray, Hypnosis, Yawn
Tutor Moves: Protect, Psybeam, Chilling Water, Rain Dance, Icy Wind, Light Screen, Rest, Encore, Dive, Haze, Psychic Noise, Liquidation, Shadow Claw, Vacuum Wave, Future Sight, Whirlpool, Muddy Water, Flip Turn, Hyper Beam, Calm Mind, Power Gem, Substitute, Waterfall
Advancement: 8+ hit dice (Medium)
Hit Dice: 1d8 HP, Medium BAB, Good Ref and Will, 4 + Int skill points

This duck is blue, and as tall as a person. It's scary looking, and has a gem in its forehead, like a third eye.

Water Traits: Golduck is treated as having the [Water] Subtype, but does not have the usual traits of it, or the Elemental Type. It is weak against [Electric] and [Grass] attacks, and resists [Fire], [Ice], [Steel] and [Water] attacks. Although it isn't amphibious, it can hold its breath ten times the normal duration.

Aqua Jet (Ex): Golduck can make a Partial Charge to deliver its Claw as an Immediate Action. If targeted by an enemy, it can only use this to attack that enemy, not to get out of range. This deals +1d6 damage, and is a [Water] attack.

Psych-Up (Su): with a Standard Action once per hour, Golduck may look at another creature within 60 feet and focus on them, working itself up to match them. Golduck then gains every Deflection, Resistance, Enhancement or Morale Bonus or Penalty that the target has, which remain for the next minute. This is a [Psychic] effect.

At 8 hit dice, its Natural Armour increases by 1 and it learns Third Eye
Third Eye (Sp): Golduck gains access to a number of Psionic Spell-Like Abilities, with a Manifester Level equal to its hit dice and Augmented (if possible) as though spending Power Points equal to its hit dice. At will, it may manifest Precognition, Aura Sight, Intellect Fortress, Trace Teleport and Clairvoyant Sense. Once per day it may manifest Remote Viewing. Any Save DC is 10 + half its hit dice + its Charisma Bonus. These are [Psychic] effects.

At 9 hit dice, it learns Amnesia and Aquatic Rescue
Amnesia (Su): Golduck may, with a Standard Action, deliberately forget all of its worries in life. It just stops caring about problems, and as such gains a +8 Resistance Bonus to Will Saves, and the Slippery Mind ability of a Rogue. These last for one minute. This is a [Psychic] effect.

Aquatic Rescue (Ex): any time Golduck uses Aqua Jet and ends in a square adjacent to a willing ally, the ally may use an Immediate Action to move to any square Golduck occupied at any point during the Aqua Jet.

At 10 hit dice, it learns Hydro Pump and Chaos Flash
Hydro Pump (Su): once per hour, Golduck may use a Full Round Action to fire a massive blast of high-pressure water from its mouth. This affects a 120' long Line, and deals 1d6 damage per hit die with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Struck targets are also subject to a Bullrush - with no Size bonus, but able to push targets of any Size (though they still gain a Size bonus or penalty of their own). It uses Golduck's Charisma Bonus in place of Strength for this, and can push more than 5 feet. The entire area is also soaked thoroughly, putting any fires out. This is a [Water] attack.

Chaos Flash (Sp): once per minute, Golduck can cast Radiant Assault with a Save DC of 10 + half its hit dice + its Charisma Bonus. Anything that fails the saving throw is merely rendered Blind for one round per 5 full hit dice of Golduck, not Dazed. This is a [Psychic] attack.

At 11 hit dice, its Charisma increases by 2 and it learns Wonder Room and Aqua Edge
Wonder Room (Sp): once per day, Golduck may use a Full Round Action to twist the dimensions out to a 120' radius. All within this area, for the next five rounds, have their defences swapped around: any time they are required or allowed to make a Fortitude Save, they instead make a Will Save, and vice versa. Furthermore, if a creature would be denied its Dexterity Bonus to Armour Class against an attack, the attack is instead resolved as a Touch Attack, and vice versa. This is a [Psychic] effect.

Aqua Edge (Ex): whenever Golduck makes a melee attack that is a [Water] attack, such as Aqua Jet, the Critical Threat is doubled and it becomes a [Blade] attack.

At 12 hit dice, its Wisdom increases by 2 and it learns Mind Games
Mind Games (Sp): Golduck gains access to a number of Psionic Spell-Like Abilities, with a Manifester Level equal to its hit dice and Augmented (if possible) as though spending Power Points equal to its hit dice. At will, it may manifest Blackwater Mind, Mindwipe, Contrarian Urge, Remote View Trap, Tower of Iron Will. Once each per hour, it may manifest Inconstant Location, Psychic Crush, Shatter Mind Blank and Mind Over Energy. These are [Psychic] effects.

At 13 hit dice, its Dexterity increases by 2 and it learns Distortion Beam
Distortion Beam (Su): once per hour, Golduck may use a Standard Action to unleash a beam as a Ranged Touch Attack out to Medium Range. If it hits, it deals 1d6 damage per hit die and the target suffers from a Reverse Gravity for 1 round per 5 hit dice. They must also succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be rendered Blind and Confused for the same duration. This is a [Psychic] attack.

At 14 hit dice, its Natural Armour increases by 2 and it learns Nasty Plot
Nasty Plot (Ex): by concentrating on schemes and tactics as a Full Round Action, Golduck can grant itself an Eagle's Splendour effect at will. In addition, while this is in effect, it gains +1d6 Sneak Attack damage. This is a [Dark] effect.

At 15 hit dice, its Natural Armour increases by 2 and it learns Maximum Hydrokinesis
Maximum Hydrokinesis (Sp): once per minute, Mega Golduck can cast Telekinetic Sphere with a Save DC of 10 + half its hit dice + its Charisma Bonus. The duration is only one minute, however the sphere is filled with water (aside from the target), meaning they must hold their breath or risk suffocation. This is a [Water] attack.

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Mega Evolution: when Golduck becomes Mega Golduck, it grows taller and more athletic, clearly able to carry several humans across the ocean at once, and its eyes and forehead gem glow particularly bright. Its Strength and Charisma each increase by 6, and its Dexterity and Wisdom each increase by 4. It gains Psychic Pokémon Traits in addition to its existing Water Traits, granting Resistance to [Fighting] and [Psychic] attacks, and Weakness to [Bug], [Dark] and [Ghost] attacks. Its [Pokebility] becomes Neuroforce.

Neuroforce (Su): so overwhelming is Mega Golduck's mind that any time it deals extra damage due to an attack being Super Effective, it doubles the amount of additional damage. This is a [Pokebility].

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Calm Mind (Su): three times per day, the Pokémon may use a Full Round Action to grant itself a Calm Emotions effect. Additionally, for the duration, it gains a +4 Enhancement Bonus to both Wisdom and Charisma. This is a [Psychic] effect.

Chilling Water (Su): with a Standard Action at will, the Pokémon may unleash a rush of icy cold water at an opponent. This deals 1d6 Cold damage per hit die, to a maximum of 5d6, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). A failed saving throw also results in the target being Fatigued, which can stack up to Exhaustion. This is a [Water] attack.

Dive (Ex): the Pokémon gains a Swim speed equal to its Base Speed, unless it already has a better Swim speed. While submerged, if the Pokémon charges a foe at higher elevation, the foe is denied their Dexterity Bonus to Armour Class against this attack, which gains 1d6 Sneak Attack, +1d6 more at 6 hit dice, and every 5 hit dice thereafter. This is a [Water] attack.

Encore (Su): with a Standard Action once per five rounds, the Pokémon may applaud a creature within 30 feet and goad them into an encore. If the target fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), then for three turns they cannot perform any actions other than the ones taken in their turn prior to receiving the encore. This does not let them bypass restrictions on the usage of their abilities. This is a [Mind-Affecting] [Compulsion] [Normal] effect that completely overrides and replaces a Torment effect.

Flip Turn (Ex): by changing the attack at the end of a charge to a [Water] attack, the Pokémon may move up to its base move speed away from the target after the charge, without provoking an attack of opportunity from the target, as though using the Spring Attack feat. If the attack hits, this also splashes the target's eyes such that they are rendered Blind for one round. This is a [Water] attack.

Future Sight (Sp): once per day, the Pokémon may cast Final Destination. The Save DC is 8 + half its hit dice + its Charisma Bonus. This is a [Psychic] attack.

Haze (Su): once per five rounds, the Pokémon may use a Standard Action to exhale a gentle light haze across the field, either as a 60' Cone or everywhere in a 30' radius of itself. This clears away all magical hazards (as well as hazards created by Pokémon Attacks, such as Web and Stealth Rock), and also clears out any Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as Nausea or Burns) to creatures in the area that are neither permanent nor ongoing modifiers caused by equipment. For instance, drinking a potion of Bull's Strength and having Mage Armour cast on you would be wiped away, but wearing a belt of Strength would not be affected. This is an [Ice] effect.

Hyper Beam (Su): once per day, the Pokémon may use a Full Round Action to unleash a powerful beam of energy. This 5' wide, 100' long Line deals 10 damage per hit die to all creatures in the Area, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This leaves the Pokémon Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, the user collapses afterwards, falling Asleep. This is a [Normal] attack.

Icy Wind (Su): once per three rounds, the Pokémon may use a Standard Action to exhale a chilling wave of air. This functions as a Gust of Wind effect, however it also deals damage equal to its hit dice to all in the area (halved if they succeed on the Fortitude Save), and on a failed Save, afflicted creatures suffer a -4 Penalty to Dexterity for 3 rounds. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is an [Ice] attack and a [Wind] effect.

Light Screen (Su): once per hour, the Pokémon may emit powerful light that forms an actual protective shield. This functions as a Wall of Light spell, however any creature attacking through it that cannot see through it treats all targets as having half Cover. This is a [Psychic] effect.

Liquidation (Su): at will, the Pokémon may pull water into the shape of a massive weapon and codswallop a foe with it, using a Standard Action. This is resolved as a melee attack, and has the damage and critical value of a Maul sized one category larger than normal for the user (2d8 for a Medium Golduck, 20/x3), ignoring all Hardness and Damage Reduction. Additionally, a struck target suffers a -2 Penalty to Armour Class and loses all Hardness and Damage Reduction until the end of the Pokémon's next turn. For every 4 full hit dice the Pokémon has, the weapon gains a +1 Enhancement Bonus to attack and damage rolls, increases the size of the penalty by 1, and rolls an extra damage die (or multiple dice - an 8 HD Medium Golduck would deal 6d8 damage). This is a [Water] attack.

Muddy Water (Su): once per hour, the Pokemon may use a Standard Action to unleash a wave of what is just about water, but could easily be called mud. The wave begins adjacent, and is 10 feet wider than the attacker (so extends five feet out either side) and twenty feet high. It then launches forward as a Line, out to forty feet before disippating. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the save are also knocked backwards until they leave the Area, and knocked Prone. If they collide with an object that stops their movement, they suffer an additional 1d6 Bludgeoning damage for every 5' of movement prevented. Creatures damaged by this are also Blinded for 3 rounds, though a Full Round Action can be spent wiping their eyes clear. This is a [Water] attack.

Power Gem (Su): with a Standard Action at will, the Pokemon may attack with a ray of light that sparkles as though made of gemstones. This ray is resolved as a Ranged Touch Attack out to Close Range, and if it hits, it deals 1d6 damage per hit die. It is a [Light] [Rock] attack.

Protect (Su): once per hour, the Pokemon may use magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Psybeam (Su): with a Standard Action, the Pokémon may focus its psychic powers into a beam, unleashing it as a Ranged Touch Attack out to Medium Range. If it hits, this deals 1d6 non-lethal damage per hit die and forces the target to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). Failure results in Confusion for 2d4 rounds. This can be used once per hour, however it may be used a second time by expending the hourly use of Confusion, and vice versa. This is a [Mind-Affecting] [Psychic] effect.

Psychic Noise (Su): once per minute, the Pokémon may release devastating psychic waves that rattle cellular matter and cripple the body's healing capabilities. This uses a Standard Action, and affects a creature within Medium Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit die + its Charisma Bonus). Failure results in the target being unable to regain hit points or gain temporary hit points in any way for three turns, as well as deactivating Regeneration for that duration so that all damage suffered is actual hit point damage. This is a [Sound] [Psychic] attack.

Rain Dance (Su): with a Full Round Action once per hour, the Pokémon may dance about and summon the rains. If there are already clouds overhead, this takes effect immediately, otherwise it starts raining at the end of its next turn as clouds must first gather. For the next three rounds (in naturally dry environments), one minute (in normal environments) or minute per hit die (in damp environments where it was likely to soon rain anyway), the weather becomes rain out to a one mile radius. This is a [Water] [Dance] effect.

Rest (Ex): once per day, the Pokémon may simply fall Asleep of its own accord with a Full Round Action. This functions as a Heal effect, but also renders it asleep for its turn, and two more rounds afterwards. If anything prevents it from falling asleep, it also does not gain the benefits. This is a [Psychic] effect.

Shadow Claw (Su): the Pokémon may elect to treat its claws as a [Blade] [Ghost] attack when it wants to. When doing so, the attack has an innate Threat Range of 18-20, bypasses non-magical armour and shields, and at 10 and 20 hit dice it deals damage as though one Size larger.

Substitute (Sp): once per hour, the Pokémon 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.

Vacuum Wave (Su): once per minute, the Pokémon may use an Immediate Action to pull energy towards itself in a 15' Cone. All in the area suffer 1d8 damage, plus the Pokémon's Charisma Bonus, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Fighting] attack.

Waterfall (Ex): with a Full Round Action, the Pokémon may leap into the air, and crash upon a foe from above, bringing a cascade of water with it. This may be unleashed against any creature within its Base Speed, minus the target's height (for instance, if a creature has a Base Speed of 20 feet and their target is Medium, they could attack the target from up to 15 feet away, if the target was Gargantuan, they would have to be sharing the same square, and beyond that the attack would not succeed). This gains the same benefits and drawbacks as if it were a Charge and is resolved as a Slam that deals 1d8 (for a Medium creature) plus one and a half times its Strength Bonus. On a successful hit, the attacker is also granted a free Trip attempt. The attacker may elect to make a Swim check at the start of this, and may then elect to use this check in place of one of the following: the attack roll, the damage roll, the Trip attempt. This is a [Water] attack.

Whirlpool (Sp): once per hour, the Pokémon may cast Maelstrom, with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Water] attack.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Mankey
Tiny Magical Beast, CR 1
14 15 6 3 9 8
1d8-2 (2 HP), Init +6, Speed 20' Climb 20'
BAB/Grab: +1/-5
-2 Claws +5 (1d2+2)
AC: 14 (+2 Dex, +2 Size), Flat 12, Touch 14
Fort -2 Ref +4 Will -1
Feats: Improved Initiative, Weapon Finesse (B)
Skills: *Intimidate +4, Jump +6
Special Attacks: Mischief, Leer
Special Qualities: Fighting Pokémon Traits, Vital Spirit or Anger Point, Focus Energy
Rare Traits: Defiant, Beat Up, Counter, Encore, Seismic Fist, Smelling Salts
Tutor Moves: Acrobatics, Bulldoze, Dig, Dual Chop, Fire Punch, Hone Claws, Ice Punch, Rock Tomb, Seed Bomb, Thief, Thunder Punch, U-Turn
Advancement: 2-5 hit dice (Tiny), evolves into Primeape at 6 hit dice
Hit Dice: 1d8 HP, Good BAB, Good Ref, 2 + Int skill points

There is a creature standing before you, like a hairy soccer ball with limbs and an angry face. It snorts and screeches menacingly.

Fighting Traits: Mankey is weak against [Fairy], [Flying] and [Psychic] attacks, and resists [Bug], [Dark] and [Rock] attacks.

Vital Spirit (Ex): the typical Mankey is never Drowsy, nor can it be caused to fall Asleep by any effect. It can choose to sleep normally, but cannot be affected by Sleep Powder or Hypnosis for instance, nor can it use the Rest special quality. This is a [Pokebility].

Anger Point (Ex): if Mankey instead has this [Pokebility], any time it suffers a Critical Hit it instantly gains a +6 Enhancement Bonus to its Strength Score and a +3 Morale Bonus on attack and damage rolls. These last for one minute.

Mischief (Ex): with a Full Round Action at will, Mankey may cause general mischief, either turning an adjacent square into Difficult Terrain or causing an adjacent foe to be Entangled for one round. In the latter case, it may un-Attune one of the target's equipped magical items for the duration. This is a [Normal] effect.

Leer (Ex): when Mankey attempts to Demoralise a foe that can see it, it is treated as having the maximum ranks in Intimidate for its hit dice, and a minimum Charisma of 10. Furthermore, any foe it Demoralises suffers a -2 Morale Penalty to Armour Class while Shaken. This is a [Normal] attack.

Focus Energy (Ex): with a Standard Action at will, Mankey 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.


Rare Traits:

Defiant (Ex): any time the rare Mankey with this [Pokebility] suffers Ability Damage or Drain of any kind, or any kind of Penalty to an Ability Score, it instantly gains a +4 Bonus to Strength for 5 rounds. This will stack with itself.

Beat Up (Ex): with a Standard Action, a rare Mankey may make a Slam attack that deals 1d6 damage for a Medium creature, plus half its Strength Bonus, and then encourages everything nearby to join in. The target, upon having Beat Up declared against it (whether the initial attack hits or not), effectively provokes an Attack of Opportunity from every enemy that threatens its square, and additionally any enemy that has an effect that allows it to move, attack, then move (such as the Spring Attack feat or the U-Turn special attack), may also do precisely that as an Immediate Action against the target. This is a [Dark] attack, and for the purpose of Resistance and Weakness, is treated as one attack made by the pokemon that initiates the Beat Up.

Counter (Ex): once per round, a rare Mankey may make a single Claw attack as an Immediate Action in response to being damaged by an opponent, and dealing damage as though one size larger than normal (1d3), or two sizes if the attack suffered was a Critical Hit (1d4). This is a [Fighting] attack.

Encore (Su): with a Standard Action once per five rounds, a Mankey with this ability may applaud a creature within 30 feet and goad them into an encore. If the target fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), then for three turns they cannot perform any actions other than the ones taken in their turn prior to receiving the encore. This does not let them bypass restrictions on the usage of their abilities. This is a [Mind-Affecting] [Compulsion] [Normal] effect that completely overrides and replaces a Torment effect.

Seismic Fist (Ex): with a Standard Action once per three rounds, a Mankey with this move may punch the ground and cause it to erupt nearby. It makes a single Slam attack, dealing 1d6 damage (for a Tiny creature) plus its Strength Bonus, and it resolves this against all creatures within 30 feet that are touching the ground. Creatures within 30 feet that are burrowing underground receive an automatic Critical Hit with no attack roll needed. Creatures that are hit and standing on the ground must then pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or fall Prone. This is a [Punch] [Ground] attack.

Smelling Salts (Ex): with a Standard Action at will, a rare Mankey may deliver a Slam that, against a Paralyzed, Stunned or Dazed opponent, is resolved as an automatic critical hit that deals maximum damage and increases the damage by one size. However, this cures the effect. This is a [Fighting] attack.


At 2 hit dice, it learns Fury Swipes and Low Kick
Fury Swipes (Ex): Mankey may use a Full Round Action at will to swipe and claw at a target repeatedly. This functions as a Flurry of Blows as though performed by a PHB Monk with a level equal to Mankey's hit dice, using its normal Claw for the damage. This is a [Normal] attack.

Low Kick (Ex): at will, Mankey may attempt to kick a foe's legs out with a Standard Action. This is resolved as a Slam attack that deals 1d3 damage for a Tiny creature, and on a successful hit allows a free Trip attempt to be made, inverting Size modifiers. This is a [Fighting] [Kick] effect.

At 3 hit dice, its Constitution increases by 2 and it learns Swagger and Seismic Toss
Swagger (Ex): at will, Mankey may use a Standard Action to act with a lot of swagger and confidence, potentially luring the opponent into a trap. It makes a Feint attempt, and if successful, the opponent is Confused for 1 round per 3 hit dice (round up), but also gains a +4 Morale Bonus to attack and damage rolls for one minute. If a creature witnesses this in use (or is exposed to it directly), they cannot be targeted by this from the same Pokemon again that day. This is a [Normal] effect.

Seismic Toss (Ex): once per three rounds, Mankey can attempt to Grapple a foe, without provoking an Attack of Opportunity. This uses its hit dice in place of its Base Attack Bonus, and neither participant uses their Strength or Size modifiers for the opposed check. If this succeeds, the target is hurled to the ground, taking damage equal to 1d6 plus Mankey's hit dice total. This is a [Fighting] attack.

At 4 hit dice, it learns Extra Punch and Cross Chop
Extra Punch (Ex): any turn in which Mankey damages an enemy, it may then make a Slam attack against that enemy, dealing damage for its size, as a Swift Action. This is a [Fighting] attack.

Cross Chop (Ex): once per three rounds, Mankey may use a Full Round Action to make a pair of Slam attacks against the same enemy. They both have a 15-20/x2 Critical value, and if either hit is a confirmed critical hit, the other one also is upgraded to one, even if it would otherwise have missed. This is one combined [Fighting] attack.

At 5 hit dice, its Dexterity increases by 2 and it learns Assurance and Rage
Assurance (Ex): any time Mankey threatens a foe, if the foe is damaged by anything that is not the Mankey or an Attack of Opportuniy, it may take an Attack of Opportunity against the target. This is a [Dark] attack.

Rage (Ex): once per hour, Mankey may enter a Rage as a PHB Barbarian with a level equal to its hit dice (including upgrades such as Greater Rage). This is a [Fighting] ability.

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Primeape
Small Magical Beast, CR 6
18 15 10 3 11 8
6d8 (27 HP), Init +6, Speed 20' Climb 20'
BAB/Grab: +6/+6
-2 Claws +12 (1d3+4)
AC: 14 (+2 Dex, +1 Size, +1 Natural Armour), Flat 12, Touch 13
Fort +1 Ref +7 Will +3
Feats: Improved Initiative, Weapon Finesse (B), Weapon Focus: Scratch, Dodge
Skills: *Intimidate +9, Jump +13
Special Attacks: Mischief, Leer, Fury Swipes, Low Kick, Seismic Toss, Extra Punch, Cross Chop, Assurance, Thrash, Sudden Charge, Wreck, Punishment
Special Qualities: Fighting Pokémon Traits, Vital Spirit or Anger Point, Focus Energy, Swagger, Rage
Rare Traits: Defiant, Beat Up, Counter, Encore, Seismic Fist, Smelling Salts
Tutor Moves: Acrobatics, Bulldoze, Dig, Dual Chop, Earthquake, Fire Punch, Hone Claws, Ice Punch, Rock Tomb, Seed Bomb, Stomping Tantrum, Thief, Thunder Punch, U-Turn
Advancement: 7-8 hit dice (Small); evolves into Annihilape at 9 hit dice
Hit Dice: 1d8 HP, Good BAB, Good Ref, 2 + Int skill points

This creature has all of the anger and ferocity of a silverback gorilla, compressed into a 3' tall ball of hair.

Thrash (Ex): once per hour, Primeape may use a Full Round Action to begin thrashing about, tearing away at nearby foes. The frenzy lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the frenzy catches up with it and it becomes Confused for three rounds. As a Swift Action upon activating it, and with a Full Round Action each round while this is active, it may make a Full Attack, directing each of its attacks against every foe within range - make one attack roll for each attack, and resolve it against the Armour Class of every foe within reach. During this time, every attack against every foe deals an extra 1d6 points of damage per 5 hit dice (round up). This entire attack is a [Normal] one.

Sudden Charge (Ex): once per 3 rounds, Primeape may use an Immediate Action to Charge a foe whose turn this interrupts, denying the foe their Dexterity Bonus to Armour Class against the attack. This is a [Dark] attack.

Wreck (Ex): if holding an item that could deal at least 1 point of damage when thrown as a weapon, Primeape may use its Mischief ability out to a Range of 30 feet, and as a Standard Action, by throwing the item. This is a [Normal] effect.

Punishment (Ex): with a Standard Action, Primeape may lay into a target that benefits from too many buffs, turning their various temporary enhancements into ruinous pain and damage. With a successful melee attack, this deals a variable number of d10 of damage to the target. This number is equal to the total of all Enhancement, Resistance, Morale and Luck Bonuses they have to Ability Scores, attack rolls (not differentiating between different ones), damage rolls (not differentiating between different ones) and Saving Throws (whichever happens to be highest), minus the total of all Morale and Luck Penalties to the above. For instance, if they have a +2 Enhancement Bonus to two different ability scores, and a +1 Enhancement Bonus to attack and damage rolls, but a -2 Luck Penalty to saving throws, this equals 2+2+1+1-2 = 4d10. This is a [Dark] attack.

At 7 hit dice, it learns Rage Fist and Flames of Rage
Rage Fist (Ex): at will, Primeape may unleash a Slam attack that deals 1d4 damage for a Small creature, plus its Strength Bonus. When in a Rage, it deals damage as though one Size larger, but more importantly, every single time Primeape suffers direct damage from an opponent (including Instantaneous spells or taking damage instantly by running through a Wall of Fire, but not including various "damage over time" effects), this adds to the damage as though multiplied by a critical hit (ie adding another base die and Strength Bonus and Enhancement Bonus, but not adding things like the Flaming property or Sneak Attack damage again). There is no actual limit to how many times this can be increased, however the moment it returns to its pokeball, falls unconscious, or is left without opponents and combat is effectively over, it resets. This is a [Punch] [Ghost] attack.

Flames of Rage (Su): when Primeape is in a Rage, it may use an Immediate Action in response to being hit with a melee attack (including a Touch Attack), to unleash a burst of angry fire. The attacker suffers 1d8 damage, plus Primeape's hit dice, as a [Fire] attack. If the attack was a Critical Hit, this instead deals 2d8 damage, plus Primeape's hit dice.

At 8 hit dice, it learns Close Combat and Frenzy Bomber
Close Combat (Ex): once per minute, Primeape may step in close and unleash a strong-style combo that foregoes defence in favour of sheer offence. This uses a Full Round Action, and is resolved as single Slam that deals 2d6 damage per hit die, plus its Strength Bonus. This provokes an Attack of Opportunity before the attack, and after the attack, it foregoes its Dexterity Bonus to Armour Class (allowing Sneak Attacks) until the start of its next turn. This is a [Punch] [Fighting] attack.

Frenzy Bomber (Ex): when in a Rage, Primeape may use a Full Round Action at will to charge straight ahead in a 60' Line, unleashing a Slam that deals 1d6 damage for a Small creature, plus double its Strength Bonus, to all in the area. It makes a single attack roll, applying this against the AC of every foe in the area, and ends its movement at the end of the Line. This is a [Punch] [Fighting] attack.

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Annihilape
Small Magical Beast, CR 9
24 17 14 3 15 10
9d8+18 (58 HP), Init +7, Speed 30' Climb 20'
BAB/Grab: +9/+12
-2 Claws +18 (1d3+7)
AC: 18 (+3 Dex, +1 Size, +2 Natural Armour, +2 Deflection), Flat 15, Touch 16
Fort +8 Ref +9 Will +5
Feats: Improved Initiative, Weapon Finesse (B), Weapon Focus: Slam, Dodge, Mobility
Skills: Intimidate +12
Special Attacks: Mischief, Leer, Fury Swipes, Low Kick, Seismic Toss, Extra Punch, Cross Chop, Assurance, Thrash, Sudden Charge, Wreck, Punishment, Rage Fist, Flames of Rage, Close Combat, Frenzy Bomber, Shadow Punch, Fling
Special Qualities: Fighting Pokémon Traits, Vital Spirit or Inner Focus, Focus Energy, Swagger, Rage
Rare Traits: Defiant, Beat Up, Counter, Encore, Seismic Fist, Smelling Salts
Tutor Moves: Acrobatics, Bulldoze, Dig, Dual Chop, Earthquake, Fire Punch, Hone Claws, Ice Punch, Poison Jab, Rock Tomb, Seed Bomb, Shadow Claw, Thief, Thunder Punch, U-Turn
Advancement: 10-14 hit dice (Small); 15-19 hit dice (Medium); 20+ hit dice (Large)
Hit Dice: 1d8 HP, Good BAB, Good Fort and Ref, 2 + Int skill points

This looks like the vengeful ghost of Primeape, with long wispy hair and glowing red eyes. It seems to have broken the shackles that keep it confined to the living world.

Fighting and Ghost Traits: Annihilape is weak against [Fairy], [Flying], [Ghost] and [Psychic] attacks, and resists [Bug], [Poison] and [Rock] attacks. It is considered Immune to [Normal] and [Fighting] attacks, always resisting them even when manifest into the material world. It can be affected as though an [Incorporeal] Undead, and a [Spirit]. It is healed normally by Positive Energy, but treats Negative Energy as being a [Ghost] attack (and therefore Super-Effective).

Shadow Punch (Ex): with a Standard or Full Round Action at will, Annihilape may unleash a Slam as a primary natural weapon as a Melee Touch Attack that deals 1d4 Bludgeoning damage for a Small creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 extra damage per 3 hit dice (round up). This ignores any kind of Miss Chance, and is a [Punch] [Ghost] attack.

Fling (Ex): with a Standard Action at will, Annihilape may hurl a held item at a foe. If the item is not a thrown weapon, it retains its normal damage but has a 15' range. If the item is a thrown weapon, it functions normally. If the item isn't a weapon at all, it has a 15' range and deals damage as an Improvised Weapon. If it is a Magic Item, any Enhancement Bonus it has (even if it is an Enhancement Bonus to a Shield Bonus or similar) applies to the attack and damage roll. Annihilape stops being Attuned to a magic item it throws, after the attack is resolved. Regardless of the item used, this is a [Dark] attack.

Inner Focus (Ex): if Primeape had Anger Point before evolving, it changes to Inner Focus as Annihilape. It is never Staggered, cannot be Demoralised with the Intimidate skill, and it also automatically succeeds on any Concentration check it is required to make. This is a [Pokebility].


At 10 hit dice, it learns Screech and Angry Grudge
Screech (Ex): once per 3 rounds, Annihilape can unleash a horrifying screech with a Standard Action. All within 60 feet of it when it unleashes this [Mind-Affecting, Sonic] effect suffer a -4 Morale Penalty to Armour Class and Reflex Saves for five rounds, and must also pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Shaken for the same duration. This fear can stack up to Frightened and then Panicked. This is a [Normal] attack.

Angry Grudge (Su): once per hour, when Annihilape is in a Rage, it may use an Immediate Action to unleash ghostly rage against something that just dealt damage to it. The target suffers 1d8 damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Constitution Bonus). This is a [Ghost] attack.

At 11 hit dice, its Strength increases by 2 and it learns Stomping Tantrum
Stomping Tantrum (Ex): once per three rounds, Annihilape can stomp its feat 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 Annihilape 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 Annihilape 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.

At 12 hit dice, it learns Outrage
Outrage (Su): once per hour, Annihilape may use a Swift Action to enter a fearsome draconic rage. The rage lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the exertion catches up with it and it becomes Fatigued until it rests, and Confused for three rounds. During the outrage, it gains a +2 Morale Bonus to attack rolls and Fort and Will Saves, but takes a -2 Penalty to Armour Class and Ref Saves, it can make a Full Attack as a Standard Action, and each attack becomes a [Dragon] attack and deals an extra 3d6 damage, +1d6 at 20 hit dice. It also gains a +10 Bonus on all Break Attempts, can make a single Break Attempt once per round as a Free Action, and is treated as one Size Category larger for the purpose of all Size-based manoeuvres. Entering an Outrage is a [Dragon] effect.

At 13 hit dice, its Dexterity increases by 2 and it learns Final Gambit
Final Gambit (Ex): once per day, Annihilape may use a Full Round Action for an attack that risks it all: it unleashes a Charge against an opponent, and if the attack hits, then both Annihilape and it's opponent suffer damage equal to the total of Annihilape's current hit points plus Temporary Hit Points plus one. This ignores Resistances, Weaknesses and so on, just being precisely enough direct damage to drop Annihilape into negateive hit points. Regardless, this is a [Normal] attack.

At 14 hit dice, its Natural Armour and Deflection Bonus each increase by 1 and it learns Dynamic Punch
Dynamic Punch (Ex): once per five rounds, Annihilape may wind up and throw an impressive punch loaded with explosive force. If this hits it deals 1d6 damage per hit die (which is not adjusted by Size changes, but is affected by Iron Fist), plus its Strength Bonus, however the target is allowed a Reflex Save to halve the damage (DC 5 + half its hit dice + its Strength Bonus). A failed save results in them being rocked so hard by the full force, they become Confused for three rounds. The confusion is [Mind-Effecting], but the rest is very much not. This is a [Punch] [Fighting] attack.

At 15 hit dice, it learns Maximum Frenzy
Maximum Frenzy (Ex): once per minute, Mega Annihilape may use a Full Round Action to charge straight ahead in a 60' Line, unleashing a Slam that deals 1d8 damage for a Medium creature, plus double its Strength Bonus, to all in the area. If in a Rage, it deals damage as though one Size larger. It makes a single attack roll, applying this against the AC of every foe in the area, and ends its movement at the end of the Line. Additionally, the damage is multiplied just the same as with Rage Fist. If Mega Annihilape is not currently in a Rage before using this, it enters a Rage as soon as the attack is resolved. This is a [Punch] [Fighting] attack.

At 16 hit dice, its Dexterity increases by 2

At 17 and 19 hit dice, its Natural Armour and Deflection Bonus each increase by 1 again

At 18 hit dice, its Strength increases by 2

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Mega Evolution: upon Mega Evolving, Annihilape becomes bigger and scarier, with its ghostly hair growing another twenty feet in length and its arms becoming exceptionally large. Its Strength increases by 8, its Constitution and Dexterity each increase by 4, and its Wisdom and Natural Armour each increase by 2. Its [Pokebility] becomes Anger Point.

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Tutor Moves:

Acrobatics (Ex): at will, the Pokemon may unleash a leaping Charge, and after the attack may reposition to any square adjacent to the target. This uses any one natural weapon, and if the Pokemon is not holding any weapons or items and does not have anything else equipped, it may add its skill bonus in either Jump or Tumble to the damage roll. This is a [Flying] attack.

Bulldoze (Ex): with a Full Round Action once per three rounds, the Pokemon may make a Charge attack, that ends in a Slam of appropriate Size (1d6 for a Medium creature). If it ends this charge threatening multiple creatures or objects, it may elect to resolve the attack against any or all of them, not just the initial target (though the normal rules for charging apply, so it can't declare a target, charge them, and then forego attacking that target). Furthermore, anything hit suffers 2 points of Dexterity damage, and has their Initiative reduced by 4, although this cannot cause something to gain two turns (such as acting at 2 Initiative higher than the attacker, getting hit, then acting again at 3 lower). This is a [Ground] attack.

Dig (Ex): the Pokemon gains a Burrow speed equal to its Base Speed minus ten (minimum five), unless it already has a better Burrow speed. While digging, the Pokemon has Tremorsense out to its Burrow Speed, and may use a Full Round Action to charge a creature that stands above it, even if the distance is less than ten feet. The foe is denied their Dexterity Bonus to Armour Class against this attack, which gains 1d6 Sneak Attack, +1d6 more at 6 hit dice, and every 5 hit dice thereafter. This is a [Ground] attack.

Dual Chop (Ex): at will, the Pokemon may unleash a pair of sharp martial arts strikes with the furious power dragons use to destroy one another. It makes two Slam attacks as a Full Attack, each dealing 1d8 damage for a Medium creature. This is a [Dragon] [Punch] attack.

Earthquake (Su): once per hour, the Pokemon may cast Earthquake, however the damage (not including Non-Lethal damage for being trapped) is 1d6 per hit die, any Save DC is 10 + half its hit dice + its Constitution Bonus, and anything considered Immune to [Ground] attacks can never be trapped in the fissures. This is a [Ground] attack.

Fire Punch (Su): with a Standard or Full Round Action at will, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d6 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Fire damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or catch fire. On a Critical Hit, a successful Charge, or during harsh sunlight, the target instead must pass a Fortitude Save (same DC) or suffer a Burn. This is a [Punch] [Fire] attack.

Hone Claws (Ex): with a Standard Action at will, the Pokemon may sharpen its claws, honing their edges to improve their devastating cutting power. For the next minute, its natural weapons (including ones granted by Pokemon Attacks) all enjoy a +1 Enhancement Bonus, or their existing Enhancement Bonus is increased by 1. This can be performed multiple times, increasing the bonus and resetting the duration each time, to a maximum Enhancement Bonus of +6. This is a [Dark] effect.

Ice Punch (Su): with a Standard or Full Round Action at will, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d4 Bludgeoning damage for a Small creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Cold damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or suffer hypothermia. On a Critical Hit, a successful Charge, or during hail, the target instead must pass a Fortitude Save (same DC) or be Frostburned. This is an [Ice] attack.

Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, the Pokemon can make a single Primary Claw attack that has a base damage of 1d8 for a Small creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and delivers a poison (DC 10 + half its hit dice + its Constitution Bonus, Primary and Secondary damage 4 Dex and Con damage). The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] attack.

Rock Tomb (Ex): the Pokemon gains the Rock Throwing ability of a Hill Giant (except with its own Strength, Base Attack Bonus etc, and adjusting the damage die downwards if smaller than Large), or a Stone Giant if it has Rock Pokemon Traits. If the Pokemon is Huge or larger, it instead uses the Rock Throwing ability of a Cloud Giant, scaling the damage up if necessary. This is a [Rock] attack.

Seed Bomb (Su): with a Full Round Action, the Pokemon can compress a cluster of seeds then launch it at high pressures. This is resolved with a Ranged Attack out to Medium Range, and on a successful hit it explodes apart, dealing 1d6 Bludgeoning damage per hit die. This is a [Ballistic] [Grass] attack, and can be used to plant clusters of actual seeds deep into the ground, allowing for various plants to grow later.

Shadow Claw (Su): the Pokemon may elect to treat its claws as a [Blade] [Ghost] attack when it wants to. When doing so, the attack has an innate Threat Range of 18-20, bypasses non-magical armour and shields, and at 10 and 20 hit dice it deals damage as though one Size larger.

Thief (Ex): once per minue, the Pokemon may make a single melee attack as a Standard Action, and additionally attempt to steal an item, with its choice of a Steal Combat Maneuver or a Sleight of Hand check with a DC of the opponent's BAB plus 10. The attack becomes a [Dark] attack, and the entire move is a [Dark] effect.

Thunder Punch (Su): with a Standard or Full Round Action at will, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d4 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Electricity damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. On a Critical Hit, a successful Charge, or on Electric Terrain, the target instead must pass a Fortitude Save (same DC) or be Stunned for one round. This is an [Electric] attack.

U-Turn (Ex): with a Full Round Action, the Pokemon may charge a target and deliver one natural weapon attack (even if it can normally make multiple attacks on a charge), and then withdraw the remaining distance after delivering the attack, as though using the Spring Attack feat. If it ends the movement in the same square as, or adjacent to, its pokeball, it may retreat into it and end its turn that way. This is a [Bug] attack, even if its natural weapon normally isn't.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Growlithe
Small Magical Beast, CR 3
17 13 11 5 10 16
3d8 (13 HP), Init +1, Speed 30' Dig 10'
BAB/Grab: +3/+2
-Bite +7 (1d6+4)
AC: 13 (+1 Size, +1 Dexterity, +1 Natural Armour), Flat 12, Touch 12
Fort +3 Ref +4 Will +1
Feats: Track, Fast Learner
Skills: Jump +9, Intimidate +9
Special Attacks: Ember, Flame Wheel, Bite
Special Qualities: Fire Pokemon Traits, Scent, Intimidate or Flash Fire, Howl, Errand Running, Guard Dog
Rare Traits: Justified, Double Kick, Jagged Fangs, Lovely Bite, Morning Sun, Raging Fury, Shadow Fangs
Tutor Moves: Agility, Charm, Fire Spin, Flame Charge, Flamethrower, Psychic Fangs, Scary Face, Snarl, Temper Flare, Thief, Thunder Fang, Wild Charge, Will-O-Wisp
Advancement: 4-7 hit dice (Small); evolves into Arcanine at 8 hit dice
Hit Dice: 1d8 HP, Good BAB, Good Fort and Ref, 2 + Int skill points

Look at this big happy dog. A giant fluffy orange-and-black striped goofball who wants to be your friend. Also it radiates heat.

Fire Traits: Growlithe does not have the usual effects of the [Fire] Subtype. It is weak against [Ground], [Rock] and [Water] attacks, and resists [Bug], [Fairy], [Fire], [Grass], [Ice] and [Steel] attacks. It suffers no damage from being set on fire, suffer no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be Burned.

Intimidate (Ex): if Growlithe has this Ability, it automatically makes a free Demoralise attempt against every opponent who first sees it in a given battle. This is a [Pokebility].

Flash Fire (Su): alternatively, if Growlithe has this and is hit by a [Fire] attack, whether or not the attack normally does damage, it deals the minimum possible damage to Growlithe (before Resistance) and has no other effects on it, and additionally amplifies its own heat. If it unleashes a [Fire] attack on its own following turn, the attack deals an extra 2 points of damage per die rolled. This is a [Pokebility].

Ember (Su): with a Standard Action, Growlithe can exhale a spray of embers and sparks from its mouth. This requires a Standard Action, and reaches out to 25 feet. If it succeeds on a Ranged Touch Attack, the target suffers 1d8 points of Fire damage, and must attempt a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or catch fire. This is a [Fire] attack, and causes objects and terrain to ignite.

Flame Wheel (Su): with a Full Round Action at will, Growlithe can call a Flame Shield (hot version) around itself and perform a Charge against a foe. The Fire Shield lasts until the end of its next turn. A struck foe must succeed at a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or catch fire. This is a [Fire] attack.

Bite (Ex): Growlithe has a Bite attack that can be made as a Primary natural weapon, dealing damage as though one size larger than it is (typically 1d6 plus its Strength Bonus). Anything bitten with an Attack of Opportunity must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately. This is a [Dark] attack.

Howl (Ex): once per hour, Growlithe may howl loudly, calling out to others of its kind and raising its own fighting spirit. This uses a Standard Action, and grants Growlithe a +2 Morale Bonus to Strength for 3 rounds. This is a [Sonic] [Normal] effect.

Errand Running (Ex): when Growlithe is not in combat and has a job to do, it runs at 4 times its base speed instead of 3 times, and can run twice as long without risking fatigue.

Guard Dog (Ex): it is hard to scare Growlithe away or force it to move anywhere. It gains a +4 Bonus on opposed checks to avoid being Bullrushed, Overrun, Pushed, Pulled or Dragged, and on saving throws against effects that force it to move, as well as against [Fear] effects.


Rare Traits:
Justified (Ex): if Growlithe has this rare [Pokebility], it has a strong sense of justice. Every time it is hit by a [Dark] attack, an attack or Spell with the [Evil] descriptor, or the natural weapon of a creature with the [Evil] Subtype, it is powered up, gaining a +2 Morale Bonus to attack and damage rolls for three rounds - or if alreadyh benefiting from this, may reset the duration and increase the bonuses by +1 each (to a maximum of +5).

Double Kick (Ex): with a Full Round Action, a Growlithe with this may unleash a pair of kicks at a given foe. This is resolved as two primary Slams (1d4 + Strength Bonus for a Small creature) at its highest attack bonus, both against the same target. This is a [Fighting] attack.

Jagged Fangs (Ex): a rare Growlithe can use its Bite as a [Rock] attack. This deals an additional 1d8 points of damage for every 4 hit dice it has (round up), and on a successful hit, every square occupied by the creature, as well as every adjacent square other than those occupied by Growlithe, receive a Spike Stones effect for three rounds - if the attacker is Huge or larger, the spikes spread out an extra 5' in each direction (other than squares occupied by the attacker). Anything bitten with an Attack of Opportunity must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately. The Spike Stones DC is the same as that of the flinch chance. This is a [Bite] attack.

Lovely Bite (Su): if it has this rare trait, Growlithe may use its Bite as a [Fairy] attack. This deals an additional 1d4 points of damage for every 4 hit dice it has (round up), and on a Critical Hit, the target must pass a Will Save (DC 8 + half its hit dice + its Charisma Bonus) or be Fascinated for three rounds. This is a [Bite] attack, and the fascination is a [Mind-Affecting] [Charm] effect but the biting part is not.

Morning Sun (Su): once per minute, a rare Growlithe may use a Full Round Action to focus on absorbing light and air to heal itself. In normal light, this restores 1d8 hit points per 2 hit dice. In rain, hail, snow or sandstorms, or indoors or heavily overcast conditions or shadowy illumination, it only restores 1d6 hit points per two hit dice. In total darkness, it only restores 1d8 hit points. In strong sunlight or better, it restores 1d6 hit points per hit die. This is a [Normal] effect.

Raging Fury (Su): once per hour, a rare Growlithe may use a Swift Action to enter a fearsome fiery rage. The rage lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the exertion catches up with it and it becomes Fatigued until it rests, and Confused for three rounds. During the rage, it gains a +2 Morale Bonus to attack rolls and Fort and Will Saves, but takes a -2 Penalty to Armour Class and Ref Saves, it can make a Full Attack as a Standard Action, and each attack becomes a [Fire] attack and deals an extra 2d6 damage, +1d6 at 15 and 20 hit dice. It also gains a +10 Bonus on all Break Attempts, can make a single Break Attempt once per round as a Free Action, and is treated as one Size Category larger for the purpose of all Size-based manoeuvres. Entering a raging fury is a [Fire] effect.

Shadow Fangs (Su): the rare Growlithe with this may use its Bite as a [Ghost] attack). This deals an additional 1d4 points of damage for every 4 hit dice it has (round up), is resolved as a Touch Attack, and on a Critical Hit, the target must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or suffer a curse as though from Bestow Curse. This is a [Bite] attack, and the curse part is a [Curse] effect but the biting part is not.


At 4 hit dice, it learns Helping Hand and Flame Tail
Helping Hand (Su): when Growlithe uses the Aid Other action, it grants a +4 Bonus, and this applies to Attack rolls, opposed checks, Save DC and Caster Level for the first ability used by the recipient on their next turn, as well as Empowering any damage rolled. This is a [Normal] effect.

Flame Tail (Su): by using an Immediate Action at will in response to being attacked by a foe who flanks it, Growlithe can wag its heated tail around and not only deny the foe the benefits of Flanking, but also set the attacker on fire. This is a [Fire] effect.

At 5 hit dice, its Natural Armour increases by 1 and learns Fire Fang
Fire Fang (Su): Growlithe may augment its Bite attack to deal an additional 1d6 points of Fire damage for every 4 hit dice it has (round up). This will set combustible things on fire and even pre-cook a lot of meals. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or suffer a Burn. A target will always catch fire on a Critical Hit. This is a [Fire] attack.

At 6 hit dice, it learns Retaliate and Crunch
Retaliate (Ex): when making a normal Bite attack on its turn, if the target has knocked out or slain one of Growlithe's allies since the end of Growlithe's last turn, the attack is augmented, dealing double damage. This changes the attack to the [Normal] type.

Crunch (Ex): at will, Growlithe may use a Standard Action to use its Bite attack, as a magic weapon, with an innate Enhancement Bonus equal to a third of its hit dice (round down). This does not gain the ability to interrupt actions in the same way as Bite, but instead leaves serious punctures in the target, causing 4 points of Constitution damage. This is a [Dark] attack.

At 7 hit dice, it learns Relentless Flames and Vaporise
Relentless Flames (Su): any time Growlithe initially damages a foe with a Fire Fang, Ember, Flame Wheel or Flame Charge attack, the foe is engulfed in flames. The damage is treated as Ongoing damage, and at the end of the target's next turn they must succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or suffer the Fire damage again. This is a [Fire] attack.

Vaporise (Su): once per hour, Growlithe may use a Standard Action to unleash a blast of super-hot flame that flash-boils water. A target within Close Range suffers 1d6 Fire damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and the damage is not reduced in the Rain, instead creating an Obscuring Mist around Growlithe until the start of its next turn. Whether it is raining or not, Growlithe then Resists [Water] attacks until the start of its next turn instead of being Weak against them, and additionally, while this is a [Fire] attack, Water Pokemon are Weak against it instead of Resisting it.

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Arcanine
Medium Magical Beast, CR 8
21 18 15 7 14 18
8d8+16 (52 HP), Init +4, Speed 40' Dig 20'
BAB/Grab: +8/+13
-Bite +13 (1d8+7)
AC: 18 (+4 Dexterity, +4 Natural Armour), Flat 14, Touch 14
Fort +8 Ref +10 Will +5
Feats: Track, Dodge, Mobility
Skills: Jump +16, Survival +13
Special Attacks: Ember, Flame Wheel, Bite, Flame Tail, Fire Fang, Retaliate, Crunch, Relentless Flames, Vaporise, Play Rough, Reversal, Flare Blitz, Extreme Speed
Special Qualities: Fire Pokemon Traits, Scent, Intimidate or Flash Fire, Howl, Errand Running, Security Guard, Helping Hand, Jump About
Rare Traits: Justified, Double Kick, Jagged Fangs, Lovely Bite, Morning Sun, Raging Fury, Shadow Fangs
Tutor Moves: Aerial Ace, Agility, Burn Up, Charm, Fire Spin, Flame Charge, Outrage, Psychic Fangs, Scary Face, Snarl, Temper Flare, Thief, Thunder Fang, Wild Charge, Will-O-Wisp
Advancement: 9-14 hit dice (Medium); 15+ hit dice (Large)
Hit Dice: 1d8 HP, Good BAB, Good Fort and Ref, 4 + Int skill points

This majestic beast is an amazing tiger-striped hound that radiates a legendary heat. It is definitely a Good Dog.

Fire Traits: Arcanine does not have the usual effects of the [Fire] Subtype. It is weak against [Ground], [Rock] and [Water] attacks, and resists [Bug], [Fairy], [Fire], [Grass], [Ice] and [Steel] attacks. It suffers no damage from being set on fire, suffer no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be Burned.

Play Rough (Ex): with a Full Round Action at will, Arcanine can play, very enthusiastically, with an adjacent creature. This allows a Bite attack sized normally for it (1d6 + Strength Bonus), with Improved Grab and the Trip ability, and for each of the following maneuvers that succeeds, the target takes another 2d6 points of damage plus its Strength Bonus. This is a [Fairy] attack.

Reversal (Ex): once per five rounds, Arcanine may unleash a powerful all-out attack with a Standard Action. This is resolved as a Primary Slam attack with a base damage of 1d8 for a Medium Creature, plus its Strength Bonus. However, if it is in any way damaged, the damage die increases by 1 and it treats its Strength score as 2 higher. If it is missing at least a quarter of its hit points, the damage increases by 2 die sizes and it treats its Strength as 4 higher. If it is under half its maximum hit points, it is three die sizes larger and treats its Strength as 6 higher. And if it is below one quarter of its maximum hit points, the damage is four die sizes larger and it treats its Strength as 8 higher. This is a [Fighting] attack.

Flare Blitz (Su): at will, Arcanine may use a Full Round Action to charge a foe, ending with a Slam that has a base damage of 1d8 Bludgeoning for a Medium creature, plus one and a half times the user's Strength Bonus. Additionally, it deals 1d10 Fire damage per hit die, plus its Charisma Bonus as a flat bonus, and the target must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or suffer a Burn. This causes Arcanine to suffer "recoil" damage equal to the amount of Bludgeoning damage dealt, plus an amount equal to its hit dice total. This also releases an explosion on impact, incinerating most terrain within ten feet. This is a [Fire] attack.

Extreme Speed (Ex): once per minute, Arcanine may make a normal Bite attack (without benefiting from other Special Attacks) as a Free Action, even on another Pokemon's turn. This is a [Normal] attack.

Security Guard (Ex): it is hard to scare Arcanine away or force it to move anywhere. It gains a +4 Bonus on opposed checks to avoid being Bullrushed, Overrun, Pushed, Pulled or Dragged, and on saving throws against effects that force it to move, as well as against [Fear] effects. Additionally, after a Pokemon is released from its Pokeball, for the next full round, any successful attack Arcanine makes against it is upgraded to a confirmed Critical Hit.

Jump About (Ex): Arcanine is always treated as having a run-up when it makes a Jump check, and the height and distance are not limited by its own height.

At 9 hit dice, it learns Burning Terrain and Take Down
Burning Terrain (Su): once per minute, Arcanine may ignite the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Grease (or effects that reference Grease in how they function[/i], Web (mundane or magical), Obscuring Mist, Fog Cloud, icy ground, snow drifts or plant-based terrain (mundane or magical). This instantly destroys the effect (in the case of snow or ice, melting it to create water and ending this effect instantly with no further effect), and then causes the same area to be on fire for three rounds, causing 1d6 damage (as though from a [Fire] attack) to all that enter the area. If any of the above effects are cast on the area before the flames go out, the effect fails and the three rounds reset. This is a [Fire] effect.

Take Down (Ex): Arcanine can use a Slam attack at the end of a charge instead of other weapons, dealing damage as though three Size Categories larger (so 3d6 for a Medium creature), and as though its Strength were 10 points higher. It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d6 plus its normal Strength Bonus for a Medium creature). This is a [Normal] attack.

At 10 hit dice, its Strength increases by 2 and it learns Flamethrower
Flamethrower (Su): once per three rounds, Arcanine can unleash a mighty breath weapon, a Cone that reaches out to Close Range and deals 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw catch fire if they only failed by 1-3 (ie if the DC was 17 and they rolled a 14-16), and suffer a Burn if they failed by more than this amount. Should Arcanine be Large or larger, any failure results in a Burn. This is a [Fire] attack that melts snow and ice, and incinerates plant life, starting fires.

At 11 hit dice, it learns Roar and Warm Up
Roar (Ex): once per hour, Arcanine may inhale deeply and then unleash a mighty roar to terrify a foe. This takes one round to inhale and focus, with the effect being resolved as a Swift Action at the start of its next turn. This allows it to make a Demoralise attempt, as though it had maximum ranks in Intimidate and Skill Focus: Intimidate, against a single creature that can both see and hear it. A demoralised foe is Frightened instead of Shaken. This is a [Sonic] [Normal] effect.

Warm Up (Su): once per hour, Arcanine may use a Standard Action to bring forth a healing warmth inside itself. It regains 1d6 hit points per 2 hit dice (round up), and if it lost its Fire Pokemon Traits for some reason, it regains them. Additionally, all adjacent creatures regain half as many hit points as Arcanine. This is a [Fire] effect.

At 12 hit dice, its Charisma increases by 2 and it learns Jaw Lock
Jaw Lock (Ex): once per minute, Arcanine may use a Standard Action to use a Bite attack (1d6 for a Medium creature), as a magic weapon, with an innate Enhancement Bonus equal to a third of its hit dice (round down). On a successful hit, it automatically establishes a Grapple with the foe, holding them in place - on future turns they may attempt to escape normally. This also provides a Dimensional Anchor effect on both Arcanine and the target until the bite is released. This is a [Dark] [Bite] attack.

At 13 hit dice, it learns Fire Mane and Flare Condition
Fire Mane (Su): with a Full Round Action once per day, Arcanine may utilise its mighty tail to unleash magical effects in a corona of flame. This allows it to cast Parboil, with a Save DC of 6 + half its hit dice + its Charisma Bonus. This is a [Fire] attack, though the Intelligence Damage is not modified by Resistance or Weakness - merely negated if the target is considered Immune to [Fire], or if their Resistance reduces the damage to zero.

Flare Condition (Su): once per minute, Arcanine may use a Standard Action to protect itself when standing in Strong Sunlight, Burning Terrain or actively engulfed in flames (damaging or otherwise). For the next five rounds, Arcanine has no Weaknesses. This is a [Fire] effect.

At 14 hit dice, its Natural Armour increases by 2 and it learns Burning Road
Burning Road (Su): once per 5 rounds, Arcanine may use a Swift Action to unleash extreme heat beneath its paws: for the rest of its turn, it leaves a Wall of Fire and Burning Terrain effect in every square through which it moves, not including the area it ends its movement in. Both effects last for three rounds, and the Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Fire] attack.

At 15 hit dice, its Dexterity increases by 2 and it learns Maximum Fire Storm
Maximum Fire Storm (Su): once per minute, Mega Arcanine can cast Fire Storm with a Save DC of 10 + half its hit dice + its Charisma Bonus. All that fail the saving throw suffer a Burn. This is a [Fire] attack.

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Mega Evolution: when Arcanine becomes Mega Arcanine, it becomes more majestic in every way, with a sleek, shiny coat, sharper teeth, and an even fluffier mane and tail. Its Strength increases by 6, its Dexterity and Charisma increase by 4 each, and its Constitution, Wisdom and Natural Armour increase by 2 each. Additionally, its [Pokebility] changes to Fur Coat.

Fur Coat (Ex): all melee attacks deal half damage (round down) to Mega Arcanine. This is a [Pokebility].

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Hisuian Growlithe
Small Magical Beast, CR 3
19 11 12 5 10 14
3d8+6 (19 HP), Init +0, Speed 30' Dig 10' Climb 20'
BAB/Grab: +3/+3
-Bite +8 (1d6+6)
AC: 13 (+1 Size, +2 Natural Armour), Flat 13, Touch 11
Fort +4 Ref +3 Will +1
Feats: Track, Improved Toughness
Skills: Jump +10
Special Attacks: Ember, Flame Wheel, Bite
Special Qualities: Fire and Rock Pokemon Traits, Scent, Intimidate or Flash Fire, Howl, Errand Running, Guard Dog
Rare Traits: Rock Head, Double Kick, Jagged Fangs, Lovely Bite, Head Smash, Raging Fury, Shadow Fangs
Tutor Moves: Charm, Flame Charge, Flamethrower, Psychic Fangs, Rock Blast, Rock Slide, Scary Face, Smart Strike, Temper Flare, Thief, Thunder Fang, Wild Charge, Will-O-Wisp
Advancement: 4-7 hit dice (Small); evolves into Hisuian Arcanine at 8 hit dice
Hit Dice: 1d8 HP, Good BAB, Good Fort and Ref, 2 + Int skill points

This is such a good dog, all fluff and tiger-striped. It looks like it has soft hair that covers its eyes, but actually it is as hard as volcanic rock.

Fire and Rock Traits: Hisuian Growlithe does not have the usual effects of the [Fire] Subtype. It is weak against [Fighting], [Ground], [Rock] and [Water] attacks, and resists [Bug], [Fairy], [Fire], [Flying], [Ice], [Normal] and [Poison] attacks. It suffers no damage from being set on fire, suffers no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be Burned. It also suffers no harm or impediment from sand storms, dust storms or rough stony terrain, nor does it risk slipping on gravel and loose stones.

Intimidate (Ex): if Hisuian Growlithe has this Ability, it automatically makes a free Demoralise attempt against every opponent who first sees it in a given battle. This is a [Pokebility].

Flash Fire (Su): alternatively, if Hisuian Growlithe has this and is hit by a [Fire] attack, whether or not the attack normally does damage, it deals the minimum possible damage to Growlithe (before Resistance) and has no other effects on it, and additionally amplifies its own heat. If it unleashes a [Fire] attack on its own following turn, the attack deals an extra 2 points of damage per die rolled. This is a [Pokebility].

Ember (Su): with a Standard Action, Hisuian Growlithe can exhale a spray of embers and sparks from its mouth. This requires a Standard Action, and reaches out to 25 feet. If it succeeds on a Ranged Touch Attack, the target suffers 1d8 points of Fire damage, and must attempt a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or catch fire. This is a [Fire] attack, and causes objects and terrain to ignite.

Flame Wheel (Su): with a Full Round Action at will, Hisuian Growlithe can call a Flame Shield (hot version) around itself and perform a Charge against a foe. The Fire Shield lasts until the end of its next turn. A struck foe must succeed at a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or catch fire. This is a [Fire] attack.

Bite (Ex): Hisuian Growlithe has a Bite attack that can be made as a Primary natural weapon, dealing damage as though one size larger than it is (typically 1d6 plus its Strength Bonus). Anything bitten with an Attack of Opportunity must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately. This is a [Dark] attack.

Howl (Ex): once per hour, Hisuian Growlithe may howl loudly, calling out to others of its kind and raising its own fighting spirit. This uses a Standard Action, and grants Hisuian Growlithe a +2 Morale Bonus to Strength for 3 rounds. This is a [Sonic] [Normal] effect.

Errand Running (Ex): when Hisuian Growlithe is not in combat and has a job to do, it runs at 4 times its base speed instead of 3 times, and can run twice as long without risking fatigue.

Guard Dog (Ex): it is hard to scare Hisuian Growlithe away or force it to move anywhere. It gains a +4 Bonus on opposed checks to avoid being Bullrushed, Overrun, Pushed, Pulled or Dragged, and on saving throws against effects that force it to move, as well as against [Fear] effects.


Rare Traits:
Rock Head (Ex): a very rare Hisuian Growlithe has such a sturdy body, and a head made of rock, that it never suffers "recoil" damage from its own attacks. This applies to the Vicious weapon quality, any kind of "However, upon using/hitting with this attack, the user also takes damage" or "Everyone, including the user, suffers damage" as well as the "Crash" damage for missing with attacks like Jump Kick and High Jump Kick. However this does not apply to Ability Damage, Penalties, or other non-damage conditions caused by using attacks, nor to Area of Effect attacks where Hisuian Growlithe elects to catch itself in the area. This also very specifically does not apply to Self Destruct, Explosion, Misty Explosion or any attack that references those moves. This is a [Pokebility].

Double Kick (Ex): with a Full Round Action, a Hisuian Growlithe with this may unleash a pair of kicks at a given foe. This is resolved as two primary Slams (1d4 + Strength Bonus for a Small creature) at its highest attack bonus, both against the same target. This is a [Fighting] attack.

Jagged Fangs (Ex): a rare Hisuian Growlithe can use its Bite as a [Rock] attack. This deals an additional 1d8 points of damage for every 4 hit dice it has (round up), and on a successful hit, every square occupied by the creature, as well as every adjacent square other than those occupied by Growlithe, receive a Spike Stones effect for three rounds - if the attacker is Huge or larger, the spikes spread out an extra 5' in each direction (other than squares occupied by the attacker). Anything bitten with an Attack of Opportunity must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately. The Spike Stones DC is the same as that of the flinch chance. This is a [Bite] attack.

Lovely Bite (Su): if it has this rare trait, Hisuian Growlithe may use its Bite as a [Fairy] attack. This deals an additional 1d4 points of damage for every 4 hit dice it has (round up), and on a Critical Hit, the target must pass a Will Save (DC 8 + half its hit dice + its Charisma Bonus) or be Fascinated for three rounds. This is a [Bite] attack, and the fascination is a [Mind-Affecting] [Charm] effect but the biting part is not.

Head Smash (Ex): when making a charge, Hisuian Growlithe may make a devastating slam. This deals damage as though three times larger than normal, as though its Strength were ten points higher (2d6+9 for a typical Hisuian Growlithe), and the damage is maximised and doubled (to 62 for a typical Hisuian Growlithe). However, on a successful hit it suffers recoil damage equal to a doubled, maximised regular slam (which would be 1d4+4, so 16 damage). It may also make a free Bullrush attempt as part of this if it hits - it doesn't move with the target and may push it further than 5' away, and this attempt may even be made if it knocks itself out. This is a [Rock] attack.

Raging Fury (Su): once per hour, a rare Hisuian Growlithe may use a Swift Action to enter a fearsome fiery rage. The rage lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the exertion catches up with it and it becomes Fatigued until it rests, and Confused for three rounds. During the rage, it gains a +2 Morale Bonus to attack rolls and Fort and Will Saves, but takes a -2 Penalty to Armour Class and Ref Saves, it can make a Full Attack as a Standard Action, and each attack becomes a [Fire] attack and deals an extra 2d6 damage, +1d6 at 15 and 20 hit dice. It also gains a +10 Bonus on all Break Attempts, can make a single Break Attempt once per round as a Free Action, and is treated as one Size Category larger for the purpose of all Size-based manoeuvres. Entering a raging fury is a [Fire] effect.

Shadow Fangs (Su): the rare Hisuian Growlithe with this may use its Bite as a [Ghost] attack). This deals an additional 1d4 points of damage for every 4 hit dice it has (round up), is resolved as a Touch Attack, and on a Critical Hit, the target must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or suffer a curse as though from Bestow Curse. This is a [Bite] attack, and the curse part is a [Curse] effect but the biting part is not.


At 4 hit dice, it learns Helping Hand and Fireworks
Helping Hand (Su): when Hisuian Growlithe uses the Aid Other action, it grants a +4 Bonus, and this applies to Attack rolls, opposed checks, Save DC and Caster Level for the first ability used by the recipient on their next turn, as well as Empowering any damage rolled. This is a [Normal] effect.

Fireworks (Su): once per three rounds, Hisuian Growlithe can cast Pyrotechnics with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Fire] attack, and when used in a Pokemon Contest, it can be used both for Cool and Tough contests, granting an extra +6 Bonus to the skill check.

At 5 hit dice, its Natural Armour increases by 1 and learns Fire Fang
Fire Fang (Su): Hisuian Growlithe may augment its Bite attack to deal an additional 1d6 points of Fire damage for every 4 hit dice it has (round up). This will set combustible things on fire and even pre-cook a lot of meals. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or suffer a Burn. A target will always catch fire on a Critical Hit. This is a [Fire] attack.

At 6 hit dice, it learns Retaliate and Crunch
Retaliate (Ex): when making a normal Bite attack on its turn, if the target has knocked out or slain one of Hisuian Growlithe's allies since the end of Growlithe's last turn, the attack is augmented, dealing double damage. This changes the attack to the [Normal] type.

Crunch (Ex): at will, Hisuian Growlithe may use a Standard Action to use its Bite attack, as a magic weapon, with an innate Enhancement Bonus equal to a third of its hit dice (round down). This does not gain the ability to interrupt actions in the same way as Bite, but instead leaves serious punctures in the target, causing 4 points of Constitution damage. This is a [Dark] attack.

At 7 hit dice, it learns Blazing Destruction
Blazing Destruction (Su): once per hour, Hisuian Growlithe may use a Full Round Action to unleash an explosive blast out to a 30 feet radius, exposing all in the area to 1d6 damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). This also destroys all Grassy Terrain, Misty Terrain, Psychic Terrain, Electric Terrain, Swamp Terrain, Frozen Terrain, Cursed Terrain, Web, Grease, Spike Growth, Spike Stones and any effect that refereces those spells, within the area.

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Hisuian Arcanine
Medium Magical Beast, CR 8
23 16 17 7 14 16
8d8+32 (68 HP), Init +3, Speed 40' Dig 20' Climb 30'
BAB/Grab: +8/+14
-Bite +14 (1d8+6) and Gore +12 (1d8+6)
AC: 19 (+3 Dexterity, +6 Natural Armour), Flat 16, Touch 13
Fort +9 Ref +9 Will +5
Feats: Track, Improved Toughness, Multi-Attack
Skills: Jump +17, Survival +13
Special Attacks: Ember, Flame Wheel, Bite, Flame Tail, Fire Fang, Retaliate, Crunch, Rock Slide, Reversal, Flare Blitz, Extreme Speed, Fireworks, Blazing Destruction
Special Qualities: Fire Pokemon Traits, Scent, Intimidate or Flash Fire, Howl, Errand Running, Security Guard, Helping Hand
Rare Traits: Rock Head, Double Kick, Jagged Fangs, Lovely Bite, Morning Sun, Head Smash, Shadow Fangs
Tutor Moves: Aerial Ace, Burn Up, Charm, Flame Charge, Outrage, Psychic Fangs, Sandstorm, Scary Face, Scorching Sands, Smart Strike, Snarl, Stone Edge, Sunny Day, Temper Flare, Thief, Thunder Fang, Wild Charge, Will-O-Wisp
Advancement: 9-14 hit dice (Medium); 15+ hit dice (Large)
Hit Dice: 1d8 HP, Good BAB, Good Fort and Ref, 4 + Int skill points

This mighty beast is a cross between a dog and a tiger, a mixture of deep red-orange flames and volcanic smoke and rock. It has a sharp horn jutting from its forehead.

Fire and Rock Traits: Hisuian Arcanine does not have the usual effects of the [Fire] Subtype. It is weak against [Fighting], [Ground], [Rock] and [Water] attacks, and resists [Bug], [Fairy], [Fire], [Flying], [Ice], [Normal] and [Poison] attacks. It suffers no damage from being set on fire, suffers no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be Burned. It also suffers no harm or impediment from sand storms, dust storms or rough stony terrain, nor does it risk slipping on gravel and loose stones.

Reversal (Ex): once per five rounds, Arcanine may unleash a powerful all-out attack with a Standard Action. This is resolved as a Primary Slam attack with a base damage of 1d8 for a Medium Creature, plus its Strength Bonus. However, if it is in any way damaged, the damage die increases by 1 and it treats its Strength score as 2 higher. If it is missing at least a quarter of its hit points, the damage increases by 2 die sizes and it treats its Strength as 4 higher. If it is under half its maximum hit points, it is three die sizes larger and treats its Strength as 6 higher. And if it is below one quarter of its maximum hit points, the damage is four die sizes larger and it treats its Strength as 8 higher. This is a [Fighting] attack.

Rock Slide (Su): once per three rounds, Hisuian Arcanine may unleash a cascade of rocks careening across the field. This uses a Standard Action, and creates a Line adjacent to Hisuian Arcanine that is 10' wider than the Pokémon itself is (so it extends 5' either side past the user's width), and 30 feet long. Everything in the area suffers 1d8 damage per 2 hit dice and is knocked Prone, however a successful Reflex Save (DC 10 + half its hit dice + its Strength Bonus) halves the damage and negates the prone status. This is a [Rock] attack.

Flare Blitz (Su): at will, Hisuian Arcanine may use a Full Round Action to charge a foe, ending with a Slam that has a base damage of 1d8 Bludgeoning for a Medium creature, plus one and a half times the user's Strength Bonus. Additionally, it deals 1d10 Fire damage per hit die, plus its Charisma Bonus as a flat bonus, and the target must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or suffer a Burn. This causes Arcanine to suffer "recoil" damage equal to the amount of Bludgeoning damage dealt, plus an amount equal to its hit dice total. This also releases an explosion on impact, incinerating most terrain within ten feet. This is a [Fire] attack.

Extreme Speed (Ex): once per minute, Hisuian Arcanine may make a normal Bite attack (without benefiting from other Special Attacks) as a Free Action, even on another Pokemon's turn. This is a [Normal] attack.

Security Guard (Ex): it is hard to scare Hisuian Arcanine away or force it to move anywhere. It gains a +4 Bonus on opposed checks to avoid being Bullrushed, Overrun, Pushed, Pulled or Dragged, and on saving throws against effects that force it to move, as well as against [Fear] effects. Additionally, after a Pokemon is released from its Pokeball, for the next full round, any successful attack Hisuian Arcanine makes against it is upgraded to a confirmed Critical Hit.


At 9 hit dice, it learns Accelerock and Take Down
Accelerock (Ex): once per three rounds, Hisuian Arcanine may make a Charge attack, ending in a natural Slam attack that deals normal damage for its Size (1d6 for a Medium creature), as its choice of a Swift or Immediate Action. This is a [Rock] attack.

Take Down (Ex): Hisuian Arcanine can use a Slam attack at the end of a charge instead of other weapons, dealing damage as though three Size Categories larger (so 3d6 for a Medium creature), and as though its Strength were 10 points higher. It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d6 plus its normal Strength Bonus for a Medium creature). This is a [Normal] attack.

At 10 hit dice, its Strength increases by 2 and it learns Flamethrower
Flamethrower (Su): once per three rounds, Hisuian Arcanine can unleash a mighty breath weapon, a Cone that reaches out to Close Range and deals 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw catch fire if they only failed by 1-3 (ie if the DC was 17 and they rolled a 14-16), and suffer a Burn if they failed by more than this amount. Should Arcanine be Large or larger, any failure results in a Burn. This is a [Fire] attack that melts snow and ice, and incinerates plant life, starting fires.

At 11 hit dice, it learns Roar and Scorching Horn
Roar (Ex): once per hour, Hisuian Arcanine may inhale deeply and then unleash a mighty roar to terrify a foe. This takes one round to inhale and focus, with the effect being resolved as a Swift Action at the start of its next turn. This allows it to make a Demoralise attempt, as though it had maximum ranks in Intimidate and Skill Focus: Intimidate, against a single creature that can both see and hear it. A demoralised foe is Frightened instead of Shaken. This is a [Sonic] [Normal] effect.

Scorching Horn (Ex): once per three rounds, Hisuian Arcanine may deliver its Gore attack with a Charge, granting it several effects: it gains the Powerful Charge trait, dealing double damage (base damage plus Strength, not doubling other bonuses), becomes a [Fire] attack, and on a successful hit the target must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Burned.

At 12 hit dice, its Constitution increases by 2 and it learns Dynamite Fang
Dynamite Fang (Ex): Once per hour when using Fire Fang, Hisuian Arcanine may load the bite with explosive power. The base damage becomes 1d6 per hit die (which makes critical hits particularly exciting), it still gains extra Fire damage and other Fire Fang effects, and every creature adjacent to the target suffers damage equal to Hisuian Arcanine's hit dice total (this is also multiplied on a critical hit, and reaches out 5' further in this case) - including Arcanine itself, suffering this as recoil damage. The base damage is not adjusted based on Size, but can be increased to 1d8 per hit die by Strong Jaw. This is a [Fire] [Bite] attack that cannot be used on a foe with the Damp Pokebility.

At 13 hit dice, it learns Raging Fury and Rock Blast
Raging Fury (Su): once per hour, Hisuian Arcanine may use a Swift Action to enter a fearsome fiery rage. The rage lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the exertion catches up with it and it becomes Fatigued until it rests, and Confused for three rounds. During the rage, it gains a +2 Morale Bonus to attack rolls and Fort and Will Saves, but takes a -2 Penalty to Armour Class and Ref Saves, it can make a Full Attack as a Standard Action, and each attack becomes a [Fire] attack and deals an extra 2d6 damage, +1d6 at 15 and 20 hit dice. It also gains a +10 Bonus on all Break Attempts, can make a single Break Attempt once per round as a Free Action, and is treated as one Size Category larger for the purpose of all Size-based manoeuvres. Entering a raging fury is a [Fire] effect.

Rock Blast (Ex): with a Full Round Action, Hisuian Arcanine may unleash a flurry of rock chunks at targets within 30 feet. It makes the same number of attacks, at the same penalties, as a PHB Monk of equal level performing a Flurry of Blows. Each one deals 1d6 damage (for a Medium creature), plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Rock] attack.

At 14 hit dice, its Natural Armour increases by 2 and it learns Irresistible Force
Irresistible Force (Su): once per hour, Hisuian Arcanine can use a Full Round Action to pull energy towards itself. All Pokemon within 30 feet must succeed on a Will Save (DC 8 + half its hit dice + its Charisma Bonus) or treat once of their attacks as having just expended a use - such as "once per hour" or "three times per day". This does not actually use those effects. If they fail by 5 or more, all of their attacks suffer this effect. For each ability that has a usage expended, Hisuian Arcanine regains an expended use of one of its own abilities (not including this attack). This is a [Dragon] effect.

At 15 hit dice, its Dexterity increases by 2 and it learns Maximum Pyroclasm
Maximum Pyroclasm (Sp): once per minute, Hisuian Mega Arcanine can cast Volcano with a duration of only 5 rounds. This is a [Fire] attack.

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Mega Evolution: When Hisuian Arcanine Mega-Evolves, it becomes bigger and more powerful in almost every way. Its Strength increases by 6, its Constitution and Natural Armour increase by 4 each, and its Dexterity, Wisdom and Charisma each increase by 2. Its Pokebility becomes Mold Breaker.


Mold Breaker (Ex): Hisuian Mega-Arcanine ignores all defensive [Pokebility] effects of other creatures - it ignores things like Flash Fire, Volt Absorb, Levitate and Wonder Guard, and cannot be affected by things that are proactively defensive such as Intimidate. This also negates various things that should probably be considered Pokebilities, such as the Auras of various Celestial creatures or a Dragon's Frightening Presence.

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Tutor Moves:

Aerial Ace (Ex): when making a Move Action, the Pokemon may use a Standard Action at any point during the movement to leap and swoop a target - this allows it to move, attack and continue moving. It may perform this attack as a Charge, with all benefits (aside from doubled movement) and drawbacks (including targeting requirements) if it wishes, still moving afterwards. This ignores Cover and Concealment, providing it has actual line of effect, and is a [Flying] attack.

Agility (Su): by focusing as a Full Round Action, the Pokemon can cast Cat's Grace on itself at will. This is a [Psychic] effect.

Burn Up (Su): once per hour, the Pokemon can burn itself out with a Standard Action - it unleashes unearthly heat out to a 10' radius, dealing 2d6 Fire damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). All that fail the save catch fire, and all that take any damage at all suffer from heatstroke. Upon using this, the Pokemon loses its Fire Pokemon Traits until it rests, and this cannot ever be used by a Pokemon that lacks those traits. This is a [Fire] attack.

Charm (Sp): once per day, the Pokemon may cast Charm Monster with a Save DC of 8 + half its hit dice + its Charisma Bonus. This is [Mind-Affecting] [Charm] [Fairy] effect.

Fire Spin (Su): once per hour, the Pokemon can use a Full Round Action to whirl up and unleash a fire tornado. This creates a blaze adjacent to it that is the same Size, except twice as tall with a minimum of 10' (so 10' tall and filling a 5' square normally and when Medium, but if grown to Large would create a 10x10' square that is 20' tall, and a theoretical Colossal attacker would create a 40x40' square that is 80' tall). This then travels 20' directly away from the Pokemon, and will continue to do so every round for 1d4 rounds, plus one per 3 hit dice (round up) before petering out. If exposed to water, it ceases instantly. Anything that touches the flames suffers 1d8 Fire damage per 4 hit dice of the Pokemon (round up) and, if the same size as the Pokemon or smaller, must succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or be pulled in. Those that are pulled into the fire remain trapped until rescued by some stronger effect or the tornado ends. Flying creatures are allowed an additional Reflex Save each round to escape into an adjacent space (same DC) as a Move Action. Every round something remains trapped in the tornado, they suffer the Fire damage again, and while they can act normally (save for being unable to leave, carried with the flaming winds), they suffer a -4 Penalty to Dexterity, a -2 Penalty on attack rolls, and must succeed on a Concentration check (DC 10 + the Pokemon's hit dice + Spell Level) to cast a spell. A fire tornado can only hold as many creatures as actually fit in its area. This is a [Fire] attack, and pretty much incinerates plant-based terrain and melts snow and ice.

Flame Charge (Ex): when performing a Charge, the Pokemon may deliver a Slam (1d8 damage for a Medium creature) instead of other attacks, plus 1d6 Fire damage. If this attack hits, the Pokemon is then Hasted until the end of its next turn, and its Initiative count is increased by 2 for the rest of the fight. This can stack endlessly across one fight, but cannot be carried into a new battle. This is a [Fire] attack.

Outrage (Su): once per hour, the Pokemon may use a Swift Action to enter a fearsome draconic rage. The rage lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the exertion catches up with it and it becomes Fatigued until it rests, and Confused for three rounds. During the outrage, it gains a +2 Morale Bonus to attack rolls and Fort and Will Saves, but takes a -2 Penalty to Armour Class and Ref Saves, it can make a Full Attack as a Standard Action, and each attack becomes a [Dragon] attack and deals an extra 3d6 damage, +1d6 at 20 hit dice. It also gains a +10 Bonus on all Break Attempts, can make a single Break Attempt once per round as a Free Action, and is treated as one Size Category larger for the purpose of all Size-based manoeuvres. Entering an Outrage is a [Dragon] effect.

Psychic Fangs (Su): the Pokemon may use its Bite attack at normal damage for its Size, and without benefiting from other [Bite] attacks, 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.

Sandstorm (Su): once per day per 5 full hit dice, the Pokemon may cast Sandstorm (It's Hot Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Ground] effect.

Scary Face (Ex): the Pokemon 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.

Scorching Sands (Su): once per minute, the Pokemon may unleash a burst of superheated sands that burn and abrade the skin. This functions as a Scalding Mud effect, except instead of the ongoing damage, creatures that fail the Reflex Save must succeed at a Fortitude Save (same DC) or be Burned. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Ground] 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.

Snarl (Su): with a Standard Action, the Pokemon may snarl and rant at an enemy, making disconcerting loud noises. This is unleashed in a 20' Cone, dealing 1d4 damage per hit die to a maximum of 5d4, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). On a failed save, targets also suffer a -2 Morale Penalty to Charisma for three rounds. This is a [Sound] [Dark] attack.

Stone Edge (Ex): once per minute, the Pokemon may use a Standard Action to target a creature within Close Range, and cause jagged shards of rock to explode from underneath it. This is resolved as a Ranged Attack (not a Touch Attack), and a successful hit deals 1d6 damage per hit die, plus its Strength Bonus. This has a Critical Threat of 18-20, and is a [Blade] [Rock] attack.

Sunny Day (Su): once per day per 5 full hit dice, the Pokémon may change the weather to harsh sunlight out to a one mile radius, for one round per hit die. If it is night, this instead only affects a 10' radius spread, though it will still Dispel any magically created weather effects out to one mile. This is a [Fire] effect.

Temper Flare (Ex): once per three rounds, the Pokemon can unleash fire all around itself, angry about the unfairness of the universe. This hits every adjacent creature 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 [Fire] attack.

Thief (Ex): once per minue, the Pokemon may make a single melee attack as a Standard Action, and additionally attempt to steal an item, with its choice of a Steal Combat Maneuver or a Sleight of Hand check with a DC of the opponent's BAB plus 10. The attack becomes a [Dark] attack, and the entire move is a [Dark] effect.

Thunder Fang (Su): the Pokemon may use its Bite attack at normal damage for its Size, and without benefiting from other [Bite] attacks, but dealing an extra 1d6 points of Electricity damage for every 4 hit dice it has (round up). This will shock the target, potentially leaving them unable to act. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Paralyzed for 3 rounds. A target will always be Staggered for one round on a Critical Hit. This is an [Electric] [Bite] attack.

Wild Charge (Su): whenever the Pokemon makes a charge, it may elect to make a single attack (even if it normally is able to attack multiple times on a charge) and deals damage as though three Size Categories larger, and as though its Strength were 10 points higher. A struck target must also pass a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. At the same time as it deals damage to the target, it also suffers regular damage against itself for the natural weapon (without the bonuses from this). This is an [Electric] attack.

Will-O-Wisp (Su): with a Standard Action once per 3 rounds, the Pokemon may unleash a floating sphere of brilliant (and spooky) blue fire. This is resolved as a Ranged Touch Attack out to 30 feet, and on a successful hit the opponent is Burned. This is a [Fire] attack.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Poliwag
Small Magical Beast [Amphibious], CR 1/2
10 15 10 3 10 10
1d8 (4 HP), Init +6, Speed 20' Swim 30'
BAB/Grab: +0/-4
-Slam +3 (1d4)
AC: 13 (+1 Size, +2 Dex), Flat 11, Touch 13
Fort +2 Ref +2 Will +2
Feats: Improved Initiative, Weapon Finesse (B)
Skills: Swim +12
Special Attacks: Water Gun, Hypnosis
Special Qualities: Water Pokemon Traits, Water Absorb
Rare Traits: Swift Swim, Mist, Muddy Water
Tutor Moves: Chilling Water, Liquidation, Low Kick, Mud Slap, Rain Dance, Take Down, Water Pulse
Advancement: 2-4 hit dice (Small); evolves into Poliwhirl at 5 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Will, 2 + Int skill points

This oversized tadpole has a spiral shape twirling about in its midsection, almost hypnotic to gaze upon.

Water Pokemon Traits: Poliwag is weak against [Electric] and [Grass] attacks, and resists [Fire], [Ice], [Steel] and [Water] attacks.

Water Gun (Su): with a Standard Action, Poliwag can fire a high-pressure blast of water from its mouth, hitting like a fire hose. This reaches out to 25 feet and requires a Ranged Touch Attack. If it hits, the target suffers 1d6 Bludgeoning damage. If the target is on fire, the fire is doused, and it also clears any fires out of that 5' cube, soaking it sufficiently to prevent most fires from starting there. This is a [Water] attack.

Hypnosis (Su): once per hour, Poliwag may use a Full Round Action to attempt to hypnotise a creature within Close Range with Line of Sight, lulling it into sleep. At the end of the action, the foe must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Drowsy. If the saving throw is failed by more than 4, they instead fall Asleep for one minute (or until any damage is suffered). This is a [Psychic] effect.

Water Absorb (Ex): Poliwag does not take damage or other harmful effects from [Water] attacks. Instead, any time it is subject to such an attack, it regains hit points equal to its hit dice total, and it has Fast Healing 1 when standing on Electric Terrain. This is a [Pokebility].


Rare Traits:
Swift Swim (Ex): if Poliwag has this rare [Pokebility], it is Hasted whenever it is in the rain or submerged underwater.

Mist (Ex): with a Standard Action, a rare Poliwag can replicate an Obscuring Mist effect. This can be used once per five rounds, and is an [Ice] effect.

Muddy Water (Su): once per hour, a Poliwag that knows this may use a Standard Action to unleash a wave of what is just about water, but could easily be called mud. The wave begins adjacent, and is 10 feet wider than Poliwag (so extends five feet out either side) and twenty feet high. It then launches forward as a Line, out to forty feet before disippating. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the save are also knocked backwards until they leave the Area, and knocked Prone. If they collide with an object that stops their movement, they suffer an additional 1d6 Bludgeoning damage for every 5' of movement prevented. Creatures damaged by this are also Blinded for 3 rounds, though a Full Round Action can be spent wiping their eyes clear. This is a [Water] attack.


At 2 hit dice, it learns Sleep Bubble and Razor Fin
Razor Fin (Ex): when resolving a Charge, Poliwag's Slam deals Slashing damage and has a 17-20/x2 Critical value. This is a [Blade] [Water] attack.

Sleep Bubble (Su): when using its Hypnosis special attack, Poliwag may elect to resolve it in a 10' radius Burst, bursting a giant bubble of sleepy essence. This changes it to a [Water] attack.

At 3 hit dice, it learns Spiral Attack and Mud Shot
Mud Shot (Su): with a Standard Action at will, Poliwag can fire a high-pressure blast of thick mud from its mouth. This reaches out to 25 feet and requires a Ranged Touch Attack. If it hits, the target suffers 1d10 Bludgeoning damage. This also causes a target to be Blind for one round. This is a [Ground] attack.

Spiral Attack (Su): with a Full Round Action once per minute, Poliwag may spin the spiral-shaped pattern on its tummy to befuddle other creatures. All creatures within a 30' Cone must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus), with failure resulting in them becoming Confused for 3 rounds. This is a [Mind-Affecting] [Psychic] attack.

At 4 hit dice, it learns Bubble Beam and Spiral Current
Bubble Beam (Su): with a Standard Action, Poliwag can fire a high-pressure blast of bubbles and foam from its mouth, hitting like a fire extinguisher. This reaches out to 25 feet and requires a Ranged Touch Attack. If it hits, the target suffers 1d6 Bludgeoning damage per 4 hit dice (round up). The target is also Slowed for one round. If the target is on fire, the fire is doused, and it also clears any fires out of that 5' cube, soaking it sufficiently to prevent most fires from starting there. This is a [Ballistic] [Water] attack.

Spiral Current (Su): once per hour, a partially or fully submerged Poliwag can use a Full Round Action to draw the surrounding water towards it like a drain or a whirlpool. For the next three rounds, the currents out to 200 feet change to a Vigorous Current moving firectly in Poliwag's direction. If Poliwag is ever Large or larger, it becomes a Dangerous current. This is a [Water] attack.

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Poliwhirl
Small Magical Beast, CR 5
14 17 12 3 10 10
5d8+5 (27 HP), Init +7, Speed 20' Swim 30'
BAB/Grab: +3/+1
-Slam +6 (1d4+3)
AC: 16 (+1 Size, +3 Dex, +2 Natural), Flat 13, Touch 14
Fort +5 Ref +4 Will +6
Feats: Improved Initiative, Weapon Finesse (B), Iron Will
Skills: Swim +18
Special Attacks: Water Gun, Hypnosis, Sleep Bubble, Razor Fin, Spiral Attack, Mud Shot, Bubble Beam, Spiral Current
Special Qualities: Water Pokemon Traits, Water Absorb, Leapfrog, Rain Dance
Rare Traits: Swift Swim, Mist, Muddy Water
Tutor Moves: Brick Break, Chilling Water, Focus Punch, Icy Wind, Liquidation, Low Kick, Mud Slap, Protect, Rain Dance, Take Down, Water Pulse
Advancement: 6-9 hit dice (Small); evolves into Poliwrath or Politoed at 10 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Will, 2 + Int skill points

This strange blue frog has sturdy arms and legs, and looks fairly relaxed. A hypnotic spiral shape is visible in its midsection.

Leapfrog (Ex): Poliwhirl's jump height is not limited by its own height, and it always is considered to have a run-up when jumping.

Rain Dance (Su): with a Full Round Action once per hour, Poliwhirl may dance about and summon the rains. If there are already clouds overhead, this takes effect immediately, otherwise it starts raining at the end of its next turn as clouds must first gather. For the next three rounds (in naturally dry environments), one minute (in normal environments) or minute per hit die (in damp environments where it was likely to soon rain anyway), the weather becomes rain out to a one mile radius. This is a [Water] effect.

At 6 hit dice, it learns Body Slam and Hypnoblast
Body Slam (Ex): at will, Poliwhirl may either use a Standard Action to deliver a Slam, or Charge an opponent and use a Slam instead of any other attacks. This increases the damage by two steps (typically to 1d8 damage). This adds one and a half times its Strength Bonus, and if the target takes any damage (after Resistance), they must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the end of Poliwhirl's next turn (during which time it cannot be stunned again). This is a [Normal] attack.

Hypnoblast (Su): once per minute, Poliwhirl may use a Standard Action to blast a creature with powerful hypnotic rays. They suffer 1d6 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). A failed save also results in the target falling Asleep for 2d4 rounds. This is a [Fairy] effect.

At 7 hit dice, its Dexterity increases by 2 and it learns a single Fighting Style as though it were a Tome Monk of equal hit dice.

At 8 hit dice, it learns Earth Power and Energy Stream
Earth Power (Su): once per ten minutes with a Standard Action, Poliwhirl may make the ground explode in geothermal power or something to that effect. This affects a 10' radius Blast in Medium Range, affecting everything on the ground and up to ten feet above it, turning the area into Difficult Terrain. This deals 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the save falls Prone. This also happens to leave hard terrain churned up nicely for planting things. This is a [Ground] effect.

Energy Stream (Su): once per hour when fully submerged in water, Poliwhirl may use a Standard Action to draw energy to itself through the water, instantly replenishing any abilities that can be used more frequently than once per hour. This is a [Water] effect.

At 9 hit dice, its Natural Armour increases by 2 and it learns Rapids
Rapids (Su): once per hour, upon successfully hitting a foe with an attack, Poliwhirl may use a Swift Action to wash energy away from them. They must either expend an hourly or daily use of one ability, placing it on cooldown, or a use of every ability with more frequent use, placing all of them on cooldown. This is a [Water] attack.

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Poliwrath
Medium Magical Beast, CR 10
20 17 15 3 13 14
10d8+30 (75 HP), Init +7, Speed 30' Swim 60'
BAB/Grab: +10/+15
-2 Slams +16 (1d6+5)
AC: 20 (+3 Dex, +7 Natural), Flat 17, Touch 13
Fort +9 Ref +10 Will +7
Feats: Improved Initiative, Weapon Finesse (B), Iron Will, Weapon Focus (Slam), Toughness
Skills: Swim +26
Special Attacks: Water Gun, Hypnosis, Sleep Bubble, Razor Fin, Spiral Attack, Mud Shot, Bubble Beam, Spiral Current, Body Slam, Hypnoblast, Fighting Style, Earth Power, Rapids, Hydro Pump, Double Edge, Dynamic Punch
Special Qualities: Fighting and Water Pokemon Traits, Water Absorb, Leapfrog, Rain Dance, Energy Stream, Belly Drum
Rare Traits: Swift Swim, Mist, Muddy Water
Tutor Moves: Brick Break, Chilling Water, Close Combat, Drain Punch, Focus Punch, Icy Wind, Liquidation, Low Kick, Mud Slap, Poison Jab, Protect, Rain Dance, Swamp Terrain, Take Down, Upper Hand, Vacuum Wave, Water Pulse, Waterfall, Whirlpool
Advancement: 11-15 hit dice (Medium); 16+ hit dice (Large)
Hit Dice: 1d8 HP, Good BAB, Good Fort and Ref, 2 + Int skill points

This giant blue frog is bipedal, and almost as tall as an adult human. It's also much more buff than an adult human. It looks angry and ready to fight.

Fighting and Water Pokemon Traits: Poliwrath is weak against [Electric], [Fairy], [Flying], [Grass] and [Psychic] attacks, and resists [Bug], [Dark], [Fire], [Ice], [Rock], [Steel] and [Water] attacks.

Hydro Pump (Su): once per hour, Poliwrath may use a Full Round Action to fire a massive blast of high-pressure water from its mouth. This affects a 120' long Line, and deals 1d6 damage per hit die with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Struck targets are also subject to a Bullrush - with no Size bonus, but able to push targets of any Size (though they still gain a Size bonus or penalty of their own). It uses Poliwrath's Charisma Bonus in place of Strength for this, and can push more than 5 feet. The entire area is also soaked thoroughly, putting any fires out. This is a [Water] attack.

Double Edge (Ex): when charging, Poliwrath may make a Slam attack that deals maximum damage, doubled, sized three sizes larger than normal (so 6d6 = 36 for a normal Medium Poliwrath creature), and dealing damage as though its Strength were ten points higher (so for the standard Galarian Meowth, 36+20 = 56), and it may also make a free Trip attempt on the foe as part of this. At the same time, it takes maximised double damage for a standard Slam against itself (without the Size or Strength increases), so 22 damage for the standard one. This is a [Normal] attack.

Dynamic Punch (Ex): once per five rounds, Poliwrath may wind up and throw an impressive punch loaded with explosive force. If this hits it deals 1d6 damage per hit die (which is not adjusted by Size changes, but is affected by Iron Fist), plus its Strength Bonus, however the target is allowed a Reflex Save to halve the damage (DC 5 + half its hit dice + its Strength Bonus). A failed save results in them being rocked so hard by the full force, they become Confused for three rounds. The confusion is [Mind-Effecting], but the rest is very much not. This is a [Punch] [Fighting] attack.

Belly Drum (Ex): with a Full Round Action, Poliwrath can hammer on its own stomach, injuring itself severely but pumping itself up to become incredibly strong. This causes it to take damage equal to half its maximum hit points (round down), and grants it an Enhancement Bonus to Strength equal to its (unmodified) Strength score - that is to say, its Strength is doubled before any other modifiers are applied. The enhancement lasts for one minute, and once it ends, Poliwrath becomes Fatigued. This is a [Normal] effect.


At 11 hit dice, it learns Circle Throw and a Master Fighting Style as though it were a Tome Monk of equal hit dice.
Circle Throw (Ex): with a Full Round Action, Poliwrath can grab someone, spin in a circle and throw them a great distance. It must succeed on a Grapple check against the target, and if this works, it deals 2d6 (for a Medium creature) + 1.5 times its Strength Bonus and throws the target 15' away, plus 5' for every 5 points by which it beats the defender's roll. If the target lands in the same square as their pokeball, they are instantly sent back into it. This is a [Fighting] attack.

At 12 hit dice, its Strength increases by 2 and it learns Spiral Punch and Submission Hold
Spiral Punch (Su): once per hour, Poliwrath may use a Full Round Action to unleash a strange, hypnotic strike against an adjacent target. First, the target must pass a Will Save (DC 10 + half its hit dice + its Wisdom Bonus) or become Drowsy for three rounds. It then makes a single Slam, which deals 1d6 damage per hit die - affected by Iron Fist, but not Size changes. If the target is Drowsy, this attack automatically hits and does not cure the effect. This is a [Punch] [Fighting] attack.

Submission Hold (Ex): whenever Poliwrath has a foe in a grapple, it may use a Standard Action to wrench their limbs about, attempting to crank, rip and tear. It makes an opposed grapple check as normal, and if successful, it deals damage for both Slam attacks, plus additional Non-Lethal damage equal to the damage dealt, and 2 points of Ability Damage to either Strength or Dexterity. At 12, 16 and 20 hit dice, the Ability Damage increases by 1, and if Poliwrath is larger than its prey, this also results in the target being Slowed for 3 rounds. This is a [Fighting] attack.

At 13 hit dice, it learns Heroic Punch and 5 Star Frog Splash
Heroic Punch (Ex): once per minute, Poliwrath may make a Slam attack, without using things like Power Attack or Combat Expertise, that automatically hits. This is a [Fighting] [Punch] attack.

5 Star Frog Splash (Ex): at will, Poliwrath may use a Full Round Action to leap upon a foe at a lower altitude, crashing into them. It makes a Jump check if necessary to reach them, able to move as far as the Jump check allows regardless of normal movement speeds, and if successful deals Slam damage as though four Size categories larger than normal (4d6 + 1.5x its Strength Bonus for a normal Medium creature). This hits as its choice of a [Flying] or [Water] attack, and allows it to attempt a free Trip attempt against a struck target. This can only be used on targets that are at a lower altitude by at least 5 feet, or that are at the same altitude but are Smaller or Prone.

At 14 hit dice, its Natural Armour increases by 3 and it learns Jet Punch
Jet Punch (Ex): once per three rounds, Poliwrath may make a Slam attack as a Swift or Immediate Action, whichever it chooses. This is resolved as a [Water] [Punch] attack.

At 15 hit dice, it learns Superpower and Maximum Geyser Punch
Maximum Geyser Punch (Su): once per minute, Mega Poliwrath may unleash a mighty punch that creates a geyser of water. This is unleashed as a Spiral Punch, and then creates a Geyser effect, as the spell, centred in the target's square. This then causes the area within 100' to be afflicted by rainfall for 3 rounds. This is a [Fighting] [Punch] attack, though the geyser is a [Water] attack.

At 18 hit dice, it learns a Grand Master Fighting Style as though it were a Tome Monk of equal hit dice.

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Mega-Evolution: when Poliwrath becomes Mega Poliwrath, it becomes stronger and more athletic in every single way, the ideal fighter and swimmer, and it becomes even more absorbant. Its Strength and Constitution each increase by 6, its Dexterity and Wisdom each increase by 4, and its [Pokebility] changes to Hydration.

Hydration (Su): whenever in rain or Torrential Downpour, or submerged in water, Mega Poliwrath is completely healed of all status conditions and afflictions except for hit point damage, and cannot be given such conditions either.

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Politoed
Small Magical Beast, CR 10
14 17 16 7 20 17
10d8+30 (75 HP), Init +7, Speed 20' Swim 30'
BAB/Grab: +7/+5
-Slam +11 (1d4+3)
AC: 21 (+1 Size, +1 Dodge, +3 Dex, +6 Natural), Flat 17, Touch 15
Fort +10 Ref +10 Will +10
Feats: Improved Initiative, Weapon Finesse (B), Iron Will, Dodge, Ability Focus (Hydro Pump)
Skills: Swim +23, Perform (Sing) +16
Special Attacks: Water Gun, Hypnosis, Sleep Bubble, Razor Fin, Spiral Attack, Mud Shot, Bubble Beam, Spiral Current, Body Slam, Hypnoblast, Fighting Style, Earth Power, Rapids, Bounce, Hyper Voice, Hydro Pump
Special Qualities: Water Pokemon Traits, Water Absorb, Leapfrog, Rain Dance, Energy Stream
Rare Traits: Drizzle, Mist, Muddy Water
Tutor Moves: Belly Drum, Brick Break, Chilling Water, Focus Punch, Icy Wind, Liquidation, Low Kick, Mud Slap, Protect, Rain Dance, Take Down, Water Pulse
Advancement: 11+ hit dice (Small)
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Ref, 4 + Int skill points

Check out this happy little frog friend, a green fellow with a big wide smile, happily hopping around and singing. Wait, it's singing. Bad things will happen.

Bounce (Ex): with a Full Round Action, Politoed may leap onto a foe and slam into their head. It may move as far as a Jump check allows it to move, unbound by its height, and if this brings it into the target's square and at least high enough to equal that of the target's head (ie if it is less than 5' tall, jumping 10 feet to hit a Large creature), it makes a Slam attack that deals 1d6 damage per hit die, plus its Strength Bonus, regardless of Size. It then lands next to the target, who must make a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Stunned for one round. This is a [Flying] attack.

Hyper Voice (Ex): at will, Politoed may shout extremely loudly. This is a 50' Cone, and deals 1d10 Sonic damage per 2 hit dice, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and a Fortitude Save (same DC) to resist being rendered Deaf for one minute. This is a [Sonic] [Normal] attack.

Hydro Pump (Su): once per hour, Politoed may use a Full Round Action to fire a massive blast of high-pressure water from its mouth. This affects a 120' long Line, and deals 1d6 damage per hit die with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Struck targets are also subject to a Bullrush - with no Size bonus, but able to push targets of any Size (though they still gain a Size bonus or penalty of their own). It uses Politoed's Charisma Bonus in place of Strength for this, and can push more than 5 feet. The entire area is also soaked thoroughly, putting any fires out. This is a [Water] attack.


Rare Traits:
Drizzle (Su): the rare Poliwhirl with Swift Swim that evolves into Politoed changes its [Pokebility] to this. The weather out to one mile becomes heavy rain, even in the desert, although being indoors or underground still protects against this rain.


At 11 hit dice, its Wisdom increases by 2 and it learns Frog Song
Frog Song (Su): with a Full Round Action once per hour, Politoed may sing a magical song, and direct the song against a single target within 15 feet. If the target has 8 hit dice or fewer, they must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or fall Asleep for 1d4 rounds. Those with more hit dice than this limit are merely Drowsy for the same duration. It also makes a Perform (Sing) check, with a DC of 15, and success allows it to target another creature within range, increase the maximum range by 20 feet, or increase the maximum hit dice of an affected creature by 3. For every 5 by which it exceeds the DC (ie 20, 25 etc) it may improve the effects again. The same enhancement may be chosen multiple times, stacking. Furthermore, every Water Type Pokemon (friend or foe) within 30 feet increases the Save DC by 1. This is a [Water] [Sonic] effect.

At 12 hit dice, it learns Energy Splash and Perish Song
Energy Splash (Su): once per minute, Politoed may use a Standard Action to splash magical energy around itself. All adjacent allies are recharged, refreshing any [Water] attacks that have less than 10 minutes remaining of their cooldown. This is a [Water] effect.

Perish Song (Su): once per hour, Politoed may sing a deadly song, consisting of discordant sounds that work towards the natural frequency of all life. Or something. It uses a Full Round Action, and everything within 60 feet (itself included) takes a single point of Sonic damage. On the same Initiative Count next turn (even if Politoed has fainted or disappeared), all creatures and objects that were affected suffer another point of Sonic damage if they are within 150 feet of the original location. One turn after that, all creatures and objects that were affected and are still within 150 feet suffer Sonic damage equal to their maximum hit points, plus any temporary hit points they have. This is a [Sonic] [Normal] effect.

At 13 hit dice, its Natural Armour increases by 3 and it learns Big Chorus
Big Chorus (Su): whenever Politoed uses a damaging [Sonic] attack, it increases the damage die one step for each [Water] Pokemon (friend or foe) within 30 feet (d3 -> d4 -> d6 -> d8 -> d10 -> d12). If an attack already deals (or has been increases to) d12 damage but deals fewer than one die per hit die, then it increases to 1d12 per hit die, with no limit. If an attack already deals this, or an amount not based on dice, it can still be repeated but does not deal more damage. This is the same type as the attack repeated.

At 14 hit dice, its Charisma increases by 2 and it learns King's Song
King's Song (Ex): once per three rounds, Politoed may unleash a powerful burst of song. This is a 50' Cone, and deals 1d10 Sonic damage per 2 hit dice, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and a Will Save (same DC) to resist being rendered Dazed for one round. This is a [Sonic] [Water] attack.

At 15 hit dice, its Natural Armour increases by 2 and it learns Maximum Vocals
Maximum Vocals (Su): once per minute, Mega Politoed may unleash the most magical and powerful of songs with a Full Round Action. This creates a 20' radius Burst within Medium Range, dealing 1d12 damage per hit die to everything in the area with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This blasts the area clear of all detritus and objects lying on the ground, even clearing sand and dust away, and everything that fails the saving throw is then subject to its Perish Song, centred on the centre of the inital blast.

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Mega-Evolution: when Politoed becomes Mega Politoed, it becomes incredibly regal, a giant coral crown growing from its head and sealing its ears. Its Natural Armour increases by 2, its Dexterity, Wisdom and Charisma each increase by 4, its Constitution increases by 6, and its [Pokebility] changes to Soundproof.

Soundproof (Ex): Mega-Politoed is Immune to all [Sonic] and [Sound] effects, including its own, as well as any Sonic damage not caused by [Sonic] effects.

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Tutor Moves:

Belly Drum (Ex): with a Full Round Action, the Pokemon can hammer on its own stomach, injuring itself severely but pumping itself up to become incredibly strong. This causes it to take damage equal to half its maximum hit points (round down), and grants it an Enhancement Bonus to Strength equal to its (unmodified) Strength score - that is to say, its Strength is doubled before any other modifiers are applied. The enhancement lasts for one minute, and once it ends, the Pokemon becomes Fatigued. This is a [Normal] effect.

Brick Break (Ex): with a Standard Action, the Pokemon may focus its anger into smashing a solid object with a precise martial arts strike. This is resolved as a Slam attack with a base damage of 1d8 plus its Strength Bonus (for a Medium Creature), ignoring Damage Reduction and Hardness, dealing full damage to objects, even able to shatter [Force] effects if it deals at least 10 points of damage. This bypasses (and indeed destroys) Light Screen and Reflect, and if it destroys an intervening object behind which someone is hiding, it may continue the attack against the creature. This is a [Fighting] effect.

Chilling Water (Su): with a Standard Action at will, the Pokemon may unleash a rush of icy cold water at an opponent. This deals 1d6 Cold damage per hit die, to a maximum of 5d6, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). A failed saving throw also results in the target being Fatigued, which can stack up to Exhaustion. This is a [Water] attack.

Close Combat (Ex): once per minute, the Pokemon may step in close and unleash a strong-style combo that foregoes defence in favour of sheer offence. This uses a Full Round Action, and is resolved as single Slam that deals 2d6 damage per hit die, plus its Strength Bonus. This provokes an Attack of Opportunity before the attack, and after the attack, it foregoes its Dexterity Bonus to Armour Class (allowing Sneak Attacks) until the start of its next turn. This is a [Punch] [Fighting] attack.

Drain Punch (Su): with a Standard Action once per minute, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d6 damage for a Medium creature, plus its Strength Bonus, plus 1d6 bonus damage per 3 hit dice (round up). The Pokemon then restores lost hit points equal to half the total damage (round up), though any in excess is lost, it does not translate to gaining Temporary Hit Points. This is a [Punch] [Fighting] attack.

Focus Punch (Ex): at will, the Pokemon may tighten its focus with a Move-Equivalent Action. On its next turn, it then may use a Standard Action to unleash a powerful Slam that deals 1d8 damage (for a Medium creature), plus two times its Strength Bonus, plus 1d6 damage per hit die. However, this can be interrupted as though casting a spell with a one turn casting time - it must pass a Concentration check if damaged or in rough weather etc. otherwise the attempt is ruined. This is a [Fighting] attack.

Icy Wind (Su): once per three rounds, the Pokemon may use a Standard Action to exhale a chilling wave of air. This functions as a Gust of Wind effect, however it also deals damage equal to its hit dice to all in the area (halved if they succeed on the Fortitude Save), and on a failed Save, afflicted creatures suffer a -4 Penalty to Dexterity for 3 rounds. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is an [Ice] attack and a [Wind] effect.

Liquidation (Su): at will, the Pokemon may pull water into the shape of a massive weapon and codswallop a foe with it, using a Standard Action. This is resolved as a melee attack, and has the damage and critical value of a Maul sized one category larger than normal for the user), ignoring all Hardness and Damage Reduction. Additionally, a struck target suffers a -2 Penalty to Armour Class and loses all Hardness and Damage Reduction until the end of the attacker's next turn. For every 4 full hit dice the Pokemon has, the weapon gains a +1 Enhancement Bonus to attack and damage rolls, increases the size of the penalty by 1, and rolls an extra damage die. This is a [Water] attack.

Low Kick (Ex): at will, the Pokemon may attempt to kick a foe's legs out with a Standard Action. This is resolved as a Slam attack that deals 1d3 damage for a Tiny creature, and on a successful hit allows a free Trip attempt to be made, inverting Size modifiers. This is a [Fighting] [Kick] effect.

Mud Slap (Ex): with a Standard Action at will, providing the Pokemon is standing on earth or mud, or standing in dirty water, it can hurl a small amount at an opponent within 15 feet. This requires a Ranged Attack roll, and if successful, it deals 1d4 damage for a Medium creature, and renders the target Blind for 2 rounds, although a Full Round Action may be spent wiping its face clear to end this early. This is a [Ground] attack.

Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, the Pokemon can make a single Primary Claw, Gore or Slam attack that has a base damage of 1d8 for a Small creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and delivers a poison (DC 10 + half its hit dice + its Constitution Bonus, Primary and Secondary damage 4 Dex and Con damage). The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] attack.

Protect (Su): once per hour, the Pokemon may use magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Rain Dance (Su): with a Full Round Action once per hour, the Pokemon may dance about and summon the rains. If there are already clouds overhead, this takes effect immediately, otherwise it starts raining at the end of its next turn as clouds must first gather. For the next three rounds (in naturally dry environments), one minute (in normal environments) or minute per hit die (in damp environments where it was likely to soon rain anyway), the weather becomes rain out to a one mile radius. This is a [Water] [Dance] effect.

Swamp Terrain (Su): once per minute, the Pokemon may flood the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Grease (or effects that reference Grease in how they function), Web (mundane or magical), or plant-based terrain (mundane or magical). This instantly destroys the effect, and then causes the same area to be deluged in a swamp for three rounds, functioning as a Deep Bog (DMG, page 88), and increasing the DC of any Poison or Disease in the area by 2. If any of the above effects are cast on the area before the rounds expire, the effect fails and the three rounds reset. This is a [Water] effect.

Take Down (Ex): the Pokémon can use a Slam attack at the end of a charge instead of other weapons, dealing damage as though three Size Categories larger (so 3d6 for a Medium creature), and as though its Strength were 10 points higher. It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d6 plus its normal Strength Bonus for a Medium creature). This is a [Normal] attack.

Upper Hand (Ex): the Pokemon can unleash a lightning-fast palm strike against foes attempting speedy moves. If an enemy within its threatened area uses a Swift or Immediate Action, it provokes an Attack of Opportunity from the Pokemon, resolved as a Slam that has a base damage of 1d6 for a Medium creature. This is a [Fighting] attack.

Vacuum Wave (Su): once per minute, the Pokémon may use an Immediate Action to pull energy towards itself in a 15' Cone. All in the area suffer 1d8 damage, plus the Pokémon's Charisma Bonus, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Fighting] attack.

Water Pulse (Su): once per minute, Psyduck can unleash a powerful burst of water that hits with incredible hydrostatic pressure. This uses a Standard Action, and targets the first target in a 30' long Line if smaller than Medium (60' if it grows to Medium or Large, 90' if it grows to Huge or Gargantuan, and 120' if it becomes bigger than that). The target takes 1d8 damage per 2 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target suffers any damage, they must also pass a Will Save (same DC) or become Confused for one round per hit die. This is a [Ballistic] [Water] attack.

Waterfall (Ex): with a Full Round Action, the Pokémon may leap into the air, and crash upon a foe from above, bringing a cascade of water with it. This may be unleashed against any creature within its Base Speed, minus the target's height (for instance, if a creature has a Base Speed of 20 feet and their target is Medium, they could attack the target from up to 15 feet away, if the target was Gargantuan, they would have to be sharing the same square, and beyond that the attack would not succeed). This gains the same benefits and drawbacks as if it were a Charge and is resolved as a Slam that deals 1d8 (for a Medium creature) plus one and a half times its Strength Bonus. On a successful hit, the attacker is also granted a free Trip attempt. The attacker may elect to make a Swim check at the start of this, and may then elect to use this check in place of one of the following: the attack roll, the damage roll, the Trip attempt. This is a [Water] attack.

Whirlpool (Sp): once per hour, the Pokémon may cast Maelstrom, with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Water] attack.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Machop
Small Magical Beast, CR 1
17 8 14 11 8 7
1d10+2 (7 HP), Init -1, Speed 20'
BAB/Grab: +1/+0
-2 Slams +6 (1d4+3)
AC: 13 (+1 Size, -1 Dex, +3 Natural Armour), Flat 13, Touch 10
Fort +4 Ref +1 Will -1
Feats: Improved Unarmed Strike (B), Weapon Focus (Slam)
Skills: Intimidate +2, Balance +3
Special Attacks: Low Kick, Focus Energy
Special Qualities: Fighting Pokemon Traits, Guts or No Guard
Rare Traits: Steadfast, Bullet Punch, Counter, Quick Guard, Submission
Tutor Moves: Body Slam, Brick Break, Fire Punch, Ice Punch, Mega Punch, Power-Up Punch, Rock Slide, Thunder Punch
Advancement: 2-5 hit dice (Small); evolves into Machoke at 6 hit dice
Hit Dice: 1d10 HP, Good BAB, Good Fort and Ref, 2 + Int skill points

This small creature looks vaguely humanoid, although it has leathery grey skin, and seems to be packed with muscle in its small frame. It has three body ridges on its head.

Fighting Traits: Machop is weak against [Fairy], [Flying] and [Psychic] attacks, and resists [Bug], [Dark] and [Rock] attacks. Its Slam attacks are [Fighting] attacks.

Low Kick (Ex): at will, Machop may attempt to kick a foe's legs out with a Standard Action. This is resolved as a Slam attack that deals 1d4 damage for a Small creature, and on a successful hit allows a free Trip attempt to be made, inverting Size modifiers. This is a [Fighting] [Kick] effect.

Focus Energy (Ex): with a Standard Action at will, Machop 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.

Guts (Ex): a Machop with this [Pokebility] doesn't suffer the reduced damage output when Burned, although it still takes damage as normal. In addition, whenever it is Burned, Drowsy, Asleep, Anchored, Paralyzed, Frostburned, Poisoned, Diseased, Confused, Charmed, Stunned, Fascinated, Dazed, Petrified, Sickened, Nauseated, Shaken, Cowering, Frightened, Panicked or Cursed, or suffering Bleed damage, its Strength score is considered to be 8 points higher. Note that some of these conditions still prevent it from taking any kind of action.

No Guard (Ex): if Machop instead has this [Pokebility], any time it makes an attack of any kind, including those that don't make an attack roll, it ignores all forms of Concealment, all Miss Chances of any kind, any defensive Illusions that True Seeing could bypass, and Cover less than Full Cover. Additionally, attack rolls are resolved as Touch Attacks. However, the same also applies to any attack made against Machop itself.

Rare Traits:
Steadfast (Ex): a Machop with this rare [Pokebility] gets better the more it is cut off and embarrassed by foes. Any time its action is cancelled by an interruption such as an Immediate Action or Attack of Opportunity, or it is Staggered, its Dexterity increases by 2 for one minute. This temporary increase can stack up to a total of +8.

Bullet Punch (Ex): once per two rounds, a Machop with this rare trait may make a Slam attack, dealing 1d4 damage (for a Small creature) plus its Strength Bonus, as a Swift or Immediate Action, whichever it chooses. This is a [Steel] [Ballistic] [Punch] attack.

Counter (Ex): once per round, a rare Machop may make a single Slam attack as an Immediate Action in response to being damaged by an opponent, and dealing damage as though one size larger than normal (1d6), or two sizes if the attack suffered was a Critical Hit (1d8). This is a [Fighting] attack.

Quick Guard (Su): if Machop has this rare ability, it may create a special protective field once per five rounds as an Immediate Action. This can only be used to interrupt a Swift or Immediate Action, or an Attack of Opportunity, in which case it is protected by a Resilient Sphere until the start of its next turn. This is a [Fighting] [Force] effect.

Submission Hold (Ex): whenever a rare Machop with this has a foe in a grapple, it may use a Standard Action to wrench their limbs about, attempting to crank, rip and tear. It makes an opposed grapple check as normal, and if successful, it deals damage for both Slam attacks, plus additional Non-Lethal damage equal to the damage dealt, and 2 points of Ability Damage to either Strength or Dexterity. At 12, 16 and 20 hit dice, the Ability Damage increases by 1, and if Machop is larger than its prey, this also results in the target being Slowed for 3 rounds. This is a [Fighting] attack.


At 2 hit dice, it learns Revenge and Steady Punch:
Revenge (Ex): with a Full Round Action at will, Machop may enter a revenge stance. Until the start of its next turn, anybody who damages Machop triggers an attack of opportunity from it, which deals bonus damage equal to its normal damage (this bonus damage is not multiplied on a critical hit). This is a [Fighting] attack.

Steady Punch (Ex): Machop can unleash extremely balanced, accurate strikes by taking its time. With a Standard Action at will, it may deliver a Slam attack that always hits if Line of Effect can be drawn and the target is within range, however Power Attack cannot be used in conjunction with this. This is a [Fighting] attack.

At 3 hit dice, it learns a Monk's Fighting Style and its Natural Armour increases by 2

At 4 hit dice, it learns Knock Off and Explosive Chop:
Knock Off (Ex): with a Standard Action once per 5 rounds, Machop may make a Primary Slam attack that, if it hits, it may make a Disarm or Sunder check for free. The base damage is 1d6 (for a Small creature) plus its Strength Bonus, however this is doubled (and tripled on a critical hit) if its Disarm or Sunder check succeeds. This is a [Dark] attack.

Explosive Chop (Su): once per three rounds, Machop may deliver an incredible karate chop packed with explosive force. This is a single Slam attack made as a Standard Action, that deals 1d8 damage for a Small creature, and has a Critical value of 18-20/x2. However, on a critical hit, it also causes an actual explosion of power, dealing 2d10 damage out to everything within ten feet of the target (including the target itself, and Machop). Everything except the target can halve the damage with a successful Reflex Save (DC 10 + half its hit dice + its Strength Bonus). This is a [Fighting] attack.

At 5 hit dice, it learns Scary Face and its Natural Armour and Strength each increase by 2:
Scary Face (Ex): Machop 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.

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Machoke
Medium Magical Beast, CR 6
25 8 16 11 10 11
6d10+18 (51 HP), Init -1, Speed 30'
BAB/Grab: +6/+17
-2 Slams +14 (1d6+7)
AC: 19 (-1 Dex, +10 Natural Armour), Flat 19, Touch 9
Fort +8 Ref +4 Will +2
Feats: Improved Unarmed Strike, Weapon Focus (Slam), Power Attack, Improved Grapple
Skills: Intimidate +9, Balance +8
Special Attacks: Low Kick, Focus Energy, Revenge, Steady Punch, Fighting Style, Knock Off, Explosive Chop, Scary Face, Vital Throw, Mach Punch
Special Qualities: Fighting Pokemon Traits, Guts or No Guard
Rare Traits: Steadfast, Bullet Punch, Counter, Quick Guard, Submission
Tutor Moves: Body Slam, Brick Break, Bulldoze, Fire Punch, Heavy Slam, Ice Punch, Mega Punch, Power-Up Punch, Protect, Rock Slide, Thunder Punch
Advancement: 6-9 hit dice (Medium); evolves into Machamp at 10 hit dice
Hit Dice: 1d10 HP, Good BAB, Good Fort and Ref, 2 + Int skill points

The monster standing before you looks like a grey-skinned pro wrestler, bristling with strength. It has bony ridges on its head.

Vital Throw (Ex): if Machoke begins its turn grappling a target, it may bring all of its power and focus to bear, throwing them head-first at the ground. This uses a Full Round Action, and is automatically successful, dealing damage as though damaging a target in a grapple and also rendering them Prone. This is a [Fighting] attack.

Mach Punch (Ex): once per two rounds, Machoke may make a Slam attack, dealing 1d8 damage plus its Strength Bonus, as a Swift or Immediate Action, whichever it chooses. This is a [Fighting] [Punch] attack.

At 7 hit dice, it learns Wicked Jab and Last Chance Chop:
Wicked Jab (Ex): once per three rounds, Machoke may use a Standard Action to make one Slam, or a Full Round Action to make a number of Slams equal to its number of arms, all directed at different targets. Any creature hit must succeed on a Fortitude Save (DC 10 + half its hit dice + its Intelligence Bonus) or be Paralyzed for 1d4 rounds. This is a [Fighting] attack.

Last Chance Chop (Ex): when below half its maximum hit points, Machoke's regular Slam attacks (not modified by other Special Attacks) deal damage as though one Size Category larger. When below a quarter of its maximum hit points, they deal damage as though two size categories larger. If its hit points are below a quarter of the maximum and also in the single digits, they deal damage as though three size categories larger.

At 8 hit dice, it learns Magnum Punch and a second Monk Fighting Style:
Magnum Punch (Ex): once per three rounds, Machoke may unleash a powerful Slam attack, dealing 1d10 damage (for a Medium creature) plus its Strength Bonus, as a Swift or Immediate Action, whichever it chooses, and with a range of up to 30 feet. This is a [Steel] [Ballistic] [Punch] attack.

At 9 hit dice, it learns Dual Chop and Pummel & Wallop:
Dual Chop (Ex): at will, Machoke may unleash a pair of sharp martial arts strikes with the furious power dragons use to destroy one another. It makes two Slam attacks as a Full Attack, each dealing 1d8 damage for a Medium creature. This is a [Dragon] [Punch] attack.

Pummel & Wallop (Ex): against a Prone opponent, Machoke may unleash a Full Attack with one Slam benefiting from extra attacks from high Base Attack Bonus (despite being a natural weapon), plus one bonus attack at the highest Base Attack Bonus as though it were Hasted, plus one Slam from each of its other limbs (typically one, but more are soon to arrive). This is one combined [Fighting] [Punch] attack.

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Machamp
Medium Magical Beast, CR 10
35 8 20 11 14 11
10d10+60 (115 HP), Init -1, Speed 30'
BAB/Grab: +10/+30
-4 Slams +23 (1d6+12)
AC: 25 (-1 Dex, +16 Natural Armour), Flat 25, Touch 9
Fort +12 Ref +6 Will +5
Feats: Improved Unarmed Strike (B), Weapon Focus (Slam), Power Attack, Improved Grapple, Improved Toughness
Skills: Intimidate +13, Balance +12
Special Attacks: Low Kick, Focus Energy, Revenge, Steady Punch, Fighting Styles, Knock Off, Explosive Chop, Scary Face, Vital Throw, Mach Punch, Wicked Jab, Last Chance Chop, Magnum Punch, Dual Chop, Pummel & Wallop, Title Shot
Special Qualities: Fighting Pokemon Traits, Guts or No Guard, Wide Guard, Extra Limbs
Rare Traits: Steadfast, Bullet Punch, Counter, Quick Guard, Submission
Tutor Moves: Body Slam, Brick Break, Bulldoze, Close Combat, Darkest Lariat, Fire Punch, Focus Blast, Giga Impact, Ice Punch, Mega Punch, Poison Jab, Power-Up Punch, Protect, Rock Slide, Smelling Salts, Superpower, Thunder Punch, Wake-Up Slap
Advancement: 11-14 hit dice (Medium); 15-19 hit dice (Large); 20+ hit dice (Huge)
Hit Dice: 1d10 HP, Good BAB, Good Fort and Ref, 2 + Int skill points

Despite being no taller than many humans, the creature standing before you has four arms, one title belt, and a billion muscle groups.

Extra Limbs (Ex): Machamp has four arms, which means it has four Slam attacks and a +4 Bonus to Grapple and Trip checks. It can also use all four arms to wield weapons or handle objects, though usually they're not particularly adept at tool use.

Title Shot (Ex): with a Full Round Action at will, Machamp may remove the title belt it wears and crack someone in the face with it. From then on, until it puts the title belt back on, it can use this attack with just a Standard Action. This is resolved as a weapon attack that is used with two hands and deals 1d8 base damage, plus one and a half times its Strength Bonus, with a critical value of 20/x3. Anything hit by this takes 1d10 Bleed damage, and on a Critical Hit they are also Dazed for one round. This is a [Steel] attack.

At 11 hit dice it learns Bulk Up and Hurricane Punch:
Bulk Up (Su): three times per day, Machamp may put its regular muscle building into a burst of overdrive, granting itself a +4 Enhancement Bonus to Strength, Constitution and Natural Armour for one minute per hit die. This is a [Fighting] effect.

Hurricane Punch (Su): with a Standard or Full Round Action at will, Machamp may unleash a Slam as a primary natural weapon that deals 1d6 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or be struck by Hurricane force winds for one round (Tornado if Machamp is Gargantuan or larger). On a Critical Hit, a successful Charge, or during overwhelming winds, the target instead suffers Tornado strength winds (and is treated as touching the actual funnel if Machamp is Gargantuan or larger). This is a [Punch] [Flying] attack.

At 12 hit dice it learns Seismnic Toss and Champion Buster:
Seismic Toss (Ex): once per three rounds, Machamp can attempt to Grapple a foe, without provoking an Attack of Opportunity. This uses its hit dice in place of its Base Attack Bonus, and neither participant uses their Strength or Size modifiers for the opposed check. If this succeeds, the target is hurled to the ground, taking damage equal to 1d6 plus the Pokemon's hit dice total. This is a [Fighting] attack.

Champion Buster (Su): with a Standard Action once per minute, Machamp can call upon its champion fighting spirit, empowered by the urge to protect allies, and codswallop a foe. It makes two Slam attacks, each enjoying an Enhancement Bonus equal to the number of injured allies within 30 feet (not including itself), to a maximum of +5. The damage also increases by one size category for each ally within 30' that is below half their maximum HP (again not including itself, and to a maximum of five increases). This is a [Fighting] attack.

At 13 hit dice it learns a Master Fighting Style and Bedrock Breaker:
Bedrock Breaker (Su): once per three rounds, when Tripping a foe or damaging them in a Grapple, Machamp may unleash a shockwave that obliterates terrain within 30 feet. This destroys all hazards (such as webs, entangling plantgrowth, Spikes, Stealth Rocks and Wall of Fire spells), Pokemon Terrain effects such as Psychic Terrain or Frozen Terrain, and also things like crates and barrels. This is a [Fighting] attack, even if the initial attack that activates this is not.

At 14 hit dice it learns Crazy Hammer and Dynamic Punch:
Crazy Hammer (Su): once per hour, if Machamp is afflicted with any kind of status affliction and is still able to take actions, it may use a Standard Action to do more than snap out of it: it also snaps the attacker (or someone else entirely, let's not be too picky). It unleashes a Slam attack that automatically deals double its maximum damage on a successful hit (for a total of triple maximum on a critical hit), and a successful hit also removes any afflictions other than death. This is a [Fighting] attack. Afflictions in this case refer to negative status conditions, but not damage, non-lethal damage, Ability Damage, Ability Drain, level drain/negative levels or simple Penalties.

Dynamic Punch (Ex): once per five rounds, Machamp may wind up and throw an impressive punch loaded with explosive force. If this hits it deals 1d6 damage per hit die (which is not adjusted by Size changes, but is affected by Iron Fist), plus its Strength Bonus, however the target is allowed a Reflex Save to halve the damage (DC 5 + half its hit dice + its Strength Bonus). A failed save results in them being rocked so hard by the full force, they become Confused for three rounds. The confusion is [Mind-Effecting], but the rest is very much not. This is a [Punch] [Fighting] attack.

At 15 hit dice it learns Cross Chop and G-Max Chi Strike:
Cross Chop (Ex): once per three rounds, Machamp may use a Full Round Action to make a pair of Slam attacks against the same enemy. They both have a 15-20/x2 Critical value, and if either hit is a confirmed critical hit, the other one also is upgraded to one, even if it would otherwise have missed. This is one combined [Fighting] attack.

G-Max Chi Strike (Su): once per minute, Mega Machamp may unleash a use explosion of violent punches with a Full Round Action. It targets a 10' radius Burst anywhere within 30 feet, and everything within it is hit with the combined damage of each of its Slams (roll this together once and apply it against all). Creatures in the area are allowed a Fortitude Save to halve this damage (DC 5 + half its hit dice + its Strength Bonus). As long as it damages at least one creature with this, it becomes pumped, as though having used Focus Energy. This is a [Fighting] [Punch] attack.

At 17 hit dice it learns a Grand Master Fighting Style.

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Mega Evolution: when Machamp becomes Mega Machamp, it grows substantially bigger, with new layers of muscle building up, and its fists glow with energy. It becomes one Size Category larger, its Strength and Natural Armour each increase by 6, its Constitution and Wisdom each increase by 4, and its [Pokebility] becomes ORA ORA ORA!

ORA ORA ORA! (Ex): any time Mega Machamp uses a [Punch] attack that does not already specify multiple punches are made (such as G-Max Chi Strike), it makes two such attacks, and can choose whether to direct both against the same or different targets.

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Tutor Moves:

Body Slam (Ex): at will, the Pokemon may either use a Standard Action to deliver a Slam, or Charge an opponent and use a Slam instead of any other attacks. This increases the damage by two steps (so a Small creature with a Slam of 1d4 would deal 1d8 damage, but if they had Improved Natural Attack (Slam) it would instead deal 2d6). This adds one and a half times its Strength Bonus, and if the target takes any damage (after Resistance), they must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the end of the attacker's next turn (during which time it cannot be stunned again). This is a [Normal] attack.

Brick Break (Ex): with a Standard Action, the Pokemon may focus its anger into smashing a solid object with a precise martial arts strike. This is resolved as a Slam attack with a base damage of 1d8 plus its Strength Bonus (for a Medium Creature), ignoring Damage Reduction and Hardness, dealing full damage to objects, even able to shatter [Force] effects if it deals at least 10 points of damage. This bypasses (and indeed destroys) Light Screen and Reflect, and if it destroys an intervening object behind which someone is hiding, it may continue the attack against the creature. This is a [Fighting] effect.

Bulldoze (Ex): with a Full Round Action once per three rounds, the Pokemon may make a Charge attack, that ends in a Slam of appropriate Size (1d4 for a Small creature). If it ends this charge threatening multiple creatures or objects, it may elect to resolve the attack against any or all of them, not just the initial target (though the normal rules for charging apply, so it can't declare a target, charge them, and then forego attacking that target). Furthermore, anything hit suffers 2 points of Dexterity damage, and has their Initiative reduced by 4, although this cannot cause something to gain two turns (such as acting at 2 Initiative higher than the Pokemon, getting hit, then acting again at 2 lower). This is a [Ground] attack.

Close Combat (Ex): once per minute, the Pokemon may step in close and unleash a strong-style combo of multiple strikes that forego defence in favour of sheer offence. This uses a Full Round Action, and is resolved as single Slam that deals 2d6 damage per hit die, plus its Strength Bonus. This provokes an Attack of Opportunity before the attack, and after the attack, it foregoes its Dexterity Bonus to Armour Class (allowing Sneak Attacks) until the start of its next turn. This is a [Punch] [Fighting] attack.

Darkest Lariat (Su): once per three rounds, the Pokemon may swing its arms in a deadly arc that catches many foes by surprise and just about takes their heads off. With a Standard Action, it makes a single Slam attack that deals 1d10 damage for a Medium creature, plus its Strength Bonus, and ignores all Concealment (other than Total), Mirror Images, Cover (other than Full Cover), and magical increases to Armor Class (including magical increases to Dexterity). The damage also ignores any kind of Damage Reduction that is not innate to the creature. A successful hit also allows a free Trip attempt against any hit foe, without provoking an Attack of Opportunity or allowing the target to make a Trip attempt if it fails. This is a [Dark] attack.

Fire Punch (Su): with a Standard or Full Round Action at will, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d6 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Fire damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or catch fire. On a Critical Hit, a successful Charge, or during harsh sunlight, the target instead must pass a Fortitude Save (same DC) or suffer a Burn. This is a [Fire] attack.

Focus Blast (Su): once per three rounds, the Pokemon may use a Standard Action to unleash a blast of aura energy. This is a 10' radius Blast that can be thrown anywhere within Medium Range, and deals 1d8 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). This is a [Fighting] [Ballistic] attack.

Giga Impact (Ex): once per day, the Pokemon may use a Full Round Action to crash its body into nearby stuff - both creatures and objects. This smashes into a 30' Cone, dealing 10 damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Strength Bonus). This leaves the Pokemon Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, the user collapses afterwards, falling Asleep. This is a [Normal] attack.

Ice Punch (Su): with a Standard or Full Round Action at will, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d4 Bludgeoning damage for a Small creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Cold damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or suffer hypothermia. On a Critical Hit, a successful Charge, or during hail, the target instead must pass a Fortitude Save (same DC) or be Frostburned. This is an [Ice] attack.

Mega Punch (Ex): with a Standard Action at will, the user may just slug someone at more or less full force. This is resolved as a normal Slam attack with an Enhancement Bonus of +1 per 4 hit dice (round up), however the attacker must automatically Power Attack for an amount equal to their full Base Attack Bonus (and may do so even if they lack the feat). This is a [Fighting] [Punch] attack.

Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, the Pokemon can make a single Primary Slam or Gore attack that has a base damage of 1d8 for a Small creature, dealing Poison (DC 10 + half its hit dice + its Constitution Bonus, with Primary and Secondary damage of 2 Dexterity and Constitution Damage), with an Enhancement Bonus of +1 per 3 hit dice (round up). The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Punch] [Poison] attack.

Power Up Punch (Su): at will, the Pokemon may use a Standard Action to unleash a strike that glows with power, raising its strength. This is a Slam that deals 1d4 damage (for a Medium creature) plus its Strength Bonus, and after it hits, the Pokemon gains a +1 Enhancement Bonus to its Strength and to its natural weapons. If it already has an Enhancement Bonus, the existing one increases by 1, though this cannot raise a bonus above +5. The effects last for one minute, and this is a [Fighting] effect.

Protect (Su): once per hour, the Pokemon may use strange magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a [Force] effect or Wall of Force specifically, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Rock Slide (Su): once per three rounds, the Pokemon may unleash a cascade of rocks careening across the field. This uses a Standard Action, and creates a Line adjacent to the Pokemon that is 10' wider than the user (so it extends 5' either side past the user's width), and 30 feet long. Everything in the area suffers 1d8 damage per 2 hit dice and is knocked Prone, however a successful Reflex Save (DC 10 + half its hit dice + its Strength Bonus) halves the damage and negates the prone status. This is a [Rock] attack.

Smelling Salts (Ex): with a Standard Action at will, the Pokemon may deliver a Slam that, against a Paralyzed, Stunned or Dazed opponent, is resolved as an automatic critical hit that deals maximum damage and increases the damage by one size. However, this cures the effect. This is a [Fighting] attack.

Superpower (Ex): with a Full Round Action at will, the Pokemon may slam into a foe at full force, putting all of its fighting spirit into one big attack. This is resolved as a Slam attack that deals 2d6 damage plus one and a half times its Strength Bonus (for a Small creature), and grants a free Bullrush attempt on a successful hit. Flareon does not move with the target when doing this, but may still knock the target further away than 5 feet. Upon performing this, the user becomes Fatigued, or upgrades fatigue to Exhaustion until it rests for an hour. This is a [Fighting] attack.

Thunder Punch (Su): with a Standard or Full Round Action at will, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d4 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Electricity damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. On a Critical Hit, a successful Charge, or on Electric Terrain, the target instead must pass a Fortitude Save (same DC) or be Stunned for one round. This is an [Electric] attack.

Wake-Up Slap (Ex): with a Standard Action at will, the Pokemon may deliver a Slam that, against a Sleeping opponent, is resolved as an automatic critical hit that deals maximum damage and increases the damage by one size. However, this wakes them up (assuming it does not kill them or knock them out). This is a [Fighting] attack.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
Serious Badass
Posts: 13970
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Re: Pokedex Redone

Post by Koumei »

Bellsprout
Tiny Plant [Grass, Poison], CR 1
15 8 11 8 11 14
1d8 (4 HP), Init -1, Speed 20', Climb 10', Burrow 10'
BAB/Grab: +1/-5
-Slam +5 melee (1d3+3)
-Vine Whip +6 melee (3 non-lethal)
AC: 11 (+2 Size, -1 Dexterity), Flat 11, Touch 11
Fort +0 Ref +1 Will +0
Feats: Weapon Focus (Vine Whip)
Skills: Hide +11 (+15 in dense plant terrain)
Special Attacks: Vine Whip, Soak Up
Special Qualities: Plant's Diet, Chlorophyll, Grass and Poison Traits
Rare Traits: Gluttony, Ingrain, Sucker Punch, Synthesis, Tickle
Tutor Moves: Protect, Acid Spray, Thief, Trailblaze, Pounce, Venoshock, Bullet Seed, Grass Knot, Poison Jab, Leech Life, Grassy Glide
Advancement: 2-3 HD (Tiny); evolves into Weepinbell at 4 hit dice
Hit Dice: 1d8 HP, Good BAB, Good Reflex, 2 + Int skill points

This little critter resembles a pitcher plant walking around on thin roots. What appears to be acid dribbles out of its mouth.

Grass and Poison Traits: Bellsprout does not have any of the usual traits of Plants such as Immunity to Poison. Instead, it is weak against [Fire], [Flying], [Ice] and [Psychic] attacks, and resists [Electricity], [Fairy], [Fighting], [Grass] and [Water] attacks. It cannot be affected by [Powder] moves (apart from the healing application of Pollen Puff). It also cannot be affected by Spells and effects that are described as being powder, pollen or spores - such as Gnome Blight. It also cannot be Poisoned, and thus is immune to the majority of poison effects in D&D, but can still take damage from things like Gunk Shot. Bellsprout harmlessly absorb toxic spikes and sludge just by stepping on or in them, and when holding (or covered in) the Black Sludge item/substance, it doesn't take damage, instead gaining Fast Healing 1.

Chlorophyll (Ex): when in Harsh Sunlight, Bellsprout's movement speeds are doubled, and it gains a +4 Circumstance Bonus to Initiative and Reflex Saves. This is a [Pokebility].

Vine Whip (Ex): Bellsprout is able to use its vines to attack as a Whip, as though proficient with it and using the higher of its Strength or Dexterity for attack rolls. This deals non-lethal damage and has the same restrictions on dealing damage as a regular whip. This reaches to 15 feet, but can still make attacks to 5 and 10 feet. With training, it can learn to use this as a 15' rope, granting a +4 Racial Bonus to Use Rope checks with it. At 2 hit dice, it can choose to deal lethal damage and can damage foes regardless of Armour or Natural Armour. At 4 hit dice, it can make two such attacks with a Standard Action and can use them to count its Strength as 6 points higher for the purpose of pulling things closer, lifting them above its head, or pulling itself up with encumbrance. This is a [Grass] attack.

Plant's Diet: Bellsprout's diet consists 10% of sunlight and air, and 90% of soil, plant feed and so on.

Skills: Bellsprout's Climb speed grants it a +8 racial bonus on Climb checks and allows it to take 10 on Climb checks even when rushed or threatened. It has a +4 Racial Bonus to Hide checks (in addition to the Size Bonus) in dense plant-based terrain.

Soak Up (Su): any time Bellsprout makes direct physical contact with a target (such as hitting with a touch attack or natural weapon, or being hit by one, or every turn in which one grapples the other), it can blot up some of their excess energy. If the other creature has any Temporary Hit Points, up to five are stolen from it and transferred to Bellsprout. This isn't damage, so is unaffected by Resistances and Weaknesses, but it's still considered a [Grass] effect.

At 2 hit dice, it learns Growth and Poison Vine
Growth (Su): with a Full Round Action, Bellsprout can grow one size category larger, adjusting its Space, Reach, Natural Armour, Ability Scores, Natural Weapons and so on as though growing via hit dice. This lasts for one minute. In Harsh Sunlight, this instead causes it to grow two categories larger. In Rain, Hail or Dust, the growth only lasts for five rounds. This cannot be used multiple times in a row to grow more than once. This is a [Grass] effect.

Poison Vine (Ex): at will, Bellsprout may make a Touch Attack with a vine whip. If this hits, the target is exposed to a toxin, with a Save DC of 10 + half its hit dice + its Constitution Bonus. On a failed save, the target suffers 1d6 Non-Lethal Damage and, for the next minute, is Sickened. This is a [Poison] attack.

At 3 hit dice, it learns Wrap and Sweet Scent
Wrap (Ex): if Bellsprout successfully grapples a foe, then until they either escape or take control of the grapple (by winning the opposed check), the victim is unable to perform any kind of movement, including by teleportation or planar travel, and is unable to make any kind of attack with any weapon. This is a [Normal] effect.

Sweet Scent (Ex): with a Full Round Action, Bellsprout may allow its scent glands to release a sweet-smelling substance that carries easily on the breeze. All creatures within Medium Range of it are subject to a Calm Emotions effect (Save DC 10 + half its hit dice + its Charisma Bonus). If used two rounds in a row, those in the area suffer as though inside a Mind Fog (same DC). If used for three consecutive rounds, those in the area must make a Will Save (same DC) or be Fascinated until either something distracts or threatens them as usual or until one round after Bellsprout ceases to use its Sweet Scent. This may be used a total number of rounds per day equal to double its hit dice, and individual uses can be extracted the same as with Poison Powder. One round's worth of this can be diluted into ten ounces of exotic perfume that sells for 100 GP per ounce and provides a +2 Alchemical Bonus to Bluff and Diplomacy checks in noble circles. This is a [Grass] effect.

Rare Traits:

Gluttony (Ex): if Bellsprout has this [Pokebility], eating is a Free Action once per round. It can choose to gain any stored eating-related effects of consumed food at any time it wants, rather than when the specific condition is triggered.

Ingrain (Ex): with a Full Round Action, a Bellsprout with this ability may set roots into the ground beneath it - providing it is standing on something softer than solid stone. This prevents it from being lifted, tripped or moved about without also lifting or moving the entire ground beneath it, down to five feet. Additionally, it is unable to move into another space on its own, and gains Fast Healing 3. It may end this effect as a Move-Equivalent Action. This is a [Grass] effect.

Sucker Punch (Ex): a Bellsprout with this trait gains a Primary Slam attack that can only be used as an Immediate Action, to interrupt an attack. This has a base damage of 1d6 for a Tiny 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 Bellsprout a Swift action on its next turn, it consumes next turn's Standard action. This is a [Dark] attack.

Synthesis (Su): once per minute, a Bellsprout with this trait may use a Full Round Action to focus on absorbing light and air to heal itself. In normal light, this restores 1d8 hit points per 2 hit dice. In rain, hail, snow or sandstorms, or indoors or heavily overcast conditions or shadowy illumination, it only restores 1d6 hit points per two hit dice. In total darkness, it only restores 1d8 hit points. In strong sunlight or better, it restores 1d6 hit points per hit die. This is a [Grass] effect.

Tickle (Ex): with a Standard Action, a Bellsprout with this move may attempt a Touch Attack to tickle an adjacent creature, making their concentration a lot harder. For the purpose of Concentration checks and spellcasting, they are treated as Pinned during their next turn, and additionally, they suffer a -4 Morale Penalty to attack and damage rolls, and to their Armour Class, for three rounds.

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Weepinbell
Small Plant [Grass, Poison], CR 4
19 10 11 8 11 16
4d8 (18 HP), Init +0, Speed 20', Climb 10', Burrow 10'
BAB/Grab: +4/+4
-Slam +9 melee (1d4+6)
-2 Vine Whips +10 melee (1d2+4)
AC: 14 (+1 Size, +3 Natural Armour), Flat 14, Touch 11
Fort +1 Ref +4 Will +3
Feats: Weapon Focus (Vine Whip), Iron Will
Skills: Hide +11 (+15 in dense plant terrain)
Special Attacks: Vine Whip, Soak Up, Poison Vine, Wrap, Sleep Powder, Poison Powder, Muddy Acid
Special Qualities: Plant's Diet, Chlorophyll, Grass and Poison Traits, Growth, Sweet Scent
Rare Traits: Glutton, Ingrain, Sucker Punch, Synthesis, Tickle
Tutor Moves: Protect, Acid Spray, Thief, Trailblaze, Pounce, Venoshock, Bullet Seed, Grass Knot, Poison Jab, Leech Life, Grassy Glide, Sunny Day, Magical Leaf, Swords Dance, Giga Drain, Sludge Wave, Toxic
Advancement: 5-7 HD (Small); evolves into Victreebel at 8 hit dice
Hit Dice: 1d8 HP, Good BAB, Good Reflex, 2 + Int skill points

This creature is mostly head with a few supporting vines, roots and leaves. It's a big pitcher plant that could probably fit a human head. Want to try?

Sleep Powder (Ex): once per hour, Weepinbell may unleash a cloud of fine powder that extends ten feet from it in all directions. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or fall Asleep for ten minutes (or until woken up normally). This is a [Powder] [Poison] effect. A DC 15 Survival check can harvest a dose from a cooperative (or dead) Weepinbell, expending an hourly use but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Weepinbell as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 1,500 GP, and a DC 20 Craft (Alchemy) check can then dilute and refine it into fifty ounces of relatively harmless sedatives to help people sleep, each selling for 50 GP. This is a [Poison] effect.

Poison Powder (Ex): once per hour, Weepinbell may unleash a cloud of fine powder out to Close Range. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Poisoned, taking 1d6 Con damage and being Sickened for one minute. At the end of this minute, they must save again or suffer another 1d6 Constitution damage as the secondary damage. This is a [Poison] effect. A DC 15 Survival check can harvest a dose from a cooperative (or dead) Weepinbell, rendering it unable to use it for the hour but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Weepinbell as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 1,500 GP, and a DC 20 Craft (Alchemy) check can then dilute and refine it into one thousand ounces of harmless exotic perfume, each selling for 5 GP.

Muddy Acid (Ex): once per three rounds, Weepinbell can cough up a glob of acid that is mixed with dissolved soil, treated as throwing an Acid Flask with bonus damage equal to its Charisma Bonus. Additionally, a creature that takes a Direct Hit from this is rendered Blind until they spend a Standard Action wiping their face, and a creature that suffers Splash Damage is similarly blinded if they fail a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus). This is a [Poison] attack.

At 5 hit dice, it learns Stun Spore and Corrosive Acid
Stun Spore (Ex): once per hour, Weepinbell may unleash a cloud of paralytic neurotoxins, extending ten feet from it in all directions. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Paralyzed, Stunned and Dazed, for 1 round, then Stunned and Dazed for one round, then Dazed for the round thereafter. This is a [Poison] effect. A DC 15 Survival check can harvest a dose from a cooperative (or dead) Weepinbell, rendering it unable to use it for the hour but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Weepinbell as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 2,000 GP.

Corrosive Acid (Su): once per minute, Weepinbell may unleash what is effectively Melf's Acid Arrow, except if it hits a target, they must succeed on a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus), with failure resulting in them being Burned. This is a [Poison] attack.

At 6 hit dice, it learns Hazardous Spit and Flytrap
Hazardous Spit (Ex): once per two rounds, Weepinbell can spit a blob of acid at a foe, functioning the same as Melf's Acid Arrow. However, a creature taking ongoing damage from this also has their Natural Armour Bonus reduced by 4 (minimum zero), until the round they cease taking damage. This is a [Poison] attack.

Flytrap (Ex): with a Standard Action at will, Weepinbell can latch onto something and try to eat it. It gains the Improved Grab ability on its Slam, and the Swallow Whole special attack against creatures the same Size Category as itself or smaller. A swallowed creature suffers a -8 Penalty on any Escape Artist attempts made to try to escape, and takes 4d6 Acid damage per round as a [Grass] effect.

At 7 hit dice, it learns Knock Off and Dangerous Mucus
Knock Off (Ex): with a Standard Action once per 5 rounds, Weepinbell may make a Primary Slam attack that, if it hits, it may make a Disarm or Sunder check for free. The base damage is 1d8 (for a Medium creature) plus its Strength Bonus, however this is doubled (and tripled on a critical hit) if its Disarm or Sunder check succeeds. This is a [Dark] attack.

Dangerous Mucus (Su): once per minute, Weepinbell may unleash hazardous goo against an adjacent creature with an Immediate Action upon being attacked by that creature. The target must succeed on a Reflex Save (DC 10 + half its hit dice + its Constitution Bonus) or become covered in goo and Burned. If the save is failed, they must then make a Fortitude Save (same DC) or be poisoned, as though by Terinav Root. This is a [Poison] attack.

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Victreebell
Medium Plant [Grass, Poison], CR 8
23 12 15 10 15 20
8d8+16 (52 HP), Init +1, Speed 30', Climb 20', Burrow 20'
BAB/Grab: +8/+14
-Slam +14 melee (1d6+9)
-2 Vine Whips +15 melee (1d3+6)
AC: 16 (+1 Dexterity, +5 Natural Armour), Flat 15, Touch 11
Fort +4 Ref +7 Will +6
Feats: Weapon Focus (Vine), Iron Will, Ability Focus (Leaf Storm)
Skills: Hide +12 (+16 in dense plant terrain), Survival +13
Special Attacks: Vine Whip, Soak Up, Poison Vine, Wrap, Sleep Powder, Poison Powder, Muddy Acid, Stun Spore, Corrosive Acid, Hazardous Spit, Flytrap, Knock Off, Dangerous Mucus, Spit Up, Gastro Acid, Leaf Storm
Special Qualities: Plant's Diet, Chlorophyll, Grass and Poison Traits, Growth, Sweet Scent, Stockpile, Swallow
Rare Traits: Glutton, Ingrain, Sucker Punch, Synthesis, Tickle
Tutor Moves: Protect, Acid Spray, Thief, Trailblaze, Pounce, Venoshock, Bullet Seed, Grass Knot, Poison Jab, Leech Life, Grassy Glide, Sunny Day, Magical Leaf, Swords Dance, Giga Drain, Sludge Wave, Toxic, Seed Bomb, Sludge Bomb, Strength Sap
Advancement: 8-14 HD (Medium); 15-19 HD (Large); 20+ HD (Huge)
Hit Dice: 1d8 HP, Good BAB, Good Reflex and Will, 2 + Int skill points

This giant pitcher plant is the size of an adult human, which is scary considering it's 90% head.

Stockpile (Su): with a Full Round Action, Victreebell may gather energy into its mouth and neck, puffing up and becoming resilient. This grants it a Resistance Bonus to all Saving Throws equal to a third of its hit dice (round up). This bonus lasts for one minute or until expended, whichever comes first. This is a [Normal] ability.

Swallow (Su): by gulping the energy built up with Stockpile (and thus losing the Resistance Bonus) as a Standard Action, Victreebell can heal itself with strange magic. This restores 3d8 hit points, plus an amount equal to its hit dice. This is a [Normal] ability.

Spit Up (Su): with a Standard Action, Victreebell may spit out the magical energy built up through Stockpile (and thus losing the Resistance Bonus). This is resolved as a Ranged Touch Attack out to Medium Range, and deals 1d6 damage per hit die. This is a [Normal] attack.

Gastro Acid (Su): with a Standard Action once per minute, Victreebell may cough up a horrible glob of acid from its stomach, as a Ranged Touch Attack out to Close Range. If this hits, the target loses the effect of any [Pokebility] they have for one minute, although a Lesser Restoration or better will undo this. This is a [Poison] attack, but the effects do not count as "being poisoned" so Steel Pokemon are still susceptible.

Leaf Storm (Su): once per hour, Victreebell may use a Standard Action to unleash a storm of leaves in a Cone out to Close Range (or Medium Range if the user is Huge or bigger). All in the area suffer 2d6 damage per hit die as a [Grass] attack and a [Wind] effect, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus, although the standard Victreebell gains +2 from Ability Focus), and are also hit by Strong Wind (Severe if Large, Windstorm if Huge, Hurricane if Gargantuan or Tornado if Colossal or bigger) for one round, potentially needing to save against it or suffer the effects. As soon as this attack resolves, the user suffers 4 points of temporary Charisma Damage from the overexertion and consumption of natural energy.

At 9 hit dice, it learns Power Whip and Dissolve Energy
Power Whip (Su): with a Standard Action at will, Victreebell can use a vine, tail or tendril to make a powerful attack infused with energy. This allows it to attack at three times its natural reach, using the higher of its Strength or Dexterity, has an Enhancement Bonus of +1 per 4 hit dice (round up), and has the Ghost Touch property (but is not automatically Super-Effective against [Ghost] Pokemon). The damage is 1d8 for a Medium creature, plus its Strength Bonus and the Enhancement Bonus as normal. If the Pokemon has abilities that normally apply to its vine or tendril attacks, such as Trip or Improved Grab, they also apply to this, even against Incorporeal foes, and the Enhancement Bonus is added to the opposed check. Any bonus damage from Power Attack is also added to the opposed check, and is added a second time to damage. This is a [Grass] attack.

Dissolve Energy (Su): once per minute, Victreebell can cast Greater Dispel Magic as a [Poison] effect.

At 10 hit dice, its Wisdom increases by 2 and it learns Nectar Pod
Nectar Pod (Ex): with an Immediate Action once per hour, Victreebell can release incredibly sticky goo that functions against a single attacker as the Adhesive ability of a Mimic. In the case of a weapon attack, the DC is 10 + half its hit dice + its Constitution Bonus. This is a [Grass] effect. A DC 15 Survival check can harvest a dose from a cooperative (or dead) Victreebell, rendering it unable to use it for the hour but providing glue that can be turned into a single dose of Sovreign Glue with a DC 20 Craft (Alchemy) check. A DC 25 Survival check can harvest the dose from an uncooperative Victreebell as a Full Round Action that provokes Attacks of Opportunity - and is likely to result in it simply using the nectar pod and thus sticking the harvester to it.

At 11 hit dice, it learns Leaf Blade and Acidic Drain
Leaf Blade (Ex): at will, Victreebell may attack with a sharpened blade, which functions as a Scimitar sized appropriately for it, with an Enhancement Bonus of +1 per 3 hit dice (round up). It benefits from all feats and abilities that apply to scimitars. This is a [Blade] [Grass] attack.

Acidic Drain (Su): once per minute, Victreebell may use a Standard Action to dissolve life and nutrients from another creature within 20 feet and suck it back in for sustenance. This causes 1d6 damage per 2 hit dice (maximum 10d6) to a creature, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Victreebell's hit points are then restored by an amount equal to half the damage dealt - though this cannot raise it above the maximum. This is a [Poison] effect.

At 12 hit dice, it learns Tangling Tendrils & Burning Scent
Tangling Tendrils (Su): Victreebell can cast Vine Mine once per minute.

Burning Scent (Ex): three rounds per day, Victreebell may modify its Sweet Scent to cause horrendous effects on everything else within the area. They must succeed at a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Burned and afflicted by Night's Eye Dust poison, albeit using the Burning Scent Save DC. This is a [Poison] effect.

At 13 hit dice, its Charisma increases by 2 and it learns Panic Vine
Panic Vine (Su): at will, Victreebell may use a Standard Action to deliver an attack or touch attack with one of its vine whips. If this hits the target, they must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or Panic for one round and then be Confused for 3 rounds afterwards. This is a [Mind-Affecting] [Grass] effect.

At 14 hit dice, it learns Acid Sampler & Pollen Hazard
Acid Sampler (Su): once per day, Victreebell may cough up an entire Acid Fog effect. This is a [Poison] attack.

Pollen Hazard (Ex): Burning Scent now also carries the effects of Nightmare Vapour (using the same Save DC for the rest of Burning Scent) in addition to the burning and night's eye dust. It is still a [Poison] effect.

At 15 hit dice, it learns Maximum Sludge
Maximum Sludge (Su): once per minute, Mega Victreebell may open up and expel goo all around it. Every square within 30 feet of it is covered in Sticky Floor, Sickening Entanglement and Acid Fog for three rounds, and every creature within the area is hit by its Acidic Drain (with saving throws allowed as normal). This is a [Poison] attack.

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Mega Evolution: when Victreebell becomes Mega Victreebell, it becomes delightful and hilarious. It is a giant bag, with an upside-down smiling mouth, and long vines wrapped around its "neck" to hold it mostly closed. It grows one Size Category larger, its Strength, Constitution and Wisdom each increase by 4, its Charisma increases by 6, its Natural Armour increases by 2, and its [Pokebility] becomes Innards Out.

Innards Out (Ex): if anything reduces Mega Victreebell to zero or negative hit points, it opens up and releases hazardous goo on them, and the attacker instantly suffers unresisted damage equal to what Victreebell's hit points were before that attack was resolved.

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Tutor Moves:

Acid Spray (Ex): once per five rounds, the Pokemon may spray deadly acid out in a Breath weapon, albeit only in a 25' Cone. All in the area suffer 1d4 points of Acid damage per 3 hit dice it has (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Constitution Bonus). Additionally, this acid softens various protections for those who fail the saving throw, granting them a penalty to Armour Class, Damage Reduction and Saving Throws equal to the number of damage dice rolled, for 1 minute. This is a [Ballistic] [Poison] attack.

Bullet Seed (Ex): with a Full Round Action, the Pokemon may unleash a flurry of hard, bullet-like seeds or nuts at targets within 30 feet. It makes the same number of attacks, at the same penalties, as a PHB Monk of equal level performing a Flurry of Blows. Each one deals 1d4 damage (for a Small creature), plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Grass] attack.

Giga Drain (Su): once per hour, the Pokemon may use a Standard Action to pull nutrients and life force from another creature within 50 feet. This causes 1d6 damage per hit die to a creature, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). The pokemon's hit points are then restored by an amount equal to half the damage dealt - though this cannot raise it above the maximum. This is a [Grass] effect.

Grass Knot (Ex): with a Standard Action, the Pokemon may make a Trip attack anywhere within reach of any of its natural weapons (minimum 5'), with Size counting in reverse for both it and the target - a Small creature gains a +4 Size Bonus and a Large creature would receive a -4 Size Penalty. A tripped Medium creature suffers 1d10 points of damage, but damage scales up for larger targets (2d8, 3d8, 4d8, 6d8) and down for smaller targets (1d8, 1d6, 1d4, 1d3). This is a [Grass] attack.

Grassy Glide (Ex): at will, the Pokémon may Charge an opponent and deliver a Slam that deals 1d10 damage for a Medium creature. If the Pokémon is standing on Grassy Terrain when beginning the movement, this may be performed with a Swift or Immediate Action. This is a [Grass] 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.

Magical Leaf (Sp): with a Standard Action at will, the Pokemon may conjure leaves of a mystical, magical herb, and direct them unerringly against a target in Close Range. This automatically hits exactly in the same way as Magic Missile (and similarly can be prevented in the same ways), and deals 1d6 damage per 2 hit dice (maximum 5d6). This is a [Grass] effect.

Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, the Pokemon can make a single Primary Claw attack that has a base damage of 1d8 for a Small creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and delivers a poison (DC 10 + half its hit dice + its Constitution Bonus, Primary and Secondary damage 4 Dex and Con damage). The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] 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.

Protect (Su): once per hour, the Pokemon may use magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Seed Bomb (Su): with a Full Round Action, the Pokémon can compress a cluster of seeds then launch it at high pressures. This is resolved with a Ranged Attack out to Medium Range, and on a successful hit it explodes apart, dealing 1d6 Bludgeoning damage per hit die. This is a [Ballistic] [Grass] attack, and can be used to plant clusters of actual seeds deep into the ground, allowing for various plants to grow later.

Sludge Bomb (Ex): the Pokemon may use a Standard Action once per minute to launch a glob of toxic sludge as a Ranged Touch Attack out to Close Range. If it hits, the target suffers 1d6 damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are also Nauseated for one round and suffer 2 points of Constitution damage. Whether it hits or not, the ball explodes into a blast of goo, and everything within ten feet of the target suffer 1d8 damage per 2 hit dice with a Reflex Save for half (same DC). This is a [Ballistic] [Poison] effect.

Sludge Wave (Su): once per hour, the Pokemon may use a Standard Action to unleash a powerful wave of toxic sludge. The wave begins adjacent, and is 10 feet wider than the Pokemon (so extends five feet out either side) and twenty feet high. It then launches forward as a Line, out to forty feet before disippating. This deals 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the save are also knocked backwards until they leave the Area, and knocked Prone. If they collide with an object that stops their movement, they suffer an additional 1d6 Bludgeoning damage for every 5' of movement prevented. Creatures damaged by this are also subject to Poison: the Save DC is the same as the Reflex Save, the Primary damage is 1d8 Constitution damage, and the Secondary damage is 2d6 Constitution damage. This also leaves the entire area coated in a Caustic Mire effect (same DC) for one minute. This is a [Poison] attack.

Strength Sap (Su): once per 5 rounds, Victreebell may use a Standard Action to drain the strength and power from another creature in Close Range. If the target fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), it suffers 2 points of Strength damage, and then Victreebell regains lost hit points equal to double the target's (newly reduced) Strength score. This cannot heal it above its maximum hit points. This is a [Grass] effect.

Sunny Day (Su): once per day per 5 full hit dice, the Pokemon may change the weather to harsh sunlight out to a one mile radius, for one round per hit die. If it is night, this instead only affects a 10' radius spread, though it will still Dispel any magically created weather effects out to one mile. This is a [Fire] effect.

Swords Dance (Ex): with a Standard Action at will, the Pokemon 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 (doing more damage), 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.

Thief (Ex): once per minue, the Pokemon may make a single melee attack as a Standard Action, and additionally attempt to steal an item, with its choice of a Steal Combat Maneuver or a Sleight of Hand check with a DC of the opponent's BAB plus 10. The attack becomes a [Dark] attack, and the entire move is a [Dark] effect.

Toxic (Ex): the Pokemon may use a Standard Action to spit or squirt a stream of deadly toxins out to Close Range - this requires a Ranged Touch Attack to hit, and can be used once per ten minutes. If it hits, the target must attempt a Fortitude Save against Poison with a Save DC of 10 + half its hit dice + its Constitution Bonus, or suffer 1d6 Con damage. Once poisoned, they must then save again every round at the end of their turn or suffer ability damage again, until either they die, the poison is neutralised, or they successfully save against it three rounds in a row, fighting the toxins off completely. This is a [Poison] effect. This can be harvested, producing a single dose that is administered by contact, with a value of 3,000 GP.

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.

Venoshock (Su): once per minute, the Pokemon may use a Standard Action to blast an opponent with magical poison that makes other poison more dangerous. The target suffers 1d4 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target is already afflicted with Poison, Sickening, Nausea or any condition as a result of Poison, it instead deals 2d4 damage per hit die, causes 2 points of Constitution Damage, and if they are afflicted with a Poison that has Secondary Damage, they instantly suffer the Secondary Damage. This does not end the duration of the Poison, so they might very well suffer the damage again at the end of the duration. This is a [Poison] attack.
Last edited by Koumei on Mon Apr 20, 2026 5:53 am, edited 1 time in total.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Tentacool
Small Magical Beast [Water, Poison, Aquatic], CR 1
6 14 7 4 15 11
1d8-2 (2 HP), Init +6, Speed 5', Swim 30'
BAB/Grab: +0/-6
-Tentacles +3 (1d3 plus Poison)
AC: 13 (+1 Size, +2 Dexterity), Flat 11, Touch 13
Fort -2 Ref +4 Will +4
Feats: Weapon Finesse (B), Improved Initiative
Skills: Hide +10
Special Attacks: Poison Sting, Water Gun, Acid, Tendrils
Special Qualities: Clear Body or Liquid Ooze, Water and Poison Traits
Rare Traits: Rain Dish, Aqua Ring, Aurora Beam, Haze, Mirror Coat, Tickle
Tutor Moves: Protect, Acid Spray, Chilling Water, Icy Wind, Hex, Venoshock, Rain Dance, Dazzling Gleam, Toxic Spikes, Substitute, Giga Drain
Advancement: 2-5 HD (Small); evolves into Tentacruel at 6 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Reflex and Will, 2 + Int skill points

This is a jellyfish, floating in the water. It only has two tentacles, but it has visible eyes. Not all jellyfish are harmless, try picking it up.

Water and Poison Traits: Tentacool is weak against [Electric] and [Psychic] attacks, and resists [Bug], [Fairy], [Fighting], [Fire], [Ice], [Poison], [Steel] and [Water] attacks. It cannot be Poisoned, and thus is immune to the majority of poison effects in D&D, but can still take (reduced) damage from things like Gunk Shot. Tentacool harmlessly absorbs toxic spikes and sludge just by moving into them, and when holding (or covered in) the Black Sludge item/substance, it doesn't take damage, instead gaining Fast Healing 1.

Tendrils (Ex): Tentacool typically injures things via stingers, not via forceful impact. As such, if its Strength score is below 10, it does not apply this negative modifier to damage rolls with its Tentacles.

Poison Sting (Ex): Tentacool has many venomous sting cells. Anything damaged by its Tentacles attack 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 Tentacool is 8. Its Tentacles deal damage as a [Poison] attack.

Water Gun (Su): with a Standard Action, Tentacool can fire a high-pressure blast of water from its mouth, hitting like a fire hose. This reaches out to 25 feet and requires a Ranged Touch Attack. If it hits, the target suffers 1d6 Bludgeoning damage. If the target is on fire, the fire is doused, and it also clears any fires out of that 5' cube, soaking it sufficiently to prevent most fires from starting there. This is a [Water] [Ballistic] attack.

Acid (Ex): once per two rounds, Tentacool can cough up a splash of acid that functions as though it had thrown an acid flask. This is a [Poison] attack.

Clear Body (Ex): if Tentacool has this [Pokebility], it gains a +8 Racial Bonus to Hide checks, and gains 20% Concealment when in the water. Additionally, it cannot take Penalties to Ability Scores.

Liquid Ooze (Ex): if Tentacool has this [Pokebility], its insides are highly toxic. Any attempt to drain hit points from it, or drain Constitution via Blood Drain, causes the attacker to lose an equal amount of hit points of Constitution to those lost by Tentacool, rather than being healed. Additionally, Biting or draining from Tentacool causes the attacker to suffer as though having consumed Arsenic (with a Save DC of 10 + half its hit dice + its Constitution Bonus), and Swallowing it results in consuming consecutive doses every round for the next 6 rounds.

At 2 hit dice, it learns Wrap and Mysterious Beam
Wrap (Ex): if Tentacool successfully grapples a foe, then until they either escape or take control of the grapple (by winning the opposed check), the victim is unable to perform any kind of movement, including by teleportation or planar travel, and is unable to make any kind of attack with any weapon. This is a [Normal] effect.

Mysterious Beam (Su): once per five rounds, Tentacool can use a Standard Action to fire a ray out as a Ranged Touch Attack to 60 feet. Anything hit by this receives a targeted Dispel Magic. This is a [Psychic] attack.

At 3 hit dice, it learns Supersonic and Psyshot
Supersonic (Ex): with a Standard Action once per minute, Tentacool can emit a supersonic "screech" that impairs the functionality of those within 15 feet of it. All in the area must attempt a Will Save (DC 8 + half its hit dice + its Charisma Bonus) or become Confused for 1 round per hit die. This is a [Mind-Affecting] [Normal] [Sonic] effect.

Psyshot (Su): once per minute, Tentacool can fire a bolt of psionic energy with a Standard Action. This is resolved as a Ranged Touch Attack out to 30 feet, dealing 1d8 damage per 2 hit dice. This is a [Ballistic] [Psychic] attack.

At 4 hit dice, it learns Water Pulse and Mysterious Light
Water Pulse (Su): once per minute, Tentacool can unleash a powerful burst of water that hits with incredible hydrostatic pressure. This uses a Standard Action, and targets the first target in a 30' long Line if smaller than Medium (60' if it grows to Medium or Large, 90' if it grows to Huge or Gargantuan, and 120' if it becomes bigger than that). The target takes 1d8 damage per 2 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target suffers any damage, they must also pass a Will Save (same DC) or become Confused for one round per hit die. This is a [Ballistic] [Water] attack.

Mysterious Light (Su): once per hour, Tentacool can emit a strange light out to 30 feet for one round per hit die, creating light as bright as a torch. All in the area (aside from Tentacool itself) must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Drowsy for the duration. This is a [Mind-Affecting] [Psychic] [Light] attack.

At 5 hit dice, it learns Screech and Sludge Shock
Screech (Ex): once per 3 rounds, Tentacool can unleash a horrifying screech with a Standard Action. All within 60 feet of it when it unleashes this [Mind-Affecting, Sonic] effect suffer a -4 Morale Penalty to Armour Class and Reflex Saves for five rounds, and must also pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Shaken for the same duration. This fear can stack up to Frightened and then Panicked. This is a [Normal] attack.

Sludge Shock (Su): when Tentacool uses its Acid attack, the damage prevents the subject from being able to regain lost hit points in any way for one round.

Rare Traits:

Rain Dish (Ex): a Tentacool with this Special Ability has Fast Healing 1 when in the rain, or when submerged in water. This Fast Healing increases to 2 at five hit dice, 5 at ten hit dice, and then increases by 1 every even hit die thereafter. This is a [Pokebility].

Aqua Ring (Su): once per hour, a Tentacool with this ability can summon a circle of healing water around itself like a wet halo. This remains in effect for one minute per hit die, restoring 1 HP every round for the duration. This is a [Water] ability.

Aurora Beam (Su): with a Standard Action once per three rounds, a Tentacool with this move may release an amazing ray of spectacular chilling light. This is resolved as a Ranged Touch Attack out to Close Range, and on a successful hit it deals 1d8 damage per 2 hit dice. A struck target must also succeed at a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or suffer 2 points of Strength Damage. This is an [Ice] attack.

Haze (Su): once per five rounds, a rare Tentacool may use a Standard Action to exhale a gentle light haze across the field, either as a 60' Cone or everywhere in a 30' radius of itself. This clears away all magical hazards (as well as hazards created by Pokemon Attacks, such as Web and Stealth Rock), and also clears out any Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as Nausea or Burns) to creatures in the area that are neither permanent nor ongoing modifiers caused by equipment. For instance, drinking a potion of Bull's Strength and having Mage Armour cast on you would be wiped away, but wearing a belt of Strength would not be affected. This is an [Ice] effect.

Mirror Coat (Su): with a Standard Action once per 5 rounds, a rare Tentacool can become incredibly reflective until the start of its next turn - until then, it reflects non-physical damaging attacks back at the attacker, as though by Spell Turning. This only affects directly damaging effects (whether Spells or not), and not weapon (or natural weapon) attacks. This is a [Psychic] effect.

Tickle (Ex): with a Standard Action, a Tentacool with this move may attempt a Touch Attack to tickle an adjacent creature, making their concentration a lot harder. For the purpose of Concentration checks and spellcasting, they are treated as Pinned during their next turn, and additionally, they suffer a -4 Morale Penalty to attack and damage rolls, and to their Armour Class, for three rounds.

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Tentacruel
Medium Aberration [Water, Poison], CR 6
12 18 11 12 21 15
6d8+6 (33 HP), Init +8, Speed 5', Swim 50'
BAB/Grab: +4/+5
-Tentacles +8 to 10' (1d4+1 plus Poison plus Grab)
AC: 19 (+1 Dodge, +4 Dexterity, +4 Natural Armour), Flat 14, Touch 15
Fort +2 Ref +9 Will +10
Feats: Weapon Finesse (B), Improved Initiative, Dodge, Improved Toughness
Skills: Hide +13, Move Silently +13, Sense Motive +14, Concentration +9, Listen +14
Special Attacks: Poison Sting, Many Tendrils, Water Gun, Acid, Wrap, Mysterious Beam, Supersonic, Psyshot, Water Pulse, Mysterious Light, Screech, Sludge Shock, Bubblebeam, Jellyfish Needle
Special Qualities: Clear Body or Liquid Ooze, Water and Poison Traits, Telepathy to 60'
Rare Traits: Rain Dish, Aqua Ring, Aurora Beam, Haze, Mirror Coat, Tickle
Tutor Moves: Protect, Acid Spray, Chilling Water, Icy Wind, Venoshock, Rain Dance, Dazzling Gleam, Toxic Spikes, Substitute, Giga Drain, Thief, Pounce, Mud Shot, Swords Dance, Gunk Shot, Liquidation, Ice Beam, Sludge Bomb, Toxic, Knock Off, Flip Turn, Whirlpool, Muddy Water
Advancement: 7-11 HD (Medium); 12-16 HD (Large); 17+ HD (Huge)
Hit Dice: 1d8 HP, Medium BAB, Good Reflex and Will, 4 + Int skill points

The bell of this malevolent-looking jellyfish is as big as a human adult, and it has a great many long tentacles. It seems to have red gems in its "head", and two obvious eyes.

Many Tendrils (Ex): Tentacruel typically injures things via stingers, not via forceful impact. As such, if its Strength score is below 10, it does not apply this negative modifier to damage rolls with its Tentacles. Additionally, when it is not forced to hold its body up (ie when it is Swimming, Flying, Levitating or basically anything else other than "standing on the ground"), it can bring a greater number of tentacles to bear at a given time, making four attacks instead of one, and treating all of them as Primary Natural Weapons with no penalty for attacking with multiple natural weapons. Its Tentacles can reach twice as far as regular weapons for its size, and gain the Improved Grab ability.

Bubble Beam (Su): with a Standard Action, Tentacruel can fire a high-pressure blast of bubbles and foam from its mouth, hitting like a fire extinguisher. This reaches out to 25 feet and requires a Ranged Touch Attack. If it hits, the target suffers 1d6 Bludgeoning damage per 4 hit dice (round up). The target is also Slowed for one round. If the target is on fire, the fire is doused, and it also clears any fires out of that 5' cube, soaking it sufficiently to prevent most fires from starting there. This is a [Ballistic] [Water] attack.

Jellyfish Needle (Ex): at will, Tentacruel can use a Standard Action to focus a number of its tentacles all against the one foe. It makes a single Tentacle attack, resolved as a Touch Attack, and if it hits, it deals damage as normal and the Poison has a +4 Bonus to the Save DC and all Ability Damage is doubled. This is a [Poison] attack.

At 7 hit dice, it learns Hex and Reactive Shield
Hex (Sp): once per minute, Tentacruel may use a Standard Action to unleash a baleful curse at a foe within Medium Range. The target suffers 1d4 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target is already afflicted with Poison, Disease, Burn, Frostburn, Drowsiness, Sleep, Paralysis, Stun, Daze, Fatigue, Exhaustion, Sickening, Nausea, Rage, Confusion or a [Fear] effect, this instead deals 2d4 damage per hit die. If they are afflicted by two (or more) of the above, it is instead 2d6 per hit die. This is a [Ghost] effect.

Reactive Shield (Su): once per minute, Tentacruel may use an Immediate Action to grant itself 3 Temporary Hit Points per hit die, which remain until the start of its next turn (or until depleted, whichever comes first). If used in response to an incoming attack, these Temporary Hit Points are granted before any damage is suffered by the attack. This is a [Psychic] effect.

At 8 hit dice, it learns Acid Armour and Wicked Tentacles
Acid Armour (Su): with a Standard Action once per minute, Tentacruel may change the elemental consistency of its body, increasing the acidity while not becoming a full-on Ooze. For the next five rounds, it gains a +5 Resistance Bonus to Reflex and Will Saves, a semi-amorphous form that grants a +10 Racial Bonus on Escape Artist checks, Acid Resistance 20, and the Engulf ability of a Gelatinous Cube, affecting creatures of equal or smaller size, dealing 1d6 Acid damage plus potential Paralysis. Every aspect of this ability is a [Poison] effect.

Wicked Tentacles (Su): with a Standard Action at will, Tentacruel may reach out and attempt a Touch Attack with its tentacles against two separate creatures, and then craftily transfer energy from one to the other: it selects up to one ongoing spell or temporary effect (such as temporary bonuses or penalties from a pokemon attack) per 4 hit dice (round down) and removes the effect from the first target, then move it over to the second target, with the duration resuming normally. The target then suffers 1d6 damage for each of these effects transferred, as a [Dark] attack.

At 9 hit dice, its Wisdom and Natural Armour each increase by 2 and it learns Stick and Absorb
Stick and Absorb (Su): with a Standard Action once per minute, Tentacruel may make a single Tentacle attack that deals 1d6 damage for a Medium creature, plus its Strength Bonus, plus 1d6 bonus damage per 3 hit dice (round up). It then restores lost hit points equal to half the total damage (round up), though any in excess is lost, it does not translate to gaining Temporary Hit Points. This is a [Psychic] attack.

At 10 hit dice, it learns Poison Jab and Dancing Tentacles
Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, Tentacruel can make a single Tentacles 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 delivers a poison (DC 10 + half its hit dice + its Constitution Bonus, Primary and Secondary damage 4 Dex and Con damage). The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] attack.

Dancing Tentacles (Ex): once per minute, Tentacruel can use a Full Round Action to wave its tentacles around in a dangerous pattern. It makes a single Tentacle attack, resolved against all within reach, and this allows its Poison and Grab to function as normal. However, all creatures within Close Range must also succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus, +2 if it has 10 or more ranks in Perform (Dance)) or be Confused for 5 rounds. This is a [Poison] [Dance] effect, and the confusion is [Mind-Affecting].

At 11 hit dice, it learns Tsunami and Seething Tentacles
Tsunami (Su): once per hour, Tentacruel may use a Full Round Action to cast Tsunami with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Water] attack.

Seething Tentacles (Ex): once per minute, Tentacruel may deliver a special form of its Jellyfish Needle. If the target is already suffering from Poison, the attack deals double damage and a failed Fortitude Save doesn't poison the target normally, it instead causes Paralysis for 3 rounds. This is a [Poison] attack.

At 12 hit dice, its Dexterity and Charisma each increase by 2 and it learns Poison Whip
Poison Whip (Ex): with a Standard Action at will, Tentacruel can use its tentacles to make a powerful attack infused with energy. This allows it to attack at three times its (expanded) natural reach, but is forced to use its Strength Bonus and not its Dexterity Bonus, has an Enhancement Bonus of +1 per 4 hit dice (round up), and has the Ghost Touch property (but is not automatically Super-Effective against [Ghost] Pokemon). The damage is 1d8 for a Medium creature, plus its Strength Bonus and the Enhancement Bonus as normal. Its Poison and Improved Grab apply to this, even against Incorporeal foes, and the Enhancement Bonus is added to the opposed Grapple check. Any bonus damage from Power Attack is also added to the opposed check, and is added a second time to damage. This is a [Poison] attack.

At 13 hit dice, it learns Sludge Wave and Tentacular Panic
Sludge Wave (Su): once per hour, Tentacruel may use a Standard Action to unleash a powerful wave of toxic sludge. The wave begins adjacent, and is 10 feet wider than Tentacruel itself (so extends five feet out either side) and twenty feet high. It then launches forward as a Line, out to forty feet before disippating. This deals 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the save are also knocked backwards until they leave the Area, and knocked Prone. If they collide with an object that stops their movement, they suffer an additional 1d6 Bludgeoning damage for every 5' of movement prevented. Creatures damaged by this are also subject to Poison: the Save DC is the same as the Reflex Save, the Primary damage is 1d8 Constitution damage, and the Secondary damage is 2d6 Constitution damage. This also leaves the entire area coated in a Caustic Mire effect (same DC) for one minute. This is a [Poison] attack.

Tentacular Panic (Su): once per hour, Tentacruel may unleash its Dancing Tentacles in a special manner: instead of the Poison and Grab, those hit by the Tentacles simply suffer 1d6 damage per hit die, and those who fail the Will Save instead Panic for 3 rounds, then are Frightened for 2 rounds, then Shaken for one minute. This is a [Poison] [Dance] effect, and the fear is a [Mind-Affecting] [Fear] effect.

At 14 hit dice, it learns Hydro Pump and Poisonous Prison
Hydro Pump (Su): once per hour, Tentacruel may use a Full Round Action to fire a massive blast of high-pressure water from its face. This affects a 120' long Line, and deals 1d6 damage per hit die with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Struck targets are also subject to a Bullrush - with no Size bonus, but able to push targets of any Size (though they still gain a Size bonus or penalty of their own). It uses Tentacruel's Charisma Bonus in place of Strength for this, and can push more than 5 feet. The entire area is also soaked thoroughly, putting any fires out. This is a [Water] attack.

Poisonous Prison (Sp): once per day, Tentacruel may cast Forcecage, except that everything trapped in the area is subject to Poison every single round (DC 10 + half its hit dice + its Charisma Bonus, Primary damage 2 Strength and Dexterity, Secondary damage Paralysis 1 hour, with additional exposure causing an extra save vs Primary damage every single time). This is a [Poison] attack.

At 15 hit dice, it learns Maximum Void Tendrils
Maximum Void Tendrils (Su): once per minute, Mega Tentacruel can cast Evard's Black Tentacles, using its Charisma Bonus as its casting ability score and its hit dice as its Caster Level. All in the area suffer damage every round equal to 3d6 plus its hit dice, and must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus). Failure results in being Frightened for one round. This is a [Dark] effect, and the fear is a [Mind-Affecting] [Fear] effect.

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Mega Evolution: when Tentacruel becomes Mega Tentacruel, it becomes a true terror of aquatic malice with eerie glowing orbs and long, spooky black tentacles. Its Natural Armour, Constitution and Charisma each increase by 4, its Wisdom increases by 6, and its [Pokebility] becomes Magic Bounce.

Magic Bounce (Su): Mega-Tentacruel is completely Immune to attacks and effects that do not directly cause damage, and indeed if the attack is not resolved as an Area of Effect, it bounces back at the attacker. If Mega Tentacruel enters an ongoing Area of Effect, it is still unaffected.

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Tutor Moves:

Acid Spray (Ex): once per five rounds, the Pokemon may spray deadly acid out in a Breath weapon, albeit only in a 25' Cone. All in the area suffer 1d4 points of Acid damage per 3 hit dice it has (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Constitution Bonus). Additionally, this acid softens various protections for those who fail the saving throw, granting them a penalty to Armour Class, Damage Reduction and Saving Throws equal to the number of damage dice rolled, for 1 minute. This is a [Ballistic] [Poison] attack.

Chilling Water (Su): with a Standard Action at will, the Pokemon may unleash a rush of icy cold water at an opponent. This deals 1d6 Cold damage per hit die, to a maximum of 5d6, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). A failed saving throw also results in the target being Fatigued, which can stack up to Exhaustion. This is a [Water] attack.

Dazzling Gleam (Su): once per three rounds, the Pokémon may use a Standard Action to release a flash of bright magical light out in a 30' radius Burst from itself. This deals 1d10 damage per 2 hit dice, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Additionally, anything that fails its save is also rendered Blind for 1 round, and then Dazzled for 2 more rounds. Creatures that have no eyesight take the minimum damage from this and are not blinded or dazzled. This is a [Fairy] attack.

Flip Turn (Ex): by changing the attack at the end of a charge to a [Water] attack, the Pokémon may move up to its base move speed away from the target after the charge, without provoking an attack of opportunity from the target, as though using the Spring Attack feat. If the attack hits, this also splashes the target's eyes such that they are rendered Blind for one round. This is a [Water] attack.

Giga Drain (Su): once per hour, the Pokemon may use a Standard Action to pull nutrients and life force from another creature within 50 feet. This causes 1d6 damage per hit die to a creature, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). The pokemon's hit points are then restored by an amount equal to half the damage dealt - though this cannot raise it above the maximum. This is a [Grass] effect.

Gunk Shot (Su): with a Standard Action once per five rounds, the Pokemon may unleash a powerful blast of toxic goo from its throat. This is resolved as a Ranged Attack out to Medium Range, and if successful it deals 1d6 Acid damage per hit die as well as Blinding the subject until they spend a Standard Action wiping their face clear. Additionally, if the target is successfully hit, they are exposed to a deadly Poison, with a Save DC of 10 + half its hit dice + its Constitution Bonus, and Primary and Secondary damage of 8 points of Constitution damage. This is a [Poison] attack.

Ice Beam (Su): once per three rounds, the Pokemon may use a Standard Action to unleash a beam of super-cold frosted air at a target in Long Range. This is resolved with a Ranged Touch Attack, and deals 1d6 Cold damage per hit die. A struck target must also succeed at a Fortitude Save (DC 8 + half its hit dice + its Charisma Bonus) or be encased in ice, as per the Icy Prison spell. This is an [Ice] attack.

Icy Wind (Su): once per three rounds, the Pokemon may use a Standard Action to exhale a chilling wave of air. This functions as a Gust of Wind effect, however it also deals damage equal to its hit dice to all in the area (halved if they succeed on the Fortitude Save), and on a failed Save, afflicted creatures suffer a -4 Penalty to Dexterity for 3 rounds. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is an [Ice] attack and a [Wind] effect.

Knock Off (Ex): with a Standard Action once per 5 rounds, the Pokemon may make a Primary Slam attack that, if it hits, it may make a Disarm or Sunder check for free. The base damage is 1d8 (for a Medium creature) plus its Strength Bonus, however this is doubled (and tripled on a critical hit) if its Disarm or Sunder check succeeds. This is a [Dark] attack.

Liquidation (Su): at will, the Pokemon may pull water into the shape of a massive weapon and codswallop a foe with it, using a Standard Action. This is resolved as a melee attack, and has the damage and critical value of a Maul sized one category larger than normal for the pokemon (2d6 for a Medium creature, 20/x3), ignoring all Hardness and Damage Reduction. Additionally, a struck target suffers a -2 Penalty to Armour Class and loses all Hardness and Damage Reduction until the end of the attacker's next turn. For every 4 full hit dice the attacker has, the weapon gains a +1 Enhancement Bonus to attack and damage rolls, increases the size of the penalty by 1, and rolls an extra damage die of the same size as the rest, and deals a -4 Penalty to Armour Class. This is a [Water] attack.

Mud Shot (Su): with a Standard Action, the Pokémon can fire a high-pressure blast of thick mud from its mouth. This reaches out to 25 feet and requires a Ranged Touch Attack. If it hits, the target suffers 1d10 Bludgeoning damage. This also causes a target to be Blind for one round. This is a [Ground] attack.

Muddy Water (Su): once per hour, the Pokemon may use a Standard Action to unleash a wave of what is just about water, but could easily be called mud. The wave begins adjacent, and is 10 feet wider than the attacker (so extends five feet out either side) and twenty feet high. It then launches forward as a Line, out to forty feet before disippating. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the save are also knocked backwards until they leave the Area, and knocked Prone. If they collide with an object that stops their movement, they suffer an additional 1d6 Bludgeoning damage for every 5' of movement prevented. Creatures damaged by this are also Blinded for 3 rounds, though a Full Round Action can be spent wiping their eyes clear. This is a [Water] 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.

Protect (Su): once per hour, the Pokemon may use magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Rain Dance (Su): with a Full Round Action once per hour, the Pokemon may dance about and summon the rains. If there are already clouds overhead, this takes effect immediately, otherwise it starts raining at the end of its next turn as clouds must first gather. For the next three rounds (in naturally dry environments), one minute (in normal environments) or minute per hit die (in damp environments where it was likely to soon rain anyway), the weather becomes rain out to a one mile radius. This is a [Water] [Dance] effect.

Sludge Bomb (Ex): the Pokemon may use a Standard Action once per minute to launch a glob of toxic sludge as a Ranged Touch Attack out to Close Range. If it hits, the target suffers 1d6 damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are also Nauseated for one round and suffer 2 points of Constitution damage. Whether it hits or not, the ball explodes into a blast of goo, and everything within ten feet of the target suffer 1d8 damage per 2 hit dice with a Reflex Save for half (same DC). This is a [Ballistic] [Poison] effect.

Substitute (Sp): once per hour, the Pokemon 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.

Swords Dance (Ex): with a Standard Action at will, the Pokemon 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 deal 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.

Thief (Ex): once per minue, the Pokemon may make a single melee attack as a Standard Action, and additionally attempt to steal an item, with its choice of a Steal Combat Maneuver or a Sleight of Hand check with a DC of the opponent's BAB plus 10. The attack becomes a [Dark] attack, and the entire move is a [Dark] effect.

Toxic (Ex): the Pokemon may use a Standard Action to spit or squirt a stream of deadly toxins out to Close Range - this requires a Ranged Touch Attack to hit, and can be used once per ten minutes. If it hits, the target must attempt a Fortitude Save against Poison with a Save DC of 10 + half its hit dice + its Constitution Bonus, or suffer 1d6 Con damage. Once poisoned, they must then save again every round at the end of their turn or suffer ability damage again, until either they die, the poison is neutralised, or they successfully save against it three rounds in a row, fighting the toxins off completely. This is a [Poison] effect. This can be harvested, producing a single dose that is administered by contact, with a value of 3,000 GP.

Toxic Spikes (Su): with a Standard Action, the Pokemon 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.

Venoshock (Su): once per minute, the Pokemon may use a Standard Action to blast an opponent with magical poison that makes other poison more dangerous. The target suffers 1d4 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target is already afflicted with Poison, Sickening, Nausea or any condition as a result of Poison, it instead deals 2d4 damage per hit die, causes 2 points of Constitution Damage, and if they are afflicted with a Poison that has Secondary Damage, they instantly suffer the Secondary Damage. This does not end the duration of the Poison, so they might very well suffer the damage again at the end of the duration. This is a [Poison] attack.

Whirlpool (Sp): once per hour, the Pokémon may cast Maelstrom, with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Water] attack.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Geodude
Tiny Elemental [Earth], CR 2
17 8 14 4 7 7
2d10+7 (18 HP), Init -1, Speed 10', Climb 20', Burrow 10'
BAB/Grab: +2/-3
-2 Slams +7 (1d4+3)
AC: 18 (+2 Size, -1 Dexterity, +7 Natural Armour), Flat 18, Touch 11
Fort +5 Ref -1 Will -2
Feats: Improved Toughness
Skills: Survival +2
Special Attacks: Stone Barrage
Special Qualities: DR 1/Adamantine, Defense Curl, Rock Polish, Ground and Rock Pokemon Traits, Rock Head or Sturdy
Rare Traits: Sand Veil, Curse, Flail, Hammer Arm, Wide Guard
Tutor Moves: Take Down, Mud Slap, Rock Tomb, Endure, Sandstorm, Body Slam, Fire Punch, Thunder Punch, Rock Blast, Substitute
Advancement: 3-4 HD (Tiny); evolves into Graveler at 5 hit dice
Hit Dice: 1d10 HP, Good BAB, Good Fort, 2 + Int skill points

At first it looks like there is a large boulder the size of a small boulder. But it opens its eyes, and then you realise it has arms.

Ground and Rock Traits: Geodude is weak against [Fighting], [Grass], [Ground], [Ice], [Steel] and [Water] attacks, and resists [Fire], [Flying], [Normal], [Poison] and [Rock] attacks. It is considered Immune to [Electric] attacks, always resisting them. When burrowing, it can always choose whether or not to leave tunnels behind. It also has the ability to swim through sand at its normal speed, and when burrowing or sand-swimming, takes no damage or effect from any kind of [Electric] attack. When simply touching the ground, it has Evasion against [Electric] attacks. Geodude does not suffer any damage or impediments from sand storms, dust storms, loose sand, quicksand or rough stony terrain, and indeed has Resistance equal to its hit dice against all energy types (even obscure ones) in sand storms and dust storms, as well as a +3 Resistance Bonus to Reflex and Will Saves. Its natural weapons are [Rock] attacks unless an ability changes this.

Stone Barrage (Ex): Geodude may use a Full Round Action to throw a bunch of throw rocks in a 15' Cone. This deals 1d8 damage with a Reflex Save for half (DC 10 + half its hit dice + its Strength Bonus). This is a [Rock] attack.

Defense Curl (Ex): any time Geodude takes a Total Defence action, the benefits of having done so remain until the end of its next turn. This is a [Normal] effect.

Rock Polish (Su): with a Full Round Action once per minute, Geodude may shine itself up to a brilliant sheen, temporarily removing rough surfaces that cause air resistance. For the next five rounds, all of its movement speeds are doubled, it gains a +4 Bonus on Initiative, and it gains a +4 Deflection Bonus to Armour Class against rays and [Light] effects. This is a [Rock] effect.

Rock Head (Ex): if it has this, Geodude has such a sturdy body, and a head (ie entire body) made of rock, that it never suffers "recoil" damage from its own attacks. This applies to the Vicious weapon quality, any kind of "However, upon using/hitting with this attack, the user also takes damage" or "Everyone, including the user, suffers damage" as well as the "Crash" damage for missing with attacks like Jump Kick and High Jump Kick. However this does not apply to Ability Damage, Penalties, or other non-damage conditions caused by using attacks, nor to Area of Effect attacks where Geodude elects to catch itself in the area. This also very specifically does not apply to Self Destruct, Explosion, Misty Explosion or any attack that references those moves. This is a [Pokebility].

Sturdy (Ex): if Geodude has this instead, it is Immune to [Death] effects and non self-inflicted effects that kill it or automatically reduce its hit points to 0 or less. Additionally, if it has full hit points and an attack would deal enough damage to reduce it below 1 hit point, it reduces the damage such that it remains with 1 hit point, unless the damage was at least twice as much as its full maximum hit points. This is a [Pokebility].

Rare Traits:
Sand Veil (Ex): any time a rare Geodude with this [Pokebility] is in a sandstorm or duststorm, it is completely Invisible.

Curse (Su): a Geodude with this ability may curse itself - a strange idea, but one that can be of benefit. This is a Standard Action that can be performed once per hour, and causes Geodude to be Slowed for ten minutes. For the same duration, it gains a +4 Enhancement Bonus to Strength, Constitution and Natural Armour. This is an actual curse so can be removed in the usual ways, but is also a [Ghost] effect.

Flail (Ex): a Geodude with this ability may flail about wildly in desperation, using a Full Round Action to unleash a Slam attack against every foe within its Reach. If it has suffered any damage at all, this gains a +1 Enhancement Bonus. If it is below half its maximum HP, it gains a +2 Enhancement Bonus and deals damage as though one size larger. If it is below a quarter of its maximum HP, it gains a +3 Enhancement Bonus and deals damage as though two sizes larger. If it is on precisely one hit point, it gains a +5 Enhancement Bonus and deals maximised damage as though three sizes larger (so typically 12, before adding bonuses).

Hammer Arm (Ex): once per minute, a rare Geodude can slam its massive fists upon a target with a Standard Action. This is a single Slam that deals 2d6 damage per hit die, plus double its Strength Bonus, and leaves a crater in all squares occupied by the target creature if it hits. Due to it throwing too much weight behind this, Geodude is then Slowed for 5 rounds. This is a [Punch] [Fighting] attack.

Wide Guard (Su): if Geodude has this rare trait, it may once per minute shield an area around itself with an Immediate Action. Until the start of its next turn, nothing within 15' of itself can be included in an Area of Effect. This is a [Rock] effect.

At 3 hit dice, it learns Rollout and Bulldoze
Rollout (Ex): Geodude may use a Full Round Action at will to move up to its movement speed in a straight Line, making a Trample attack against all in the area. The damage for this is 1d4 (for a Tiny creature) plus one and a half times its Strength Bonus, and the Save DC is 10 + half its hit dice + its Strength Bonus. If used in successive turns, each time it increases the damage die by one size, to a maximum of three increases (2d6 for a Tiny creature). If it uses Defence Curl on the turn immediately preceding this attack, the damage is increased by one size further (so 1d6 on the first turn, up to a maximum of 2d8 on the fourth turn). This is a [Rock] attack.

Bulldoze (Ex): with a Full Round Action once per three rounds, Geodude may make a Charge attack, that ends in a Slam of appropriate Size (1d3 for a Tiny creature). If it ends this charge threatening multiple creatures or objects, it may elect to resolve the attack against any or all of them, not just the initial target (though the normal rules for charging apply, so it can't declare a target, charge them, and then forego attacking that target). Furthermore, anything hit suffers 2 points of Dexterity damage, and has their Initiative reduced by 4, although this cannot cause something to gain two turns (such as acting at 2 Initiative higher than Geodude, getting hit, then acting again at 2 lower). This is a [Ground] attack.

At 4 hit dice, it learns Rock Throw
Rock Throw (Ex): at will, Geodude may throw a rock at someone. This is an Attack action, and a thrown weapon with 15' range increments. It deals 2d6 damage and is a [Rock] attack.

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Graveler
Small Elemental [Earth], CR 5
25 8 19 6 7 7
5d10+20 (47 HP), Init -1, Speed 20', Climb 30', Burrow 20'
BAB/Grab: +5/+8
-4 Slams +13 (1d6+7)
AC: 19 (+1 Size, -1 Dexterity, +9 Natural Armour), Flat 19, Touch 10
Fort +8 Ref +0 Will -1
Feats: Improved Toughness, Power Attack
Skills: Survival +6
Special Attacks: Stone Barrage, Rollout, Bulldoze, Rock Throw, Smack Down
Special Qualities: DR 3/Adamantine, Defense Curl, Rock Polish, Ground and Rock Pokemon Traits, Rock Head or Sturdy
Rare Traits: Sand Veil, Curse, Flail, Hammer Arm, Wide Guard
Tutor Moves: Take Down, Mud Slap, Rock Tomb, Endure, Sandstorm, Body Slam, Fire Punch, Thunder Punch, Rock Blast, Substitute, Protect, Stomping Tantrum, Rock Slide, Iron Head, Heavy Slam, High Horsepower, Hard Press, Gyro Ball, Rest
Advancement: 6-9 HD (Small); evolves into Golem at 10 hit dice
Hit Dice: 1d10 HP, Good BAB, Good Fort, 2 + Int skill points

This giant cluster of gravel looks pretty aggressive. It has six fairly stubby limbs, and a lot of attitude.

Smack Down (Ex): Graveler's Rock Throw ability now has 30' range increments, deals 3d6 damage, gains a +4 Bonus to hit airborne foes, and on a successful hit, an airborne target is knocked out of the air, falling and losing the benefit of the Levitate [Pokebility] as well as any Flying Pokemon Traits until the start of their next turn.

At 6 hit dice, its Natural Armour increases by 2 and it learns Self-Destruct
Self Destruct (Ex): once per day, Graveler may use a Full Round Action to detonate, exploding violently. This erupts out to Close Range, and everything in the area (itself included) suffers damage equal to Graveler's full maximum hit points. A Reflex Save (DC 10 + half its hit dice + its Constitution Bonus) halves the damage, but regardless of Temporary Hit Points, saving throws etc. Graveler can never remain with zero or more hit points - adjust it down to -1 if necessary. This is a [Normal] attack.

At 7 hit dice, its Strength increases by 2 and it learns Rock Tumble
Rock Tumble (Ex): with a Full Round Action, Graveler may leap onto a foe and slam into their head. It may move as far as a Jump check allows it to move (or simply drop from higher elevation when climbing), unbound by its height, and if this brings it into the target's square and at least high enough to equal that of the target's head (ie if it is less than 5' tall, jumping 10 feet to hit a Large creature), it makes a Slam attack that deals 1d6 damage per hit die, plus its Strength Bonus, regardless of Size. It then lands next to the target, who must make a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Stunned for one round. This is a [Rock] attack.

At 8 hit dice, its Constitution increases by 2 and it learns Stealth Rock
Stealth Rock (Su): once per hour, Graveler can cast Cave Fangs with a Save DC of 10 + half its hit dice + its Constitution, Wisdom or Charisma Bonus (whichever is higher). This is a [Rock] attack.

At 9 hit dice, its Natural Armour increases by 2 and it learns Rock Blast
Rock Blast (Ex): with a Full Round Action, Graveler may unleash a flurry of rock chunks at targets within 30 feet. It makes the same number of attacks, at the same penalties, as a PHB Monk of equal level performing a Flurry of Blows. Each one deals 1d6 damage (for a Medium creature), plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Rock] attack.

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Golem
Medium Elemental [Earth], CR 10
30 8 21 6 9 7
10d10+60 (115 HP), Init -1, Speed 20', Climb 30', Burrow 20'
BAB/Grab: +10/+20
-2 Slams +20 (2d6+10)
AC: 24 (-1 Dexterity, +15 Natural Armour), Flat 24, Touch 9
Fort +12 Ref +2 Will +2
Feats: Improved Toughness, Power Attack, Improved Natural Attack (Slam), Bull Rush
Skills: Survival +12
Special Attacks: Stone Barrage, Rollout, Bulldoze, Rock Throw, Smack Down, Self-Destruct, Rock Tumble, Rock Blast, Stealth Rock, Earthquake
Special Qualities: DR 5/Adamantine, Defense Curl, Rock Polish, Ground and Rock Pokemon Traits, Rock Head or Sturdy
Rare Traits: Sand Veil, Curse, Flail, Hammer Arm, Wide Guard
Tutor Moves: Take Down, Mud Slap, Rock Tomb, Endure, Sandstorm, Body Slam, Fire Punch, Thunder Punch, Rock Blast, Substitute, Protect, Stomping Tantrum, Rock Slide, Iron Head, Heavy Slam, High Horsepower, Hard Press, Gyro Ball, Rest, Focus Punch, Giga Impact
Advancement: 11-13 HD (Medium); 14-18 HD (Large); 19+ HD (Huge)
Hit Dice: 1d10 HP, Good BAB, Good Fort, 2 + Int skill points

This big ball is a cluster of rock chunks, with a dinosaur-like face sticking out. It also has four stubby limbs that don't get in the way of its ability to roll.

Earthquake (Su): once per hour, Golem may cast Earthquake, however the damage (not including Non-Lethal damage for being trapped) is 1d6 per hit die, any Save DC is 10 + half its hit dice + its Constitution Bonus, and anything considered Immune to [Ground] attacks can never be trapped in the fissures. This is a [Ground] attack.

At 11 hit dice, it learns Crystalise and Explosion
Crystalise (Su): once per hour, Golem can use a Move-Equivalent Action to crystalize its outer shell, in doing so becoming effectively typeless for three rounds. For the duration of this, it is not Weak against any type of attack, nor does it Resist them, and it also is not Effectively Immune to any. However, it retains any other things gained from its Typing, such as the Burrow speed and benefits of being in a sandstorm. This is a [Rock] ability.

Explosion (Ex): when using Self Destruct, Golem can make the explosive blast even mightier: the radius is increased by another 15' as though it had 6 more hit dice than it actually does, another 3 points of damage per hit die are dealt to all, and finally, everything that fails the saving throw is hurled to the outside edge of the area and knocked Prone. It is still a [Normal] effect.

At 12 hit dice, it learns Double Edge and Earth Bomber
Double Edge (Ex): whenever Golem uses its Slam at the end of a charge, it deals doubled, maximised damage as though three Size Categories larger, and as though its Strength score were 10 points higher (the standard Golem, with Improved Natural Attack, would deal 102 damage), but it in turn suffers doubled, maximum damage for a regular Slam against itself (the standard one suffering 44 damage). It may also attempt a free Trip Attack on the foe as part of this. This is a [Normal] attack.

Earth Bomber (Su): when using Earthquake, Golem may elect to deal maximum damage, however if it does so, it suffers a quarter of this maximised damage as recoil. This is still a [Ground] attack.

At 13 hit dice, its Natural Armour increases by 4 and it learns Megaton Rock
Megaton Rock (Ex): Golem is very heavy, and can even increase its weight and density, and more importantly, its sturdiness. When using Rock Tumble, it may either increase the damage by one point per die rolled, with no downside, or it may decrease the damage by 1 point per die rolled, and in doing so gain 2 temporary hit points per hit die until the end of its next turn (or until depleted). While these temporary hit points are there, its Damage Reduction is doubled, and becomes /- rather than /Adamantine.

At 14 hit dice, it learns Stone Edge and Land Crush
Stone Edge (Ex): once per minute, Golem may use a Standard Action to target a creature within Close Range, and cause jagged shards of rock to explode from underneath it. This is resolved as a Ranged Attack (not a Touch Attack), and a successful hit deals 1d6 damage per hit die, plus its Strength Bonus. This has a Critical Threat of 18-20, and is a [Blade] [Rock] attack.

Land Crush (Ex): whenever Golem uses its Rock Tumble attack, it flattens the ground within 30 feet, removing Difficult Terrain and destroying all kinds of traps, special terrain effects and hazards, including magical ones. This does not stop the area from having such effects applied to them again later, however, so clearing part of a larger swamp is only going to last up to one round as the surrounding swamp fills it back up, for example.

At 15 hit dice, its Natural Armour increases by 2 and it learns Maximum Rockfall
Maximum Rockfall (Su): once per minute, Mega Golem may unleash a cascade of rocks from the sky. This uses a Standard Action, and creates a 15' Wide, 50' tall Column within Medium Range. Everything in the area suffers 1d8 damage per hit die and is knocked Prone, however a successful Reflex Save (DC 10 + half its hit dice + its Strength Bonus) halves the damage and negates the prone status. Between the impact on the ground and the rocks themselves breaking, this then creates a sandstorm (of Sandstorm/Windstorm strength - upgraded to Flensing/Hurricane if Mega Golem is Huge or larger) for three rounds. This is a [Rock] attack.

Every hit die thereafter, its Natural Armour increases by another 1

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Mega Evolution: when Golem becomes Mega Golem, it is covered in powerful ablative armour. Its Strength and Wisdom each increase by 4, its Constitution and Natural Armour each increase by 6, and its [Pokebility] becomes Bullet-Proof.

Bullet-Proof (Ex): Mega Golem is completely immune to all [Ballistic] attacks, suffering no effect from them.

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Alolan Geodude
Tiny Elemental [Earth], CR 2
17 8 14 4 7 7
2d10+7 (18 HP), Init -1, Speed 10', Climb 20', Burrow 10'
BAB/Grab: +2/-3
-2 Slams +7 (1d4+3)
AC: 18 (+2 Size, -1 Dexterity, +7 Natural Armour), Flat 18, Touch 11
Fort +5 Ref -1 Will -2
Feats: Improved Toughness
Skills: Survival +2
Special Attacks: Stone Barrage
Special Qualities: DR 1/Adamantine, Defense Curl, Rock Polish, Charge, Electric and Rock Pokemon Traits, Magnet Pull or Sturdy
Rare Traits: Galvanize, Curse, Flail, Wide Guard
Tutor Moves: Take Down, Mud Slap, Rock Tomb, Endure, Sandstorm, Body Slam, Fire Punch, Thunder Punch, Rock Blast, Substitute
Advancement: 3-4 HD (Tiny); evolves into Alolan Graveler at 5 hit dice
Hit Dice: 1d10 HP, Good BAB, Good Fort, 2 + Int skill points

This bundle of rocks, some clearly rare earth magnets, is about the size of a soccer ball, but a lot less friendly to kick.

Electric and Rock Traits: Alolan Geodude is weak against [Fighting], [Grass], [Ground] and [Water] attacks, and resists [Electric], [Fire], [Flying], [Normal] and [Poison] attacks. Alolan Geodude does not suffer any damage or impediments from sand storms, dust storms, loose sand, quicksand or rough stony terrain. Its natural weapons are [Rock] attacks unless an ability changes this. It also canot be Staggered or Paralyzed, and is able to generate electricity.

Stone Barrage (Ex): Alolan Geodude may use a Full Round Action to throw a bunch of throw rocks in a 15' Cone. This deals 1d8 damage with a Reflex Save for half (DC 10 + half its hit dice + its Strength Bonus). This is a [Rock] attack.

Defense Curl (Ex): any time Alolan Geodude takes a Total Defence action, the benefits of having done so remain until the end of its next turn. This is a [Normal] effect.

Rock Polish (Su): with a Full Round Action once per minute, Alolan Geodude may shine itself up to a brilliant sheen, temporarily removing rough surfaces that cause air resistance. For the next five rounds, all of its movement speeds are doubled, it gains a +4 Bonus on Initiative, and it gains a +4 Deflection Bonus to Armour Class against rays and [Light] effects. This is a [Rock] effect.

Charge (Ex): by spending a Standard Action charging up, Alolan Geodude can generate extra electricity. It gains a +2 Resistance Bonus to saving throws for one minute. Within this duration, the first [Electric] attack it unleashes is Empowered. This is an [Electric] effect.

Magnet Pull (Ex): if Alolan Geodude has this [Pokebility], it is magnetic, and anything with [Steel] traits or mostly clad in metal armour (Half Plate or more) is drawn towards it if within 120 feet: every round, on its turn, they move 30 feet directly towards it, or 20 feet if they are larger than it, or 10 feet if they exceed its Size Category by at least three categories. Additionally, such creatures cannot make 5' steps when within 30 feet.

Sturdy (Ex): if Alolan Geodude has this instead, it is Immune to [Death] effects and non self-inflicted effects that kill it or automatically reduce its hit points to 0 or less. Additionally, if it has full hit points and an attack would deal enough damage to reduce it below 1 hit point, it reduces the damage such that it remains with 1 hit point, unless the damage was at least twice as much as its full maximum hit points. This is a [Pokebility].

Rare Traits:
Galvanize (Su): if Alolan Geodude has this rare [Pokebility], all of its [Normal] attacks - including those that would normally be [Normal] were they not transformed into [Rock] Type by its own typing - instead become [Electric] attacks, and deal one extra die of damage, of the same type normally rolled.

Curse (Su): an Alolan Geodude with this ability may curse itself - a strange idea, but one that can be of benefit. This is a Standard Action that can be performed once per hour, and causes it to be Slowed for ten minutes. For the same duration, it gains a +4 Enhancement Bonus to Strength, Constitution and Natural Armour. This is an actual curse so can be removed in the usual ways, but is also a [Ghost] effect. If it passes this to a [Ghost] creature, or indeed gains the [Ghost] Subtype, this works completely differently: it can cast Bestow Greater Curse at will, but takes damage equal to double its hit dice total every time it does so.

Flail (Ex): an ALolan Geodude with this ability may flail about wildly in desperation, using a Full Round Action to unleash a Slam attack against every foe within its Reach. If it has suffered any damage at all, this gains a +1 Enhancement Bonus. If it is below half its maximum HP, it gains a +2 Enhancement Bonus and deals damage as though one size larger. If it is below a quarter of its maximum HP, it gains a +3 Enhancement Bonus and deals damage as though two sizes larger. If it is on precisely one hit point, it gains a +5 Enhancement Bonus and deals maximised damage as though three sizes larger (so typically 2d6, before adding bonuses).

Wide Guard (Su): if Alolan Geodude has this rare trait, it may once per minute shield an area around itself with an Immediate Action. Until the start of its next turn, nothing within 15' of itself can be included in an Area of Effect. This is a [Rock] effect.

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At 3 hit dice, it learns Rollout and Spark
Rollout (Ex): Alolan Geodude may use a Full Round Action at will to move up to its movement speed in a straight Line, making a Trample attack against all in the area. The damage for this is 1d4 (for a Tiny creature) plus one and a half times its Strength Bonus, and the Save DC is 10 + half its hit dice + its Strength Bonus. If used in successive turns, each time it increases the damage die by one size, to a maximum of three increases (2d6 for a Tiny creature). If it uses Defence Curl on the turn immediately preceding this attack, the damage is increased by one size further (so 1d6 on the first turn, up to a maximum of 2d8 on the fourth turn). This is a [Rock] attack.

Spark (Ex): with a Full Round Action, Geodude may Charge at a foe, and deliver a single Slam that is powered with electricity. This deals double the normal damage for its Slam attack as an [Electric] attack, and a struck target is Staggered for one round, or Paralyzed for 1 round on a Critical Hit.

At 4 hit dice, it learns Rock Throw
Rock Throw (Ex): at will, Geodude may throw a rock at someone. This is an Attack action, and a thrown weapon with 15' range increments. It deals 2d6 damage and is a [Rock] attack.

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Alolan Graveler
Small Elemental [Earth], CR 5
25 8 19 6 7 7
5d10+20 (47 HP), Init -1, Speed 20', Climb 30', Burrow 20'
BAB/Grab: +5/+8
-4 Slams +13 (1d6+7)
AC: 19 (+1 Size, -1 Dexterity, +9 Natural Armour), Flat 19, Touch 10
Fort +8 Ref +0 Will -1
Feats: Improved Toughness, Power Attack
Skills: Survival +6
Special Attacks: Stone Barrage, Rollout, Rock Throw, Smack Down, Spark, Electrobullet, Thunder Punch
Special Qualities: DR 3/Adamantine, Defense Curl, Rock Polish, Charge, Electric and Rock Pokemon Traits, Magnet Pull or Sturdy
Rare Traits: Galvanize, Curse, Flail, Wide Guard
Tutor Moves: Take Down, Mud Slap, Rock Tomb, Endure, Sandstorm, Body Slam, Fire Punch, Thunder Punch, Rock Blast, Substitute, Protect, Rock Slide, Iron Head, Heavy Slam, High Horsepower, Hard Press, Gyro Ball, Rest, Thunder Wave, Wild Charge
Advancement: 6-9 HD (Small); evolves into Alolan Golem at 10 hit dice
Hit Dice: 1d10 HP, Good BAB, Good Fort, 2 + Int skill points

This spherical creature seems to be a pile of gravel and magnetic chunks, with limbs and a big grin.

Smack Down (Ex): Alolan Graveler's Rock Throw ability now has 30' range increments, deals 3d6 damage, gains a +4 Bonus to hit airborne foes, and on a successful hit, an airborne target is knocked out of the air, falling and losing the benefit of the Levitate [Pokebility] as well as any Flying Pokemon Traits until the start of their next turn.

Electrobullet (Su): once per two rounds, Alolan Graveler may fire a small electrical pulse of electricity with a Ranged Touch Attack, dealing 1d4 damage (for a Small creature - this scales with Size) plus its Strength Bonus, as a Swift or Immediate Action, whichever it chooses. This is an [Electric] [Ballistic] attack.

Thunder Punch (Su): with a Standard or Full Round Action at will, Alolan Graveler may unleash a Slam as a primary natural weapon that deals 1d3 Bludgeoning damage for a Small creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Electricity damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. On a Critical Hit, a successful Charge, or on Electric Terrain, the target instead must pass a Fortitude Save (same DC) or be Stunned for one round. This is a [Punch] [Electric] attack.

At 6 hit dice, its Natural Armour increases by 2 and it learns Stealth Rock and Self-Destruct
Stealth Rock (Su): once per hour, Alolan Graveler can cast Cave Fangs with a Save DC of 10 + half its hit dice + its Constitution, Wisdom or Charisma Bonus (whichever is higher). This is a [Rock] attack.

Self-Destruct (Ex): once per day, Alolan Graveler may use a Full Round Action to detonate, exploding violently. This erupts out to Close Range, and everything in the area (itself included) suffers damage equal to Graveler's full maximum hit points. A Reflex Save (DC 10 + half its hit dice + its Constitution Bonus) halves the damage, but regardless of Temporary Hit Points, saving throws etc. Graveler can never remain with zero or more hit points - adjust it down to -1 if necessary. This is a [Normal] attack.

At 7 hit dice, its Strength increases by 2 and it learns Rock Blast
Rock Blast (Ex): with a Full Round Action, Alolan Graveler may unleash a flurry of rock chunks at targets within 30 feet. It makes the same number of attacks, at the same penalties, as a PHB Monk of equal level performing a Flurry of Blows. Each one deals 1d6 damage (for a Medium creature), plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Rock] attack.

At 8 hit dice, its Constitution increases by 2 and it learns Discharge
Discharge (Su): with a Standard Action at will, Alolan Graveler may unleash a blast of lightning all around it. This extends out as a 30' radius Burst, dealing 1d6 Electricity damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw are Staggered for one round. This is an [Electric] attack.

At 9 hit dice, its Natural Armour increases by 2 and it learns Explosion
Explosion (Ex): when using Self Destruct, Alolan Graveler can make the explosive blast even mightier: the radius is increased by another 15' as though it had 6 more hit dice than it actually does, another 3 points of damage per hit die are dealt to all, and finally, everything that fails the saving throw is hurled to the outside edge of the area and knocked Prone. It is still a [Normal] effect.

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Alolan Golem
Medium Elemental [Earth], CR 10
30 8 21 6 9 7
10d10+60 (115 HP), Init -1, Speed 20', Climb 30', Burrow 20'
BAB/Grab: +10/+20
-2 Slams +20 (2d6+10)
AC: 24 (-1 Dexterity, +15 Natural Armour), Flat 24, Touch 9
Fort +12 Ref +2 Will +2
Feats: Improved Toughness, Power Attack, Improved Natural Attack (Slam), Bull Rush
Skills: Survival +12
Special Attacks: Stone Barrage, Rollout, Spark, Rock Throw, Smack Down, Self-Destruct, Rock Blast, Discharge, Thunder Punch, Explosion, Electrobullet, Heavy Slam
Special Qualities: DR 5/Adamantine, Defense Curl, Charge, Stealth Rock, Rock Polish, Electric and Rock Pokemon Traits, Magnet Pull or Sturdy
Rare Traits: Galvanize, Curse, Flail, Wide Guard
Tutor Moves: Take Down, Mud Slap, Rock Tomb, Endure, Sandstorm, Body Slam, Fire Punch, Thunder Punch, Rock Blast, Substitute, Protect, Rock Slide, Iron Head, High Horsepower, Gyro Ball, Rest, Thunder Wave, Wild Charge, Volt Switch
Advancement: 11-13 HD (Medium); 14-18 HD (Large); 19+ HD (Huge)
Hit Dice: 1d10 HP, Good BAB, Good Fort, 2 + Int skill points

This pokemon ostensibly looks like a giant sphere of rock chunks, with small arms, legs and head sticking out. However it also has two giant magnetic prongs, and apparently a mustache.

Heavy Slam (Ex): with a Standard Action at will, Alolan Golem may make a Slam attack that inverts penalties and bonuses to Armour Class and attack rolls based on Size (for instance, if it was Large and attacking a Small creature, it would have +1 to hit instead of -1 and the target would have -1 AC instead of +1, for a net increase of +4 to hit that target). Additionally, for every Size Category the user has above the target, increase the damage die upwards one stage (for instance, a Medium Golem attacking a Small creature would gain 1 increase, so the sample Alolan Golem with Improved Natural Attack would deal 3d6+10 damage). This is a [Steel] attack.

At 11 hit dice, it learns Double Edge & Magnet Bomber
Double Edge (Ex): whenever Alolan Golem uses its Slam at the end of a charge, it deals maximised doubled damage as though three Size Categories larger, and as though its Strength were 10 points higher (so for the standard one, double maximised 6d6+15, so 102). However, it then suffers Recoil damage equal to doubled maximised normal Slam damage to itself (in this instance, 44). It may also then attempt a free Trip attempt against the target. This is a [Normal] attack.

Magnet Bomber (Su): once per 5 rounds with a Full Round Action, Alolan Golem may launch a magnetic explosive device out to 100 feet. This requires a Ranged Touch Attack, however Pokemon with the Electric or Steel Type, or the Plus, Minus, Magnet Pull, Lightning Rod, Volt Absorb, Galvanize or Steelworker [Pokebility], are automatically hit with no attack roll necessary. This deals 3d6 damage, plus half the user's hit dice (round down), and is a [Ballistic] [Steel] attack that is not Resisted by Steel or Electric Pokemon.

At 12 hit dice, it learns Stone Edge & Electro-Magnetic Rock Cannon
Stone Edge (Ex): once per minute, Alolan Golem may use a Standard Action to target a creature within Close Range, and cause jagged shards of rock to explode from underneath it. This is resolved as a Ranged Attack (not a Touch Attack), and a successful hit deals 1d6 damage per hit die, plus its Strength Bonus. This has a Critical Threat of 18-20, and is a [Blade] [Rock] attack.

Electro-Magnetic Rock Cannon (Su): once per five rounds, Alolan Golem can use a Full Round Action to unleash a massive blast of rocks, encased in an electro-magnetic field, and propelled as though fired by a railgun. This reaches out to Long Range, and hits a 15' radius Blast that must be centred on an actual target, not simply an air-burst explosion. This deals 1d6 damage per hit die, with a Reflex Save for half (DC 5 + half its hit dice + its Constitution), however Pokemon with the Electric or Steel Type, or the Plus, Minus, Magnet Pull, Lightning Rod, Volt Absorb, Galvanize or Steelworker [Pokebility], receive a -6 Penalty on the saving throw, and suffer an extra point of damage per die rolled. This is a [Ballistic] [Rock] attack that is not Resisted by Steel Pokemon.

At 13 hit dice, its Natural Armour increases by 4 and it learns Supercell Slam
Supercell Slam (Ex): once per minute, Alolan Golem can hurl itself towards a foe by Charging them. If this misses the target (whether through Armour Class, a Miss Chance, an Immediate Action taking the target out of range, a Mirror Image, or any other thing that it makes sense to call a miss), Alolan Golem suffers damage equal to double its own Strength Bonus, plus double its hit dice. If it hits, this deals 1d8 damage per hit die, plus double its Strength Bonus.
If the target is smaller than Tiny, or has specifically used the Minimize special ability, it automatically hits and ignores every kind of Miss Chance, and the damage increases to 1d8 per hit die, +1 per hit die, plus three times its Strength Bonus. This is an [Electric] attack.

At 14 hit dice, it learns Steamroller & Hard Press
Steamroller (Ex): at will, Alolan Golem may charge as a Line effect, up to its maximum charge distance. If it hits a target that is its own Size or larger, it stops moving after this, but a miss (or hitting a smaller target) allows it to keep moving. It can still choose to stop moving after resolving any given attack, but it can't skip a target along the way. It makes a single attack roll for the entire charge, dealing 3d6 damage (for a Large creature) plus one and a half times its Strength Bonus, however if the target is smaller than Tiny, or has specifically used the Minimize special ability, it automatically hits and ignores every kind of Miss Chance, and the damage increases by one size category. Any creature damaged by this is rendered unable to make Attacks of Opportunity, Readied Actions or Immediate Actions for the rest of the turn. This is a [Bug] attack.

Hard Press (Ex): at will, Alolan Golem may use a Standard Action to stomp and crush a target, and this is more effective the more health it can squeeze out of the target. It makes a single Slam attack, which against a foe with no more than 25% of their HP remaining, deals minimum damage. Against a foe with more than this, but no more than 50% remaining, it deals regular damage. Against a foe with more than half but no more than 75% of their HP, it deals double the normal damage, if they have more than this but are not at full HP it deals double the normal damage except maximized, and if the target is at full HP, it deals double the normal damage, maximized, as though one Size larger. (So for the standard Alolan Golem with Improved Natural Attack, normally doing 3d6+10 damage, just note down that it is 13, 3d6+10, 6d6+20, 56 or 68 damage depending on the HP percentage.) This is a [Steel] attack.

At 15 hit dice, its Natural Armour increases by 2 and it learns Maximum Magnet Crush
Maximum Magnet Crush (Su): once per minute, Alolan Mega Golem can unleash a special version of Electro-Magnetic Rock Cannon that is unleashed as a 100' long, 15' wide Line. Furthermore, the entire area of this attack then is covered in Electric Terrain for three rounds, and any target within this area is treated as having the Steel type for the purpose of Electro-Magnetic Rock Cannon or Magnet Bomber. This is still a [Ballistic] [Rock] attack that is not Resisted by Steel pokemon.

Every hit die thereafter, its Natural Armour increases by another 1

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Mega Evolution: when Alolan Golem becomes Mega Golem, its electromagnetic plating grows into larger layers that shift across each other with a scraping noise and cause it to lift off the ground. Its Strength and Wisdom each increase by 4, its Constitution and Natural Armour each increase by 6, and its [Pokebility] becomes Levitate.

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Tutor Moves:
Body Slam (Ex): at will, the Pokemon may either use a Standard Action to deliver a Slam, or Charge an opponent and use a Slam instead of any other attacks. This increases the damage by two steps (so a Small creature with a Slam of 1d4 would deal 1d8 damage, but if they had Improved Natural Attack (Slam) it would instead deal 2d6). This adds one and a half times its Strength Bonus, and if the target takes any damage (after Resistance), they must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the end of the attacker's next turn (during which time it cannot be stunned again). This is a [Normal] attack.

Endure (Ex): once per hour, the Pokemon may clench its muscles, growl, and prepare to accept an incoming attack. Providing it had more than 1 hit point before using this ability, it cannot be reduced below 1 hit point until the start of its next turn. This is a [Normal] effect.

Fire Punch (Su): with a Standard or Full Round Action at will, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d6 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Fire damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or catch fire. On a Critical Hit, a successful Charge, or during harsh sunlight, the target instead must pass a Fortitude Save (same DC) or suffer a Burn. This is a [Punch] [Fire] attack.

Focus Punch (Ex): at will, the Pokemon may tighten its focus with a Move-Equivalent Action. On its next turn, it then may use a Standard Action to unleash a powerful Slam that deals 1d8 damage (for a Medium creature), plus two times its Strength Bonus, plus 1d6 damage per hit die. However, this can be interrupted as though casting a spell with a one turn casting time - it must pass a Concentration check if damaged or in rough weather etc. otherwise the attempt is ruined. This is a [Fighting] attack.

Giga Impact (Ex): once per day, the Pokemon may use a Full Round Action to crash its body into nearby stuff - both creatures and objects. This smashes into a 30' Cone, dealing 10 damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Strength Bonus). This leaves the Pokemon Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, the user collapses afterwards, falling Asleep. This is a [Normal] attack.

Gyro Ball (Ex): the Pokemon may put extra spin on itself when charging a foe, able to declare a charge against a target that is not the closest - and if it selects the furthest enemy within its movement range, this also does not have to be in a straight line. Additionally, for every square it leaves that is threatened by one or more enemies while performing this, the attack deals an additional 2 points of damage. This is a [Ballistic] [Steel] attack.

Hard Press (Ex): at will, the Pokemon may use a Standard Action to stomp and crush a target, and this is more effective the more health it can squeeze out of the target. It makes a single Slam attack, which against a foe with no more than 25% of their HP remaining, deals minimum damage. Against a foe with more than this, but no more than 50% remaining, it deals regular damage. Against a foe with more than half but no more than 75% of their HP, it deals double the normal damage, if they have more than this but are not at full HP it deals double the normal damage except maximized, and if the target is at full HP, it deals double the normal damage, maximized, as though one Size larger. This is a [Steel] attack.

Heavy Slam (Ex): with a Standard Action at will, the Pokemon may make a Slam attack that inverts penalties and bonuses to Armour Class and attack rolls based on Size (for instance, if it was Large and attacking a Small creature, it would have +1 to hit instead of -1 and the target would have -1 AC instead of +1, for a net increase of +4 to hit that target). Additionally, for every Size Category the user has above the target, increase the damage die upwards one stage (for instance, a Medium creature attacking a Small creature would gain 1 increase). This is a [Steel] attack.

High Horsepower (Ex): the Pokemon has a Trample attack with a base damage of 3d6 for a Large creature, plus 6d6 bonus damage, which ignores all Hardness, Damage Reduction and Regeneration. A creature that fails its Reflex Save (or foregoes making one) is pummelled so hard it loses its next Standard Action. This is a [Kick] [Ground] attack.

Iron Head (Ex): with a Standard Action at will, the Pokemon can smash its metal skull into the less-metal head of someone else, going full Shibata on them. This is resolved as a Slam that deals 1d8 Bludgeoning damage (for a Small creature), plus one and a half times its Strength Bonus, and targets that are hit must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus). Failure results in them being Staggered for one round. This is a [Steel] attack.

Mud Slap (Ex): with a Standard Action at will, providing the Pokemon is standing on earth or mud, or standing in dirty water, it can hurl a small amount at an opponent within 15 feet. This requires a Ranged Attack roll, and if successful, it deals 1d4 damage for a Medium creature, and renders it Blind for 2 rounds, although a Full Round Action may be spent wiping its face clear to end this early. This is a [Ground] attack.

Protect (Su): once per hour, the Pokemon may use strange magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Rest (Ex): once per day, the Pokemon may simply fall Asleep of its own accord with a Full Round Action. This functions as a Heal effect, but also renders it asleep for its turn, and two more rounds afterwards. If anything prevents it from falling asleep, it also does not gain the benefits. This is a [Psychic] effect.

Rock Blast (Ex): with a Full Round Action, the Pokemon may unleash a flurry of rock chunks at targets within 30 feet. It makes the same number of attacks, at the same penalties, as a PHB Monk of equal level performing a Flurry of Blows. Each one deals 1d6 damage (for a Medium creature), plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Rock] attack.

Rock Slide (Su): once per three rounds, the Pokemon may unleash a cascade of rocks careening across the field. This uses a Standard Action, and creates a Line adjacent to the Pokemon that is 10' wider than the Pokémon itself is (so it extends 5' either side past the user's width), and 30 feet long. Everything in the area suffers 1d8 damage per 2 hit dice and is knocked Prone, however a successful Reflex Save (DC 10 + half its hit dice + its Strength Bonus) halves the damage and negates the prone status. This is a [Rock] attack.

Rock Tomb (Ex): the Pokemon gains the Rock Throwing ability of a Hill Giant (except with its own Strength, Base Attack Bonus etc, and adjusting the damage die downwards if smaller than Large), or a Stone Giant if it has Rock Pokemon Traits. If the Pokemon is Huge or larger, it instead uses the Rock Throwing ability of a Cloud Giant, scaling the damage up if necessary. This is a [Rock] attack.

Sandstorm (Su): once per day per 5 full hit dice, the Pokemon may cast Sandstorm (It's Hot Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Ground] effect.

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.

Substitute (Sp): once per hour, the Pokemon 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.

Take Down (Ex): the Pokemon can use a Slam attack at the end of a charge instead of other weapons, dealing damage as though three Size Categories larger (so 3d6 for a Medium creature), and as though its Strength were 10 points higher. It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d6 plus its normal Strength Bonus for a Medium creature). This is a [Normal] attack.

Thunder Punch (Su): with a Standard or Full Round Action at will, the Pokemon may unleash a Slam as a primary natural weapon that deals 1d4 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Electricity damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. On a Critical Hit, a successful Charge, or on Electric Terrain, the target instead must pass a Fortitude Save (same DC) or be Stunned for one round. This is a [Punch] [Electric] attack.

Thunder Wave (Su): with a Standard Action at will, the Pokemon may unleash electromagnetic waves in a Cone that is 15' long (and therefore 15' wide at the furthest point). All in the area must succeed at a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Paralyzed for one round, plus 1 more round for every 5 points by which they fail the save. This is an [Electric] effect.

Volt Switch (Su): with a Full Round Action once per five rounds, the Pokémon may cast Lightning Leap (Save DC 10 + half its hit dice + its Charisma Bonus). If it ends the movement in the same square as, or adjacent to, its pokeball, it may retreat into it and end its turn that way. This is an [Electric] attack.

Wild Charge (Su): whenever the Pokemon makes a charge, it may elect to make a single attack (even if it normally is able to attack multiple times on a charge) and deals damage as though three Size Categories larger, and as though its Strength were 10 points higher. A struck target must also pass a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. At the same time as it deals damage to the target, it also suffers regular damage against itself for the natural weapon (without the bonuses from this). This is an [Electric] attack.
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Koumei
Serious Badass
Posts: 13970
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Re: Pokedex Redone

Post by Koumei »

Time for honse

Ponyta
Medium Magical Beast [Fire], CR 4
15 14 11 6 11 12
4d8 (18 HP), Init +6, Speed 40'
BAB/Grab: +4/+6
-2 Hooves +6 (1d3+2)
AC: 14 (+2 Natural, +2 Dex), Flat 12, Touch 12
Fort +1 Ref +6 Will +4
Feats: Improved Initiative, Endurance
Skills: Jump +9
Special Attacks: Flame Charge, Ember, Singe
Special Qualities: Fire Pokemon Traits, Agility, Low-Light Vision, Scent, Run Away or Flash Fire
Rare Traits: Flame Body, Double Kick, Double Edge, Hypnosis, Morning Sun
Tutor Moves: Ally Switch, Bounce, Flamethrower, High Horsepower, Iron Tail, Mystical Fire, Protect, Sunny Day, Wild Charge
Advancement: 5-7 HD (Medium); Evolves into Rapidash at 8 HD
Hit Dice: 1d8 HP, Good BAB, Good Ref and Will, 2 + Int skill points

This is a bright white pony of decent size, with a brilliant fiery mane.

Fire Pokemon Traits: Ponyta does not have the usual effects of the [Fire] Subtype, nor the Elemental Type. It is weak against [Ground], [Rock] and [Water] attacks, and resists [Bug], [Fairy], [Fire], [Grass], [Ice] and [Steel] attacks. It suffers no damage from being set on fire, suffers no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be Burned.

Agility (Su): by focusing as a Full Round Action, Ponyta can cast Cat's Grace on itself at will. This is a [Psychic] effect.

Run Away (Ex): if Ponyta has this [Pokebility], it is better at running away: when performing a Withdraw action, it can move as though Running, and provokes no Attacks of Opportunity from anyone.

Flash Fire (Su): alternatively, if Ponyta has this and is hit by a [Fire] attack, whether or not the attack normally does damage, it deals the minimum possible damage to Ponyta (before Resistance) and has no other effects on it, and additionally amplifies its own heat. If it unleashes a [Fire] attack on its own following turn, the attack deals an extra 2 points of damage per die rolled. This is a [Pokebility].

Flame Charge (Ex): when performing a Charge, Ponyta may deliver a Slam (1d8 damage for a Medium creature) instead of other attacks, plus 1d6 Fire damage. If this attack hits, Ponyta is then Hasted until the end of its next turn, and its Initiative count is increased by 2 for the rest of the fight. This can stack endlessly across one fight, but cannot be carried into a new battle. This is a [Fire] attack.

Ember (Su): with a Standard Action, Ponyta can exhale a spray of embers and sparks from its mouth. This requires a Standard Action, and reaches out to 25 feet. If it succeeds on a Ranged Touch Attack, the target suffers 1d8 points of Fire damage, and must attempt a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or catch fire. This is a [Fire] attack, and causes objects and terrain to ignite.

Rare Traits:
Flame Body (Ex): if Ponyta has this rare [Pokebility], it radiates additional heat and can burn with just a touch. Any time it makes physical contact with another creature, the other creature must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Burned. A creature that succeeds on its saving throw does not have to save against this again for one full round.

Double Kick (Ex): with a Full Round Action, a rare Ponyta may unleash a pair of kicks at a given foe. This is resolved as two primary Slams (1d6 + Strength Bonus for a Medium creature) at its highest attack bonus, both against the same target. This is a [Fighting] [Kick] attack.

Double Edge (Ex): if it has this attack, Ponyta may release a Slam as a charge attack, it deals maximised damage as though three Size Categories larger than normal for its Size (so 3d6 for a Medium creature), and as though its Strength were 10 points higher. It may also attempt a free Trip against the foe as part of this. At the same time as it deals damage to the target, it also suffers "recoil" damage of a maximised Slam attack (without the increased Strength, and just 1d6 for a Medium creature). This is a [Normal] attack.

Hypnosis (Su): once per hour, a rare Ponyta with this may use a Full Round Action to attempt to hypnotise a creature within Close Range with Line of Sight, lulling it into sleep. At the end of the action, the foe must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Drowsy. If the saving throw is failed by more than 4, they instead fall Asleep for one minute (or until any damage is suffered). This is a [Psychic] effect.

Morning Sun (Su): once per minute, Ponyta may use a Full Round Action to focus on absorbing light and air to heal itself. In normal light, this restores 1d8 hit points per 2 hit dice. In rain, hail, snow or sandstorms, or indoors or heavily overcast conditions or shadowy illumination, it only restores 1d6 hit points per two hit dice. In total darkness, it only restores 1d8 hit points. In strong sunlight or better, it restores 1d6 hit points per hit die. This is a [Normal] effect.


At five hit dice, it learns Flame Tail and Flame Wheel
Flame Tail (Su): by using an Immediate Action at will in response to being attacked by a foe who flanks it, Ponyta can wag its heated tail around and not only deny the foe the benefits of Flanking, but also set the attacker on fire. This is a [Fire] effect.

Flame Wheel (Su): with a Full Round Action at will, Ponyta can call a Fire Shield (hot version) around itself and perform a Charge against a foe. The Fire Shield lasts until the end of its next turn. A struck foe must succeed at a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or catch fire. This is a [Fire] attack.

At six hit dice, its Movement Speed increases by 10' and it learns Kick Away and Stomp
Kick Away (Ex): with a Full Round Action at will, Ponyta may attempt a mighty kick against an adjacent creature. It makes two Hoof attacks, and if either one of these hits, they both hit, and if either one is a Critical Hit, they both are. Furthermore, it may make a free Bullrush attempt if at least one of these hits, with a +4 Bonus if both attack rolls were successful, and can push a foe more than 5' away without moving with them. This is a [Fighting] [Kick] attack.

Stomp (Ex): Ponyta gains the Trample ability, dealing 1d8 damage, as a [Normal] [Kick] attack.

At seven hit dice, it learns Star Barrier and Fire Spin
Star Barrier (Su): once per minute, Ponyta may use a Standard Action to pull mystic power around itself, protecting itself from various cosmic forces. Until the end of its next turn, it is not Weak against any type of damage. This is a [Psychic] effect.

Fire Spin (Su): once per hour, Ponyta can use a Full Round Action to whirl up and unleash a fire tornado. This creates a blaze adjacent to Ponyta that is the same Size, except twice as tall with a minimum of 10' (so 10' tall and filling a 5' square normally and when Medium, but a Large Ponyta would create a 10x10' square that is 20' tall, and a theoretical Colossal one would create a 40x40' square that is 80' tall). This then travels 20' directly away from Ponyta, and will continue to do so every round for 1d4 rounds, plus one per 3 hit dice (round up) before petering out. If exposed to water, it ceases instantly. Anything that touches the flames suffers 1d8 Fire damage per 4 hit dice of Ponyta (round up) and, if the same size as Ponyta or smaller, must succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or be pulled in. Those that are pulled into the fire remain trapped until rescued by some stronger effect or the tornado ends. Flying creatures are allowed an additional Reflex Save each round to escape into an adjacent space (same DC) as a Move Action. Every round something remains trapped in the tornado, they suffer the Fire damage again, and while they can act normally (save for being unable to leave, carried with the flaming winds), they suffer a -4 Penalty to Dexterity, a -2 Penalty on attack rolls, and must succeed on a Concentration check (DC 10 + Ponyta's hit dice + Spell Level) to cast a spell. A fire tornado can only hold as many creatures as actually fit in its area. This is a [Fire] attack, and pretty much incinerates plant-based terrain and melts snow and ice.

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Rapidash
Large Magical Beast [Fire], CR 8
18 17 13 8 12 13
8d8+8 (44 HP), Init +7, Speed 60'
BAB/Grab: +8/+16
-Gore +11 (2d6+6) and 2 Secondary Hooves +9 (1d4+2)
AC: 16 (-1 Size, +4 Natural, +3 Dex), Flat 13, Touch 12
Fort +3 Ref +9 Will +7
Feats: Improved Initiative, Endurance, Multiattack
Skills: Jump +15
Special Attacks: Flame Charge, Ember, Singe, Flame Tail, Flame Wheel, Kick Away, Stomp, Fire Spin, Smart Strike, Megahorn
Special Qualities: Fire Pokemon Traits, Star Barrier, Agility, Low-Light Vision, Scent, Run Away or Flash Fire
Rare Traits: Flame Body, Double Kick, Double Edge, Hypnosis, Morning Sun
Tutor Moves: Ally Switch, Baton Pass, Drill Run, Flamethrower, High Horsepower, Iron Tail, Mystical Fire, Poison Jab, Protect, Sunny Day, Swords Dance, Wild Charge
Advancement: 9+ hit dice (Large)
Hit Dice: 1d8 HP, Good BAB, Good Ref and Will, 2 + Int skill points

This could be a mighty warhorse, or an Umamusume-grade top tier racer. But also, it has a horn, and is wreathed in powerful flames.

Fire Pokemon Traits: Rapidash does not have the usual effects of the [Fire] Subtype, nor the Elemental Type. It is weak against [Ground], [Rock] and [Water] attacks, and resists [Bug], [Fairy], [Fire], [Grass], [Ice] and [Steel] attacks. It suffers no damage from being set on fire, suffers no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be Burned.

Smart Strike (Ex): with a Standard Action, Rapidash 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 2d6 for a Large 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.

Megahorn (Ex): with a Full Round Action at will, Rapidash may ram its spiky head into a foe, making a single Gore attack as a Primary natural weapon, with a base damage of 6d6 (for a Large 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 nine hit dice, it learns Take Down and Gallop
Take Down (Ex): Rapidash can use a Slam attack at the end of a charge instead of other weapons, dealing damage as though three Size Categories larger (so 4d6 for a Large creature), and as though its Strength were 10 points higher. It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d8 plus its normal Strength Bonus for a Large creature). This is a [Normal] attack.

Gallop (Ex): once per hour, Rapidash may use a Free Action to increase its movement speed by 50 feet for one minute. In this state, it gains a +4 Dodge Bonus to Armour Class against Attacks of Opportunity and to Reflex Saves, the Evasion ability, and a +10 Bonus on Jump checks. This is a [Normal] effect.

At ten hit dice, its Dexterity increases by 2 and it learns Inferno
Inferno (Su): once per hour, providing it is not Fatigued or Exhausted, Rapidash may use a Standard Action to create a horrifying creamatorium of purgatory flames. A 30' radius 90' tall column is designated within Long Range, and starts to heat up, becoming Hotter by two levels (minimum of Hot). At the start of Rapidash' next turn, the area erupts into a pillar of fire, dealing 2d6 damage per hit die and leaving the target with a Burn. There is no saving throw against this. Additionally, the entire area is incinerated, leaving very little in the way of terrain. This is a [Fire] attack.

At eleven hit dice, its speed increases by 10' and it learns Fiery Aura and Fire Blast
Fiery Aura (Sp): three times per day, Rapidash can cast Fire Shield (hot version only), with a caster level equal to its hit dice. This is a [Fire] attack.

Fire Blast (Su): once per hour, Rapidash can unleash a 60' radius explosion of fire as a Blast in Medium Range. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail their saving throw are Burned. In harsh sunlight, a Reflex Save merely halves the damage, and creatures that fail the save catch fire as well as being burned. In any other kind of weather that isn't clear skies, creatures get a +4 Bonus on the saving throw. This is a [Fire] attack that destroys most terrain.

At twelve hit dice, it learns Burning Mane and Bounce
Burning Mane (Su): with an Immediate Action at will, Rapidash may attempt to burn certain attacks out of the air when targeted. Roll 1d20 + its hit dice against a DC of 11 + the hit dice of an attacker, and if successful, a physical attack directed at it automatically fails, as though counterspelled (regardless of whether or not it is a spell). This is a [Fire] ability.

Bounce (Ex): with a Full Round Action, Rapidash may leap onto a foe and slam into their head. It may move as far as a Jump check allows it to move, unbound by its height, and if this brings it into the target's square and at least high enough to bring its feet level with the target's head (ie if it is a Large creature, jumping 5 feet to hit a Large creature), it makes a Slam attack that deals 1d6 damage per hit die, plus its Strength Bonus, regardless of Size. It then lands next to the target, who must make a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Stunned for one round. This is a [Flying] attack.

At thirteen hit dice, its Strength and Dexterity increase by 2 each, and it learns Flare Blitz
Flare Blitz (Su): at will, Rapidash may use a Full Round Action to charge a foe, ending with a Slam that has a base damage of 2d6 Bludgeoning for a Large creature, plus one and a half times the user's Strength Bonus. Additionally, it deals 1d10 Fire damage per hit die, plus its Charisma Bonus as a flat bonus, and the target must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or suffer a Burn. This causes Rapidash to suffer "recoil" damage equal to the amount of Bludgeoning damage dealt, plus an amount equal to its hit dice total. This also releases an explosion on impact, incinerating most terrain within ten feet. This is a [Fire] attack.

At fourteen hit dice, its Natural Armour increases by 3 and it learns Fiery Spirit and Horn Drill
Fiery Spirit (Su): once per day, Rapidash may cast Mind Blank on itself, with a caster level equal to its hit dice. Anything which attempts to contact its mind or possess it while this is in effect is automatically Burned. This is a [Fire] effect.

Horn Drill (Ex): once per hour, Rapidash may use a Full Round Action to spin its horn around like a terrifying drill, and try to tear a hole through a foe. It makes a single attack roll against an adjacent creature, and if it hits, the target must succeed on a Fortitude Save (DC 5 + half its hit dice + its Constitution Bonus). On a failed saving throw, the target is reduced to -1 hit points. Creatures that are immune to [Death] effects are immune to this. Against terrain and objects, this functions as the Disintegrate spell. This is a [Normal] attack.

At fifteen hit dice, it learns Ring of Fire and Maximum Fire Trail
Ring of Fire (Sp): once per hour, Rapidash may cast Wall of Fire, except instead of the normal area, it is created in as small a ring as possible to surround another creature within Medium Range. Anything that moves through the ring of fire is Burned. This is a [Fire] attack.

Maximum Fire Trail (Su): once per minute, Mega Rapidash may use a Full Round Action to perform a Double Move, leaving a Wall of Fire in its wake. It may Overrun and Trample creatures as it does this, and anything trampled by it suffers an additional 6d6 Fire damage. Any area fully enclosed by the wall of fire ignites, as though by Burning Terrain, for three rounds. This is a [Fire] attack.

At sixteen and twenty hit dice, its Natural Armour increases by 1 and its Speed increases by 10 feet.

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Mega Evolution:
When Rapidash becomes Mega Rapidash, it becomes a terrifying creature wreathed in smoke and fire, resembling a Cauchemar Nightmare. Its Strength, Dexterity, Constitution, Charisma and Natural Armour each increase by 4, and its [Pokebility] changes to "Smoke".

Smoke (Su): during the excitement of battle, Mega Rapidash snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and Mega Rapidash uses it once as a free action during its turn each round. Because of the smoke it gives off, Mega Rapidash has Concealment against creatures 5 feet away and Total Concealment against creatures 10 feet or farther away. The smoke does not obscure its own vision at all. This is a [Pokebility].

(Yes this means you can use Worry Seed or whatever to suppress a Nightmare's smoke.)

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Galarian Ponyta
Medium Magical Beast [Psionic], CR 4
15 14 11 6 11 12
4d8 (18 HP), Init +6, Speed 40'
BAB/Grab: +4/+6
-2 Hooves +6 (1d3+2)
AC: 14 (+2 Natural, +2 Dex), Flat 12, Touch 12
Fort +1 Ref +6 Will +4
Feats: Improved Initiative, Endurance
Skills: Jump +9
Special Attacks: Confusion, Fairy Wind
Special Qualities: Psychic Pokemon Traits, Agility, Low-Light Vision, Scent, Run Away or Pastel Veil
Rare Traits: Anticipation, Double Kick, Double Edge, Hypnosis, Morning Sun
Tutor Moves: Ally Switch, Bounce, Expanding Force, High Horsepower, Mystical Fire, Play Rough, Protect, Wild Charge, Zen Headbutt
Advancement: 5-7 HD (Medium); Evolves into Galarian Rapidash at 8 HD
Hit Dice: 1d8 HP, Good BAB, Good Ref and Will, 2 + Int skill points

This is surely a My Little Pony, right? It's a pony with a pastel blue and purple mane and tail.

Psychic Traits: Galarian Ponyta is weak against [Bug], [Dark] and [Ghost] attacks, and resists [Fighting] and [Psychic] attacks. It can communicate with other intelligent creatures via Telepathy to 100 feet, and has the [Psionic] Subtype. Galarian Ponyta can activate Psionic devices such as Dorjes as though the relevant powers were on its class list.

Confusion (Sp): with a Standard Action once per hour, Galarian Ponyta may unleash a psychic blast of energy that fries the synapses of all in a 10' radius Burst within Medium Range. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are Confused for one round per hit die. This is a [Mind-Affecting] [Psychic] effect.

Fairy Wind (Su): once per three rounds, Galarian Ponyta may use a Standard Action to exhale a magical wave of air. This functions as a Gust of Wind effect, however it also deals damage equal to 1d8 plus its hit dice to all in the area (halved if they succeed on the Fortitude Save). The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Fairy] attack and a [Wind] effect.

Agility (Su): by focusing as a Full Round Action, Galarian Ponyta can cast Cat's Grace on itself at will. This is a [Psychic] effect.

Run Away (Ex): if Galarian Ponyta has this [Pokebility], it is better at running away: when performing a Withdraw action, it can move as though Running, and provokes no Attacks of Opportunity from anyone.

Pastel Veil (Su): alternatively, if Galarian Ponyta has this [Pokebility], it radiates an aura of soft light out to Close Range that prevents it, and its allies within the area, from being Poisoned. They can still be damaged by [Poison] attacks, and any damage already caused by poisoning is not healed, but cannot become poisoned and any current poisons afflicting them are neutralized.

Rare Traits:
Anticipation (Ex): Galarian Ponyta, if it has this rare trait, knows when people have the tools to deal with it. Whenever it meets a creature that has any attacks that are Super Effective against it, the controlling player must be informed of these, and this awareness grants it a 10% Miss Chance against such attacks. This is a [Pokebility].

Double Kick (Ex): with a Full Round Action, a rare Galarian Ponyta may unleash a pair of kicks at a given foe. This is resolved as two primary Slams (1d6 + Strength Bonus for a Medium creature) at its highest attack bonus, both against the same target. This is a [Fighting] [Kick] attack.

Double Edge (Ex): if it has this attack, Galarian Ponyta may release a Slam as a charge attack, it deals maximised damage as though three Size Categories larger than normal for its Size (so 3d6 for a Medium creature), and as though its Strength were 10 points higher. It may also attempt a free Trip against the foe as part of this. At the same time as it deals damage to the target, it also suffers "recoil" damage of a maximised Slam attack (without the increased Strength, and just 1d6 for a Medium creature). This is a [Normal] attack.

Hypnosis (Su): once per hour, a rare Galarian Ponyta with this may use a Full Round Action to attempt to hypnotise a creature within Close Range with Line of Sight, lulling it into sleep. At the end of the action, the foe must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Drowsy. If the saving throw is failed by more than 4, they instead fall Asleep for one minute (or until any damage is suffered). This is a [Psychic] effect.

Morning Sun (Su): once per minute, Galarian Ponyta may use a Full Round Action to focus on absorbing light and air to heal itself. In normal light, this restores 1d8 hit points per 2 hit dice. In rain, hail, snow or sandstorms, or indoors or heavily overcast conditions or shadowy illumination, it only restores 1d6 hit points per two hit dice. In total darkness, it only restores 1d8 hit points. In strong sunlight or better, it restores 1d6 hit points per hit die. This is a [Normal] effect.

At five hit dice, it learns Psybeam and Kick Away
Psybeam (Su): with a Standard Action, Galarian Ponyta may focus its psychic powers into a beam, unleashing it as a Ranged Touch Attack out to Medium Range. If it hits, this deals 1d6 non-lethal damage per hit die and forces the target to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). Failure results in Confusion for 2d4 rounds. This can be used once per hour, however it may be used a second time by expending the hourly use of Confusion and vice versa. This is a [Mind-Affecting] [Psychic] effect.

Kick Away (Ex): with a Full Round Action at will, Galarian Ponyta may attempt a mighty kick against an adjacent creature. It makes two Hoof attacks, and if either one of these hits, they both hit, and if either one is a Critical Hit, they both are. Furthermore, it may make a free Bullrush attempt if at least one of these hits, with a +4 Bonus if both attack rolls were successful, and can push a foe more than 5' away without moving with them. This is a [Fighting] [Kick] attack.

At six hit dice, its Movement speed increases by 10' and it learns Stomp and Psy Bolt
Stomp (Ex): Galarian Ponyta gains the Trample ability, dealing 1d8 damage, as a [Normal] [Kick] attack.

Psy Bolt (Su): once per day, Galarian Ponyta can cast Lightning Bolt, except instead of dealing Lightning damage, it deals non-lethal "untyped" damage. This is a [Psychic] [Ballistic] attack.

At seven hit dice, it learns Heal Pulse and Star Barrier
Heal Pulse (Su): once per hour, Galarian Ponyta may unleash a pulse of positive energy with a Standard Action, out to Close Range. This requires a Ranged Touch Attack unless the target is willing to receive it and not threatened, nor benefiting from Cover or Concealment. On a successful hit, this restores 1d4 hit points per hit die. This is a [Ballistic] [Psychic] effect.

Star Barrier (Su): once per minute, Galarian Ponyta may use a Standard Action to pull mystic power around itself, protecting itself from various cosmic forces. Until the end of its next turn, it is not Weak against any type of damage. This is a [Psychic] effect.

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Galarian Rapidash
Large Magical Beast [Psionic], CR 8
18 17 13 8 12 13
8d8+8 (44 HP), Init +7, Speed 60'
BAB/Grab: +8/+16
-Gore +11 (2d6+6) and 2 Secondary Hooves +9 (1d4+2)
AC: 16 (-1 Size, +4 Natural, +3 Dex), Flat 13, Touch 12
Fort +3 Ref +9 Will +7
Feats: Improved Initiative, Endurance, Multiattack
Skills: Jump +15
Special Attacks: Confusion, Fairy Wind, Psybeam, Kick Away, Stomp, Psy Bolt, Psycho Cut, Megahorn, Take Down
Special Qualities: Fairy and Psychic Pokemon Traits, Star Barrier, Agility, Low-Light Vision, Scent, Run Away or Pastel Veil, Heal Pulse
Rare Traits: Anticipation, Double Kick, Double Edge, Hypnosis, Morning Sun
Tutor Moves: Ally Switch, Baton Pass, Bounce, Drill Run, Expanding Force, High Horsepower, Mystical Fire, Play Rough, Protect, Swords Dance, Wild Charge, Zen Headbutt
Advancement: 9+ hit dice (Large)
Hit Dice: 1d8 HP, Good BAB, Good Ref and Will, 2 + Int skill points

This is surely a unicorn via My Little Pony, a large white horse with a horn and fantastic pastel-coloured hair.

Fairy and Psychic Traits: Galarian Rapidash is weak against [Ghost], [Poison] and [Steel] attacks, and resists [Fighting] and [Psychic] attacks. It is also effectively Immune to [Dragon] attacks, always Resisting them, having Immunity to the Frightful Presence of dragons, and has Evasion against breath weapons. It can always be treated as a Fey, can communicate with other intelligent creatures via Telepathy to 100 feet, and has the [Psionic] and [Spirit] Subtypes. Galarian Rapidash can activate Psionic devices such as Dorjes as though the relevant powers were on its class list.

Psycho Cut (Su): once per three rounds, Galarian Rapidash 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.

Megahorn (Ex): with a Full Round Action at will, Galarian Rapidash may ram its spiky head into a foe, making a single Gore attack as a Primary natural weapon, with a base damage of 6d6 (for a Large 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.

Take Down (Ex): Galarian Rapidash can use a Slam attack at the end of a charge instead of other weapons, dealing damage as though three Size Categories larger (so 4d6 for a Large creature), and as though its Strength were 10 points higher. It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d8 plus its normal Strength Bonus for a Large creature). This is a [Normal] attack.

At nine hit dice, it learns Unicorn Healing and Dazzling Gleam
Unicorn Healing (Sp): three times per day, Galarian Rapidash can cast Cure Light Wounds. It can also cast Cure Moderate Wounds, Remove Paralysis, Remove Curse and Neutralize Poison once each per day. This is a [Fairy] effect. If for some reason someone were to kill a Galarian Rapidash of nine or more hit dice and saw the horn off, it still carries this magic, functioning as a Wondrous Item.

Dazzling Gleam (Su): once per three rounds, Galarian Rapidash may use a Standard Action to release a flash of bright magical light out in a 30' radius Burst from itself. This deals 1d10 damage per 2 hit dice, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Additionally, anything that fails its save is also rendered Blind for 1 round, and then Dazzled for 2 more rounds. Creatures that have no eyesight take the minimum damage from this and are not blinded or dazzled. This is a [Fairy] attack.

At ten hit dice, its Dexterity increases by 2 and it learns Gallop and Libra Horn
Gallop (Ex): once per hour, Galarian Rapidash may use a Free Action to increase its movement speed by 50 feet for one minute. In this state, it gains a +4 Dodge Bonus to Armour Class against Attacks of Opportunity and to Reflex Saves, the Evasion ability, and a +10 Bonus on Jump checks. This is a [Normal] effect.

Libra Horn (Su): once per day, Galarian Rapidash may deliver a special Gore with a Standard Action. If this hits a target, they must succeed on a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus). If they succeed or have 75 or fewer hit points, they simply take normal Gore damage. If they fail the saving throw and have more than 75 hit points, they take enough damage to reduce their current hit points down to 75 - though Weakness, Resistance, DR and Hardness can still affect this amount of damage. This is a [Fairy] attack.

At eleven hit dice, its speed increases by 10' and it learns Psychic
Psychic (Sp): once per minute, Galarian Rapidash may use a Standard Action to target one creature within Medium Range and blast them with overwhelming psychic energy that hammers on their brain. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also Dazed for one round. This is a [Mind-Affecting] [Psychic] attack.

At twelve hit dice, it learns Misty Terrain and Psychic Terrain
Misty Terrain (Sp): once per hour, Galarian Rapidash may use a Full Round Action to release Misty Terrain in a 60' radius. This lasts for one minute, and is a [Fairy] effect.

Psychic Terrain (Sp): once per hour, Galarian Rapidash may use a Full Round Action to release Psychic Terrain in a 60' radius. This lasts for one minute, and is a [Psychic] effect.

At thirteen hit dice, its Strength and Dexterity increase by 2 each, and it learns Healing Wish and Charm
Healing Wish (Sp): once per day, a Galarian Rapidash with more than zero hit points may use a Standard Action to sacrifice itself to heal another. It instantly falls to -1 hit points (but stable) and loses all temporary hit points. One ally within 30 feet instantly receives a Greater Heal effect and a Restoration effect. If no such ally in the area wants to accept this effect, the healing energy lingers for up to one minute, and the first ally in the area to accept the blessing (as a Free Action) within this time gains the benefit, expending it. This is a [Psychic] effect.

Charm (Sp): once per day, Galarian Rapidash may cast Charm Monster with a Save DC of 8 + half its hit dice + its Charisma Bonus. This is [Mind-Affecting] [Charm] [Fairy] effect.

At fourteen hit dice, its Natural Armour increases by 3 and it learns Celestial Healing Horn
Celestial Healing Horn (Sp): Galarian Rapidash gains two additional daily uses of each of the Spell-Like Abilities granted by Unicorn Healing. Additionally, it gains three uses per day of Remove Disease and Dance of the Unicorn, and one use per day of Cure Serious Wounds, Cure Critical Wounds, Lesser Restoration and Panacea. These are still [Fairy] effects, and specifically Dance of the Unicorn is a [Dance] effect, and again, if Galarian Rapidash is killed at fourteen or more hit dice and its horn removed, the horn then continues to grant these effects as a Wondrous Item.

At fifteen hit dice, it learns Giga Impact and Maximum Healing Point
Giga Impact (Ex): once per day, Galarian Rapidash may use a Full Round Action to crash its body into nearby stuff - both creatures and objects. This smashes into a 30' Cone, dealing 10 damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Strength Bonus). This leaves the Pokemon Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, the user collapses afterwards, falling Asleep. This is a [Normal] attack.

Maximum Healing Point (Su): once per minute, Galarian Mega Rapidash may cast any Cleric spell of 7th Level or lower, providing the spell is purely restorative in nature - restoring hit points, removing afflictions (including Ability Damage/Drain or Negative Levels), removing penalties, restoring the dead to life, or granting Fast Healing or Regeneration. The Range for the effect is changed to Touch, but this can still affect multiple targets if the spell usually can, providing they are all in range, and the Casting Time is changed to a Standard Action if it is normally more than this. At eighteen hit dice, this may also duplicate 8th Level spells, and at twenty hit dice, it can even duplicate 9th Level spells. This is a [Fairy] effect.

At sixteen and twenty hit dice, its Natural Armour increases by 1 and its Speed increases by 10 feet.

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Mega Evolution: when Galarian Rapidash becomes Mega Rapidash, its horn grows larger and shines, it grows magnificent sparkling wings, and it has even more colour, with greater vividness and using pigments of the imagination. Its Strength, Dexterity, Constitution, Wisdom and Charisma each increase by 4, and its [Pokebility] becomes Dazzling.

Dazzling (Ex): Galarian Rapidash is so shiny and distracting that it cannot be affected by attacks that are resolved with a Swift Action, Immediate Action, Attack of Opportunity, or Readied Action.

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Tutor Moves:

Ally Switch (Sp): once per hour, the Pokemon may cast Benign Transposition as an Immediate Action. This is a [Psychic] effect.

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.

Bounce (Ex): with a Full Round Action, the Pokemon may leap onto a foe and slam into their head. It may move as far as a Jump check allows it to move, unbound by its height, and if this brings it into the target's square and at least high enough to equal that of the target's head (ie if it is 5' tall, jumping 10 feet to hit a Large creature), it makes a Slam attack that deals 1d6 damage per hit die, plus its Strength Bonus, regardless of Size. It then lands next to the target, who must make a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Stunned for one round. This is a [Flying] attack.

Drill Run (Ex): with a Full Round Action, the Pokemon may tear through the ground, charging in a straight Line. It makes one attack roll, with a 15-20/x2 Critical value, and resolves this against every creature or object within the area - targeting creatures standing on or directly in the ground. This has a base damage of 4d6 + 1 and a half times its Strength Bonus for a Medium creature. This is a [Ground] attack.

Expanding Force (Sp): once per five rounds, the Pokémon may unleash a widening bubble of telekinetic energy. This targets a single 5' square within Close Range, dealing 1d4 damage per hit die as a [Force] effect. However, if cast upon Psychic Terrain, it instead affects a 10' radius Burst, and deals 1d6 damage per hit die. All in the area are allowed a Reflex Save for half damage (DC 10 + half its hit dice + its Charisma Bonus). This is a [Psychic] attack.

Flamethrower (Su): once per three rounds, the Pokemon can unleash a mighty breath weapon, a Cone that reaches out to Close Range and deals 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw catch fire if they only failed by 1-3 (ie if the DC was 17 and they rolled a 14-16), and suffer a Burn if they failed by more than this amount. Should the user be Large or larger, any failure results in a Burn. This is a [Fire] attack that melts snow and ice, and incinerates plant life, starting fires.

High Horsepower (Ex): the Pokemon has a Trample attack with a base damage of 3d6 for a Large creature, plus 6d6 bonus damage, which ignores all Hardness, Damage Reduction and Regeneration. A creature that fails its Reflex Save (or foregoes making one) is pummelled so hard it loses its next Standard Action. This is a [Kick] [Ground] attack.

Iron Tail (Ex): the Pokémon gains a Secondary Tail natural weapon that deals 1d8 damage if Medium, plus one and a half times its Strength Bonus, and is a [Steel] attack. If it already has a Tail attack, this can be used in place of, but not in addition to, the existing one. This attack automatically Power Attacks (even if the Pokémon normally lacks the feat) as a two-handed weapon for a minimum of half the Pokémon's Base Attack Bonus, but on a successful hit, the target's defences are cracked, suffering a -4 Penalty to Armour Class for one minute.

Mystical Fire (Sp): once per three rounds, the Pokemon may call upon a magical flame to damage its foe, almost homing on their position. This deals 1d8 damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus), and any target that suffers damage from this also suffers a -4 Luck Penalty to Charisma for three rounds. This is a [Fire] attack.

Play Rough (Ex): with a Full Round Action at will, the Pokemon can play, very enthusiastically, with an adjacent creature. This allows a Bite attack sized normally for it (1d6 + Strength if Medium), with Improved Grab and the Trip ability, and for each of the following maneuvers that succeeds, the target takes another 2d6 points of damage plus its Strength Bonus. This is a [Fairy] attack.

Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, the Pokemon can make a single Primary Claw, Gore or Slam attack that has a base damage of 1d8 for a Small creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and delivers a poison (DC 10 + half its hit dice + its Constitution Bonus, Primary and Secondary damage 4 Dex and Con damage). The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] attack.

Protect (Su): once per hour, the Pokemon may use magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Sunny Day (Su): once per day per 5 full hit dice, the Pokemon may change the weather to harsh sunlight out to a one mile radius, for one round per hit die. If it is night, this instead only affects a 10' radius spread, though it will still Dispel any magically created weather effects out to one mile. This is a [Fire] effect.

Swords Dance (Ex): with a Standard Action at will, the Pokemon 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 (doing more damage), 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.

Wild Charge (Su): whenever the Pokemon makes a charge, it may elect to make a single attack (even if it normally is able to attack multiple times on a charge) and deals damage as though three Size Categories larger, and as though its Strength were 10 points higher. A struck target must also pass a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. At the same time as it deals damage to the target, it also suffers regular damage against itself for the natural weapon (without the bonuses from this). This is an [Electric] attack.

Zen Headbutt (Su): once per three rounds, the Pokemon may utilise zen in order to have delivered a sharp headbutt that utilises its mind rather than its skull. But at no point does it actually decide to headbutt something, it merely ends up having headbutted them. If you don't understand, you're not enlightened. With a Standard Action, it uses its zen, and then at any point before the start of its next turn, the headbutt can be declared against a target that was adjacent to it. This is resolved as a Slam attack that has a base damage of 1d10 for a Medium creature, plus one and a half times its Strength Bonus, plus its Concentration skill total. If not used during its own actual turn, this also forces the target to attempt a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the start of their next turn. This is a [Psychic] attack.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

RHYDON DEEZ NUTS

Rhyhorn
Medium Magical Beast [Earth], CR 4
21 8 21 3 7 8
4d8+20 (38 HP), Init -1, Speed 30' Burrow 20' Climb 10'
BAB/Grab: +4/+9
-Gore +9 (1d8+7)
AC: 19 (+10 Natural, -1 Dex), Flat 19, Touch 9
Fort +9 Ref +0 Will -1
Feats: Power Attack, Improved Overrun
Skills: Intimidate +6
Special Attacks: Smackdown, Bulldoze, Scary Face
Special Qualities: Ground and Rock Pokemon Traits, DR 3/Adamantine Lightning Rod or Rock Head
Rare Traits: Reckless, Counter, Curse, Dragon Rush, Guard Split, Metal Burst, Rock Polish
Tutor Moves: Crunch, Double Edge, Heavy Slam, Mud Slap, Protect, Rock Slide, Rock Tomb, Sandstorm, Smart Strike, Stomping Tantrum
Advancement: 5-8 HD (Medium); Evolves into Rhydon at 9 HD
Hit Dice: 1d8 HP, Good BAB, Good Fort, 2 + Int skill points

The creature standing before you is a shorter, wide-bodied rhinoceros of sorts, but made of a grey stone. It still has a powerful, sharp horn.

Ground and Rock Pokemon Traits: Rhyhorn does not have the usual effects of the [Earth] Subtype. It is weak against [Fighting], [Grass], [Ground], [Ice], [Steel] and [Water] attacks, and resists [Fire], [Flying], [Normal], [Poison] and [Rock] attacks. It is considered Immune to [Electric] attacks, always resisting them regardless of other Types. When burrowing, it can always choose whether or not to leave tunnels behind them. It also has the ability to swim through sand at normal speed, and when burrowing or sand-swimming, takes no damage or effect from any kind of [Electric] attack. When simply touching the ground, it has Evasion against [Electric] attacks. Rhyhorn does not suffer any damage or impediments from sand storms, dust storms, loose sand, quicksand or rough stony terrain, and indeed has Resistance equal to its hit dice against all energy types (even obscure ones) in sand storms and dust storms, as well as a +3 Resistance Bonus to Reflex and Will Saves. Its regular Natural Weapons are [Rock] attacks.

Smackdown (Ex): at will, Rhyhorn may throw a rock at someone. This is a Standard action, and a thrown weapon with 50' range increments. It deals 1d8 damage, forces a flying target to succeed on a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or fall down, and is a [Rock] attack.

Bulldoze (Ex): with a Full Round Action once per three rounds, Rhyhorn may make a Charge attack, that ends in a Slam of appropriate Size (1d6 for a Medium creature). If it ends this charge threatening multiple creatures or objects, it may elect to resolve the attack against any or all of them, not just the initial target (though the normal rules for charging apply, so it can't declare a target, charge them, and then forego attacking that target). Furthermore, anything hit suffers 2 points of Dexterity damage, and has their Initiative reduced by 4, although this cannot cause something to gain two turns (such as acting at 2 Initiative higher than Rhyhorn, getting hit, then acting again at 2 lower). This is a [Ground] attack.

Scary Face (Ex): Rhyhorn 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.

Lightning Rod (Su): if Rhyhorn has this [Pokebility], any [Electric] effect that targets an individual or area within 30 feet of it, or passes within this area, the electricity is drawn directly to it, preventing the normal effects from applying. This causes no harm to Rhyhorn, and instead grants it a +4 Enhancement Bonus to Charisma for three rounds.

Rock Head (Ex): alternatively, Rhyhorn has such a sturdy body, and a head made of rock, that it never suffers "recoil" damage from its own attacks. This applies to the Vicious weapon quality, any kind of "However, upon using/hitting with this attack, the user also takes damage" or "Everyone, including the user, suffers damage" as well as the "Crash" damage for missing with attacks like Jump Kick and High Jump Kick. However this does not apply to Ability Damage, Penalties, or other non-damage conditions caused by using attacks, nor to Area of Effect attacks where Rhyhorn elects to catch itself in the area. This also very specifically does not apply to Self Destruct, Explosion, Misty Explosion or any attack that references those moves. This is a [Pokebility].

Rare Traits:
Reckless (Ex): if Rhyhorn has this rare [Pokebility], it throws itself with reckless abandon into attacks. Whenever it uses an attack that causes it to suffer "recoil" damage (such as the Vicious weapon quality, any kind of "However, upon using/hitting with this attack, the user also takes damage" or "Everyone, including the user, suffers damage" attack, and "Crash" damage from missing with attacks like Jump Kick), the attack deals damage as though one Size Category larger. In the case of attacks that deal damage not affected by size, increase the die size by one, no matter how many are rolled. This increase also applies to any recoil damage.

Counter (Ex): once per round, Rhyhorn may make a single Slam attack as an Immediate Action in response to being damaged by an opponent, dealing damage as though one size larger than normal (1d8), or two sizes if the attack suffered was a Critical Hit (2d6). This is a [Fighting] attack.

Curse (Su): a Rhyhorn with this ability may curse itself - a strange idea, but one that can be of benefit. This is a Standard Action that can be performed once per hour, and causes Rhyhorn to be Slowed for ten minutes. For the same duration, it gains a +4 Enhancement Bonus to Strength, Constitution and Natural Armour. This is an actual curse so can be removed in the usual ways, but is also a [Ghost] effect. If it passes this to a [Ghost] creature, or indeed gains the [Ghost] Subtype, this works completely differently: it can cast Bestow Greater Curse at will, but takes damage equal to double its hit dice total every time it does so.

Dragon Rush (Ex): a rare Rhyhorn may make a Charge attack that ends in a Slam that deals 1d8 + Strength Bonus damage for a Medium creature, and allows a free Trip attempt at a struck target. If it knocks a creature Prone, it may continue moving in a straight line (out to the limit of double its Movement Speed), and continue attacking and attempting to Trip additional foes. If it has the Trample ability, it may use this on a foe it knocks down. This is a [Dragon] attack, even the ensuing tramples.

Guard Split (Su): three times per day, Rhyhorn may target a creature in Close Range as a Standard Action, and average out its Natural Armour Bonus, Armour Bonus, and Shield Bonus (all checked individually), with those of the target. These changes remain for one minute. This is a [Psychic] effect.

Metal Burst (Su): once per round, a rare Rhyhorn may make a single Slam attack as an Immediate Action in response to being damaged by an opponent, dealing damage as though one Size larger than normal (1d8), or two sizes (2d6) if the attack suffered was a Critical Hit. This is a [Steel] attack.

Rock Polish (Su): with a Full Round Action once per minute, Rhyhorn may shine itself up to a brilliant sheen, temporarily removing rough surfaces that cause air resistance. For the next five rounds, all of its movement speeds are doubled, it gains a +4 Bonus on Initiative, and it gains a +4 Deflection Bonus to Armour Class against rays and [Light] effects. This is a [Rock] effect.

At five hit dice, it learns Stomp and Shove Around
Stomp (Ex): Rhyhorn gains the Trample ability, dealing 1d8 damage, as a [Normal] [Kick] attack.

Shove Around (Ex): Rhyhorn may attempt to Reposition a foe as a Swift Action at will, as though it had the Improved Reposition and Greater Reposition feats. Also, it totally can shove creatures into dangerous things. This is a [Rock] effect.

At six hit dice, it learns Rock Blast and Hammer In
Rock Blast (Ex): with a Full Round Action, Rhyhorn may unleash a flurry of rock chunks at targets within 30 feet. It makes the same number of attacks, at the same penalties, as a PHB Monk of equal level performing a Flurry of Blows. Each one deals 1d6 damage (for a Medium creature), plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Rock] attack.

Hammer In (Ex): once per minute, Rhyhorn may make a pair of Slam attacks against the same foe as a Full Round Action, each dealing 1d6 damage for a Medium creature. If both attacks hit, it can attempt to entomb its foe. The foe must make a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or be hammered partially into the ground. This ability doesn’t work in locations with a basement or open level immediately below (instead destroying that square and causing them to fall), nor can Rhyhorn hammer victims into magical, living, or animate materials, or materials with a Hardness higher than 8. A creature affected by this is considered Anchored in place. Every turn, they may use a Standard Action to attempt to pull themselves free, making either a Strength check or an Escape Artist check (same DC as the Reflex Save). This is a [Fighting] attack.

At seven hit dice, its Natural Armour increases by 4 and it learns Drill Run
Drill Run (Ex): with a Full Round Action, Rhyhorn may tear through the ground, charging in a straight Line. It makes one attack roll, with a 15-20/x2 Critical value (not affected by Improved Critical), and resolves this against every creature or object within the area - targeting creatures standing on or directly in the ground. This has a base damage of 4d6 + 1 and a half times its Strength Bonus for a Medium creature. This is a [Ground] attack.

At eight hit dice, it learns Take Down and Crash About
Take Down (Ex): Rhyhorn can use a Slam attack at the end of a charge instead of other weapons, dealing damage as though three Size Categories larger (so 3d6 for a Medium creature), and as though its Strength were 10 points higher. It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d6 plus its normal Strength Bonus for a Medium creature). This is a [Normal] attack.

Crash About (Ex): whenever Rhyhorn takes a Double Move or Run action, it starts stampeding in an unstoppable way, breaking things around it. Until the start of its next turn, it simply tunnels through anything softer than Adamantine as though burrowing at its full normal speed, ignores all forms of terrain (both magical and otherwise), creating a safe path behind it as it carves through and destroys the terrain, and if encountering a [Force] effect, can attempt a Break check as a free action to break a hole and keep tunnelling - it merely needs to roll a total of 20 or more on the Break check. Finally, until its next turn, it may expend Attacks of Opportunity to attempt to bash aside incoming attacks - it makes an attack roll, and if it beats the incoming attack roll, it is unaffected. This is a [Rock] effect.

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Rhydon
Large Magical Beast [Earth], CR 9
30 8 29 5 9 8
9d8+81 (121 HP), Init -1, Speed 30'
BAB/Grab: +9/+23
-Gore +18 (2d6+15, 19-20/x2) or 2 Slams +18 (1d8+10)
AC: 26 (+18 Natural, -1 Size, -1 Dex), Flat 26, Touch 8
Fort +15 Ref +2 Will +2
Feats: Power Attack, Improved Overrun, Improved Bull Rush, Improved Critical (Gore)
Skills: Intimidate +11
Special Attacks: Smackdown, Bulldoze, Horn Attack, Scary Face, Stomp, Shove Around, Rock Blast, Hammer In, Drill Run, Take Down, Hammer Arm, Earthquake, Jagged Horn
Special Qualities: Ground and Rock Pokemon Traits, DR 6/Adamantine, Crash About, Lightning Rod or Rock Head
Rare Traits: Reckless, Counter, Curse, Dragon Rush, Guard Split, Metal Burst, Rock Polish
Tutor Moves: Body Press, Breaking Swipe, Crunch, Double Edge, Earth Power, Heat Crash, Heavy Slam, Meteor Beam, Mud Slap, Poison Jab, Protect, Rest, Rock Slide, Rock Tomb, Sandstorm, Smart Strike, Stealth Rock, Stomping Tantrum, Supercell Slam
Advancement: 10-12 HD (Large); Evolves into Rhyperior at 13 HD
Hit Dice: 1d8 HP, Good BAB, Good Fort, 2 + Int skill points

This is clearly a big rhino made of stone, and has a drill-like horn on its nose. But it's standing on its back legs, and just looks so happy! You could probably ride on it if you asked nicely.

Hammer Arm (Ex): once per minute, Rhydon can slam its massive fists upon a target with a Standard Action. This is a single Slam that deals 2d6 damage per hit die, plus double its Strength Bonus, and leaves a crater in all squares occupied by the target creature if it hits. Due to it throwing too much weight behind this, Rhydon is then Slowed for 5 rounds. This is a [Punch] [Fighting] attack.

Earthquake (Su): once per hour, Rhydon may cast Earthquake, however the damage (not including Non-Lethal damage for being trapped) is 1d6 per hit die, any Save DC is 10 + half its hit dice + its Constitution Bonus, and anything considered Immune to [Ground] attacks can never be trapped in the fissures. This is a [Ground] attack.

Jagged Horn (Ex): with a Full Round Action, Rhydon may crash its mighty horn into a foe with a horrifying drill-based headbutt. This is a Gore attack that deals maximum damage as though one Size Category larger, and with a basic critical value of 19-20/x3 (17-20/x3 with Improved Critical), as well as launching a 15' Cone of Stone Spikes out behind the target. This also causes "recoil" damage of 1d8 to Rhydon, bypassing Resistances and DR. This is a [Rock] attack.

At ten hit dice, it learns Titan Tail and Rock Tumble
Titan Tail (Ex): Rhydon gains a Secondary Tail natural weapon that deals 2d6 damage for a Large creature, plus one and a half times its Strength Bonus, and is a [Rock] attack. If this hits, it may make a free Trip attack against the target. As a Full Round Action, this tail attack may instead be used to attack an area, making one attack roll and applying it against every creature and object within its reach. It still gets a chance to Trip everything, and this is still a [Rock] attack.

Rock Tumble (Ex): with a Full Round Action, Rhydon may leap onto a foe and slam into their head. It may move as far as a Jump check allows it to move (or simply drop from higher elevation when climbing), unbound by its height, and if this brings it into the target's square and at least high enough to bring its feet at the same height as the target's head (ie if it is 10' tall, jumping 5 feet to hit a Large creature), it makes a Slam attack that deals 1d6 damage per hit die, plus its Strength Bonus, regardless of Size. It then lands next to the target, who must make a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Stunned for one round. This is a [Rock] attack.

At eleven hit dice, its Natural Armour increases by 2 and it learns Stone Edge
Stone Edge (Ex): once per minute, Rhydon may use a Standard Action to target a creature within Close Range, and cause jagged shards of rock to explode from underneath it. This is resolved as a Ranged Attack (not a Touch Attack), and a successful hit deals 1d6 damage per hit die, plus its Strength Bonus. This has a Critical Threat of 18-20, and is a [Blade] [Rock] attack.

At twelve hit dice, it learns Megahorn and Mountain Breaker
Megahorn (Ex): with a Full Round Action at will, Rhydon may ram its spiky head into a foe, making a single Gore attack as a Primary natural weapon, with a base damage of 6d6 (for a Large 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.

Mountain Breaker (Su): once per hour, Rhydon may use a Standard Action to release an almighty blast of destructive energy, stomping so hard as to obliterate everything around itself. This is unleashed out to Close Range, hits buildings as though caught in an earthquake, and completely destroys magical traps/sigils/runes, magical terrain (and Pokemon Terrains even if they aren't created by spells) and other magical hazards. It also leaves a crater in the area, and any creature within this area must succeed on a Reflex Save (DC 10 + half its hit dice + its Constitution Bonus) or fall Prone and have all of their ongoing personal effects Dispelled. This is a [Ground] attack.

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Rhyperior
Huge Magical Beast [Earth], CR 13
34 8 31 7 11 10
13d8+130 (188 HP), Init -1, Speed 30'
BAB/Grab: +13/+33
-Gore +24 (3d6+18, 19-20/x2) or 2 Slams +23 (2d6+12); and Secondary Tail +18 (3d6+18 and Trip)
AC: 26 (+18 Natural, -1 Size, -1 Dex), Flat 26, Touch 8
Fort +18 Ref +3 Will +4
Feats: Power Attack, Improved Overrun, Improved Bull Rush, Improved Critical (Gore), Weapon Focus (Gore)
Skills: Intimidate +16
Special Attacks: Smackdown, Bulldoze, Horn Attack, Scary Face, Stomp, Shove Around, Rock Blast, Hammer In, Drill Run, Take Down, Hammer Arm, Earthquake, Jagged Horn, Titan Tail, Rock Tumble, Stone Edge, Megahorn, Mountain Breaker, Rock Wrecker, Rocket Shot, Headlong Rush
Special Qualities: Ground and Rock Pokemon Traits, DR 9/Adamantine, Crash About, Lightning Rod or Solid Rock, Rock Wall
Rare Traits: Reckless, Counter, Curse, Dragon Rush, Guard Split, Metal Burst, Rock Polish
Tutor Moves: Aura Sphere, Body Press, Breaking Swipe, Crunch, Double Edge, Dragon Tail, Earth Power, Gunk Shot, Heat Crash, Heavy Slam, Iron Defense, Iron Head, Giga Impact, Meteor Beam, Mud Slap, Poison Jab, Protect, Rest, Rock Slide, Rock Tomb, Sandstorm, Smart Strike, Stealth Rock, Stomping Tantrum, Supercell Slam, Superpower, Temper Flare
Advancement: 14-19 HD (Huge), 20+ HD (Gargantuan)
Hit Dice: 1d8 HP, Good BAB, Good Fort, 2 + Int skill points

This is a huge chonky creature, a bipedal, barrel-bodied rhinoceros with a drill horn and two arms that seem to serve as cannons. It is also covered in armoured plates.

Solid Rock (Ex): if Rhydon had Rock Head as a [Pokebility], upon evolving it becomes Solid Rock. Halve all bonus damage caused due to a Super-Effective attack it receives (for instance, if a creature with 20 hit dice hit it with a [Water] attack, it would deal the normal amount plus 10, rather than plus 20).

Rock Wrecker (Ex): three times per day, Rhyperior may use a Full Round Action to pull a boulder from the ground and fire it at foes. This explodes into a 30' radius Blast within Long Range, and deals a maximised d10 damage per hit die to all creatures in the Area, with a Reflex Save for half (DC 10 + half its hit dice + its Constitution Bonus). This leaves Rhyperior Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, Rhyperior collapses afterwards, falling Asleep. If enhanced by Mega Launcher, this increases to a maximised d12 damage per hit die. This destroys objects in the area with a Hardness less than 10. This is a [Ballistic] [Rock] attack.

Rocket Shot (Su): once per minute, Rhyperior may use a Standard Action to fire a rocket-like projectile as a Ranged Attack out to 100 feet. This deals 1d6 damage per hit die, and reduces the Armour Bonus and Natural Armour Bonus of a struck target by 4 each (minimum 0) for three rounds. This is a [Ballistic] [Steel] attack.

Headlong Rush (Ex): with a Full Round Action once per 3 rounds, Rhyperior may charge along the ground at a cataclysmic rate. This is a Slam attack that deals 6d6 damage for a Huge creature, has an inherent +5 Enhancement Bonus, and adds double the user's Strength Bonus to damage. However, upon resolving this attack, Rhyperior suffers a -4 Penalty to Armour Class and Saving Throws for 3 rounds.

Rock Wall (Su): once per hour, Rhyperior may cast Wall of Stone. This is a [Rock] attack.

At 14 hit dice, it learns Fissure & Geo Cannon
Fissure (Su): once per hour, Rhyperior may create a Bottomless Pit within Close Range, with a radius of up to 10 feet, even beneath another creature. Anything above this newfound pit must attempt a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) in order to dive to safety, otherwise they begin falling. This is a [Ground] effect.

Geo Cannon (Su): once per day, when using Rock Wrecker, Rhyperior may cause a surge of geomantic energy - energies previously locked away in the ground. This causes the blast to carve the ground out into a crater perfectly, filled with Burning Terrain, and grants Rhyperior a Good Hope effect (with a Caster Level equal to its hit dice), which it may choose to expend as an Immediate Action to regain an expended use of any ability other than Geo Cannon or Rock Wrecker. This is still a [Rock] attack.

At 15 hit dice, it learns Horn Drill & Maximum Mountain Chunk
Horn Drill (Ex): once per hour, Rhyperior may use a Full Round Action to spin its horn around like a terrifying drill, and try to tear a hole through a foe. It makes a single attack roll against an adjacent creature, and if it hits, the target must succeed on a Fortitude Save (DC 5 + half its hit dice + its Constitution Bonus). On a failed saving throw, the target is reduced to -1 hit points. Creatures that are immune to [Death] effects are immune to this. Against terrain and objects, this functions as the Disintegrate spell. This is a [Normal] attack.

Maximum Mountain Chunk (Su): once per minute, Mega Rhyperior may use an effect similar to Rock Wrecker (without being enhanced by Geo Cannon), but ripping a massive chunk of the ground out to fire at foes. This creates a crater starting adjacent to Mega Rhyperior, 30' in radius and 30' deep at the lowest point, then affects an area and deals damage just like Rock Wrecker does, without exhausting Rhyperior. The area hit is actually left with a new 30' radius 30' tall hill on it, and anything that fails the Reflex Save is now trapped and starts being crushed until they can escape: treat it as the Crush attack of a Great Wyrm Red Dragon (Colossal, Grapple +49, 4d8+25 damage), albeit one that won't move away or make other attacks. Should Mega Rhyperior be Gargantuan in Size, the radius of the Blast, and the radius and maximum height/depth of the mountain used, increases to 50 feet, and if it manages to be Colossal or larger, they increase to 75 feet but the statistics of the Crush remain the same. This is a [Ballistic] [Rock] attack.

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Mega Evolution:
When Rhyperior becomes Mega Rhyperior, the armour plates grow and flatten out, smoothing around it and hardening such that it once again looks like the classic Rhydon family, albeit much bigger. Its Typing changes to Ground and Steel, meaning it now Resists Bug, Dragon, Fairy, Flying, Normal, Psychic, Rock and Steel attacks, and is Weak against Fighting, Fire, Ground and Water attacks. It also is still effectively Immune to Electric attacks, but is also effectively Immune to Poison attacks, and can never be Poisoned or Diseased. It is treated as magnetic metal, and can be affected (but not automatically destroyed) by rust. Its natural weapons become [Steel] attacks.

Mega Rhyperior's Strength is increased by 2, its Dexterity, Constitution and Natural Armour each increase by 4, and its Wisdom increases by 6, and its [Pokebility] changes to Mega Launcher.

Mega Launcher (Ex): Rhyperior's massive arm cannons increase the damage of [Ballistic] attacks and effects, increasing the damage or healing by one die size (d4 to d6 to d8 to d10 to d12), on a per-die basis. For Rhyperior, this effects Rock Blast, Rock Wrecker, Rocket Shot, Geo Cannon, Maximum Mountain Chunk, and the Tutor moves Aura Sphere and Gunk Shot.
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Tutor Moves:
Aura Sphere (Su): once per minute as a Standard Action, the Pokemon may draw upon its fighting spirit and launch this in a ball that homes in unerringly. This is resolved as a Ranged Touch Attack out to Close Range, is a [Force] effect that extends to the Ethereal and Astral Planes (although [Ghost] Pokemon still always Resist it), and ignores any Miss Chance of any kind. On a successful hit, it deals 1d6 damage per 2 hit dice. This is a [Ballistic] [Fighting] attack.

Body Press (Ex): with a Full Round Action once per three rounds, the Pokemon may perform a body splash onto nearby foes. This covers an Area the same size as the creature's own Space, with at least one square starting adjacent to the Pokemon. This deals 1d8 damage (for a Medium creature), plus its Constitution Bonus, plus its Natural Armour, to all in the area. Creatures are allowed a Reflex Save for half (DC 10 + half its hit dice + its Constitution Bonus or Natural Armour Bonus, whichever is higher), and anything that fails the save is knocked Prone and Pinned until the Pokemon moves. This is a [Fighting] attack.

Breaking Swipe (Ex): with a Full Round Action at will, the Pokemon whirls around, striking out at every foe it can reach. It makes one attack roll and applies it against every creature within its threatened area. If it hits, this attack deals 1d8 damage for a Medium creature, plus its Strength Bonus, and additionally deals 2 points of Strength Damage to each of them. This is a [Blade] [Dragon] attack.

Crunch (Ex): at will, the Pokemon may use a Standard Action to use make a Bite attack (1d6 damage for a Medium creature), as a magic weapon, with an innate Enhancement Bonus equal to a third of its hit dice (round down). This leaves serious punctures in the target, causing 4 points of Constitution damage. This is a [Bite] [Dark] attack.

Double Edge (Ex): the Pokemon gains a greater version of Take Down, dealing maximised damage as though three Size Categories larger, and as though its Strength were 10 points higher. It may also attempt a free Trip against the foe as part of this. At the same time as it deals damage to the target, it also suffers "recoil" damage of a maximised Slam attack (without the increased size and Strength). This is a [Normal] attack.

Dragon Tail (Ex): the Pokemon gains a Secondary Tail natural weapon that deals 1d8 Bludgeoning damage for a Medium creature, plus one and a half times its Strength Bonus, and is a [Dragon] attack. If used to attack on its own as a Standard Action, this also allows a free Bullrush attempt, without provoking an Attack of Opportunity and without needing to move in order to move the target more than 5 feet. The Bullrush attempt gets a bonus equal to the amount of damage rolled. This is also a [Dragon] attack.

Earth Power (Su): once per ten minutes with a Standard Action, the Pokemon may make the ground explode in geothermal power or something to that effect. This affects a 10' radius Blast in Medium Range, affecting everything on the ground and up to ten feet above it, turning the area into Difficult Terrain. This deals 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the save falls Prone. This also happens to leave hard terrain churned up nicely for planting things. This is a [Ground] effect.

Gunk Shot (Su): with a Standard Action once per five rounds, the Pokemon may unleash a powerful blast of toxic goo. This is resolved as a Ranged Attack out to Medium Range, and if successful it deals 1d6 Acid damage per hit die as well as Blinding the subject until they spend a Standard Action wiping their face clear. Additionally, if the target is successfully hit, they are exposed to a deadly Poison, with a Save DC of 10 + half its hit dice + its Constitution Bonus, and Primary and Secondary damage of 8 points of Constitution damage. This is a [Ballistic] [Poison] attack.

Heat Crash (Ex): with a Standard Action at will, the Pokemon may make a fiery Slam attack that inverts penalties and bonuses to Armour Class and attack rolls based on Size (for instance, if it was Large and attacking a Small creature, it would have +1 to hit instead of -1 and the target would have -1 AC instead of +1, for a net increase of +4 to hit that target). This has a base damage of 1d8. Additionally, for every Size Category the user has above the target, increase the damage die upwards one stage (for instance, a Medium creature attacking a Small creature would gain 1 increase). This is a [Fire] attack.

Heavy Slam (Ex): with a Standard Action at will, the Pokemon may make a Slam attack that inverts penalties and bonuses to Armour Class and attack rolls based on Size (for instance, if it was Large and attacking a Small creature, it would have +1 to hit instead of -1 and the target would have -1 AC instead of +1, for a net increase of +4 to hit that target). This has a base damage of 1d8. Additionally, for every Size Category the user has above the target, increase the damage die upwards one stage (for instance, a Medium creature attacking a Small creature would gain 1 increase). This is a [Steel] attack.

Iron Defense (Ex): with a Full Round Action at will, the Pokemon may harden its body as though covered in iron and steel. It gains an Armour Bonus of +6, plus one per three hit dice (round up, maximum of +5 for a total of +11 at fifteen hit dice) for the next minute. This also doubles its weight for the time being. This is a [Steel] effect.

Iron Head (Ex): with a Standard Action at will, the Pokemon can smash its metal skull into the less-metal head of someone else, going full Shibata on them. This is resolved as a Slam that deals 2d6 Bludgeoning damage (for a Medium creature), plus one and a half times its Strength Bonus, and targets that are hit must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus). Failure results in them being Staggered for one round. This is a [Steel] attack.

Giga Impact (Ex): once per day, the Pokemon may use a Full Round Action to crash its body into nearby stuff - both creatures and objects. This smashes into a 30' Cone, dealing 10 damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Strength Bonus). This leaves the Pokemon Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, the user collapses afterwards, falling Asleep. This is a [Normal] attack.

Meteor Beam (Su): once per hour, the Pokemon may call upon the power of space to blast someone with all the energy contained in a meteoric impact. It must first spend a Full Round Action charging up, and in the process of doing so, it gains a +2 Luck Bonus to Charisma that lasts for one minute. On the following turn, it then unleashes the energy with a Standard Action, resolved as a Ranged Touch Attack out to Medium Range. If it hits, it deals 2d6 damage per hit die. This is a [Rock] attack.

Mud Slap (Ex): with a Standard Action at will, providing the Pokemon is standing on earth or mud, or standing in dirty water, it can hurl a small amount at an opponent within 15 feet. This requires a Ranged Attack roll, and if successful, it deals 1d4 damage for a Medium creature, and renders the target Blind for 2 rounds, although a Full Round Action may be spent wiping its face clear to end this early. This is a [Ground] attack.

Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, the Pokemon can make a single Primary Claw attack that has a base damage of 1d8 for a Small creature, with an Enhancement Bonus of +1 per 3 hit dice (round up), and delivers a poison (DC 10 + half its hit dice + its Constitution Bonus, Primary and Secondary damage 4 Dex and Con damage). The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] attack.

Protect (Su): once per hour, the Pokemon may use magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Rest (Ex): once per day, the Pokemon may simply fall Asleep of its own accord with a Full Round Action. This functions as a Heal effect, but also renders it asleep for its turn, and two more rounds afterwards. If anything prevents it from falling asleep, it also does not gain the benefits. This is a [Psychic] effect.

Rock Slide (Su): once per three rounds, the Pokemon may unleash a cascade of rocks careening across the field. This uses a Standard Action, and creates a Line adjacent to the Pokemon that is 10' wider than the Pokémon itself is (so it extends 5' either side past the user's width), and 30 feet long. Everything in the area suffers 1d8 damage per 2 hit dice and is knocked Prone, however a successful Reflex Save (DC 10 + half its hit dice + its Strength Bonus) halves the damage and negates the prone status. This is a [Rock] attack.

Rock Tomb (Ex): the Pokemon gains the Rock Throwing ability of a Hill Giant (except with its own Strength, Base Attack Bonus etc, and adjusting the damage die downwards if smaller than Large), or a Stone Giant if it has Rock Pokemon Traits. If the Pokemon is Huge or larger, it instead uses the Rock Throwing ability of a Cloud Giant, scaling the damage up if necessary. This is a [Rock] attack.

Sandstorm (Su): once per day per 5 full hit dice, the Pokemon may cast Sandstorm (It's Hot Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Ground] effect.

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.

Stealth Rock (Su): once per hour, the Pokemon can cast Cave Fangs with a Save DC of 10 + half its hit dice + its Constitution, Wisdom or Charisma Bonus (whichever is higher). This is a [Rock] 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.

Supercell Slam (Ex): once per minute, the Pokemon can hurl itself towards a foe by Charging them. If this misses the target (whether through Armour Class, a Miss Chance, an Immediate Action taking the target out of range, a Mirror Image, or any other thing that it makes sense to call a miss), the Pokemon suffers damage equal to double its own Strength Bonus, plus double its hit dice. If it hits, this deals 1d8 damage per hit die, plus double its Strength Bonus.
If the target is smaller than Tiny, or has specifically used the Minimize special ability, it automatically hits and ignores every kind of Miss Chance, and the damage increases to 1d8 per hit die, +1 per hit die, plus three times its Strength Bonus. This is an [Electric] attack.

Superpower (Ex): with a Full Round Action at will, the Pokemon may slam into a foe at full force, putting all of its fighting spirit into one big attack. This is resolved as a Slam attack that deals 3d6 damage plus one and a half times its Strength Bonus (for a Medium creature), and grants a free Bullrush attempt on a successful hit. Honchkrow does not move with the target when doing this, but may still knock the target further away than 5 feet. Upon performing this, the Pokemon becomes Fatigued, or upgrades fatigue to Exhaustion until it rests for an hour. This is a [Fighting] attack.

Temper Flare (Ex): once per three rounds, the Pokemon can unleash fire all around itself, angry about the unfairness of the universe. This hits every adjacent creature 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 [Fire] attack.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Slowpoke
Small Magical Beast [Water, Psionic], CR 2
12 4 15 9 10 11
2d10+6 (17 HP), Init -3, Speed 20' Swim 20'
BAB/Grab: +1/-2
-Slam +3 (1d4+1)
AC: 11 (+3 Natural, -3 Dex, +1 Size), Flat 11, Touch 8
Fort +5 Ref -3 Will +3
Feats: Improved Toughness
Skills: Swim +14, Concentration +7, Knowledge (Arcana) +4
Special Attacks: Yawn, Curse, Water Gun
Special Qualities: Psychic and Water Pokemon Traits, Hold Breath, Oblivious or Own Tempo
Rare Traits: Regenerator, Belch, Belly Drum, Block
Tutor Moves: Body Slam, Calm Mind, Chilling Water, Dig, Protect, Psybeam, Stored Power, Swift, Trick Room
Advancement: 3-7 HD (Small); Evolves into Slowbro or Slowking at 8 HD
Hit Dice: 1d10 HP, Medium BAB, Good Fort and Will, 4 + Int skill points

You see a weird pink... water sloth? It's lying there with a vacant expression on its face, barely moving. It seems happy?

Psychic and Water Pokemon Traits: Slowpoke is weak against [Bug], [Dark], [Electric], [Ghost] and [Grass] attacks, and resists [Fighting], [Fire], [Ice], [Psychic], [Steel] and [Water] attacks. It can communicate via Telepathy out to 100 feet, and can activate Psionic devices as though all powers were on its class list.

Hold Breath (Ex): Slowpoke is not truly amphibious, but it can hold its breath for a number of minutes equal to its Constitution score before risking suffocation or drowning.

Oblivious (Ex): if Slowpoke has this [Pokebility], it is Immune to [Charm] effects, Auras that are [Fear] effects, and the Intimidate skill.

Own Tempo (Ex): alternatively, if it has this [Pokebility], it cannot ever be Confused, and is Immune to Auras that are [Fear] effects, and the Intimidate skill.

Yawn (Su): Slowpoke may use a Standard Action to yawn, passing the yawn to another creature within 50 feet. The creature automatically becomes Drowsy for three rounds, and if they do not spend a Full Round Action on their next action yawning and clearing their head, they then must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or fall Asleep for one minute. This is a [Normal] effect.

Curse (Su): Slowpoke may curse itself - a strange idea, but one that can be of benefit. This is a Standard Action that can be performed once per hour, and causes Slowpoke to be Slowed for ten minutes. For the same duration, it gains a +4 Enhancement Bonus to Strength, Constitution and Natural Armour. This is an actual curse so can be removed in the usual ways, but is also a [Ghost] effect.

Water Gun (Su): with a Standard Action, Slowpoke can fire a high-pressure blast of water from its mouth, hitting like a fire hose. This reaches out to 25 feet and requires a Ranged Touch Attack. If it hits, the target suffers 1d6 Bludgeoning damage. If the target is on fire, the fire is doused, and it also clears any fires out of that 5' cube, soaking it sufficiently to prevent most fires from starting there. This is a [Water] [Ballistic] attack.


Rare Traits:
Regenerator (Su): the rare Slowpoke with this [Pokebility] has Fast Healing equal to 1 per 5 hit dice (round up). When it is stored in a pokeball, this number increases to equal its hit dice.

Belch (Ex): as long as Slowpoke has eaten something (from a berry to a living opponent with the Swallow Whole ability) within the last minute, it may use a Standard Action to burp up a horrifying toxic cloud. This is resolved in a 30' Cone, dealing 1d10 Sonic damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Constitution Bonus). Failure also results in a subject being Deafened for ten minutes by the noise and Nauseated for 1d3 rounds by the stench. This is a sound-based [Sonic][Poison] attack, and each use requires eating again to "recharge".

Belly Drum (Ex): with a Full Round Action, a Slowpoke with this ability can hammer on its own stomach, injuring itself severely but pumping itself up to become incredibly strong. This causes it to take damage equal to half its maximum hit points (round down), and grants it an Enhancement Bonus to Strength equal to its (unmodified) Strength score - that is to say, its Strength is doubled before any other modifiers are applied. The enhancement lasts for one minute, and once it ends, Slowpoke becomes Fatigued. This is a [Normal] effect.

Block (Ex): once per hour, Slowpoke may use a Standard Action to get in the way of an adjacent creature. Until they begin a turn not adjacent to it, they are Anchored, and also suffer a Dimensional Anchor effect. This is a [Normal] effect, against which Ghost Pokemon are immune.

At 3 hit dice, it learns Confusion and Disable
Confusion (Sp): with a Standard Action once per hour, Slowpoke may unleash a psychic blast of energy that fries the synapses of all in a 10' radius Burst within Medium Range. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are Confused for one round per hit die. This is a [Mind-Affecting] [Psychic] effect.

Disable (Su): once per minute, Slowpoke may curse an enemy within 100 feet with a Standard Action. 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.

At 4 hit dice, it learns Water Pulse and Headbutt
Water Pulse (Su): once per minute, Slowpoke can unleash a powerful burst of water that hits with incredible hydrostatic pressure. This uses a Standard Action, and targets the first target in a 30' long Line if smaller than Medium (60' if it grows to Medium or Large, 90' if it grows to Huge or Gargantuan, and 120' if it becomes bigger than that). The target takes 1d8 damage per 2 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target suffers any damage, they must also pass a Will Save (same DC) or become Confused for one round per hit die. This is a [Ballistic] [Water] attack.

Headbutt (Ex): Slowpoke has a strong skull that can be used to make a damaging headbutt. With a Standard Action, it may unleash a Slam attack that has a base damage of 1d6 for a Small creature, plus one and a half times its Strength Bonus. On a Critical Hit, a struck target falls Prone from the impact. If this is used as a Readied Action, a struck target must succeed on a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round.

At 5 hit dice, it learns Space Out and Zen Headbutt
Space Out (Su): once per hour, Slowpoke may completely stop concentrating on the world around it. This uses a Full Round Action, automatically ceases concentrating on ongoing effects, and provokes Attacks of Opportunity, but until its next turn, it takes half damage from all effects and at the end of this time, it regains an expended use of an ability that can be used once per hour (or more frequently). This ability cannot restore itself. This is a [Psychic] effect.

Zen Headbutt (Su): once per three rounds, Slowpoke may utilise zen in order to have delivered a sharp headbutt that utilises its mind rather than its skull. But at no point does it actually decide to headbutt something, it merely ends up having headbutted them. If you don't understand, you're not enlightened. With a Standard Action, it uses its zen, and then at any point before the start of its next turn, the headbutt can be declared against a target that was adjacent to it. This is resolved as a Slam attack that has a base damage of 1d8 for a Small creature, plus one and a half times its Strength Bonus, plus its Concentration skill total. If not used during its own actual turn, this also forces the target to attempt a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the start of their next turn. This is a [Psychic] attack.

At 6 hit dice, it learns Amnesia
Amnesia (Su): Slowpoke may, with a Standard Action, deliberately forget all of its worries in life. It just stops caring about problems, and as such gains a +8 Resistance Bonus to Will Saves, and the Slippery Mind ability of a Rogue. These last for one minute. This is a [Psychic] effect.

At 7 hit dice, it learns Slack Off and Psy Bolt
Slack Off (Ex): once per minute, Slowpoke may spend a complete round, until the start of its next turn, lazing about. This provokes attacks of opportunity but restores 1d6 lost hit points per 2 hit dice. This is a [Normal] effect.

Psy Bolt (Su): once per day, Slowpoke can cast Lightning Bolt, except instead of dealing Lightning damage, it deals non-lethal "untyped" damage. This is a [Psychic] [Ballistic] attack.

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Slowbro
Medium Magical Beast [Water, Psionic], CR 8
14 4 17 9 14 19
8d10+32 (76 HP), Init -3, Speed 20' Swim 20'
BAB/Grab: +6/+8
-Slam +8 (1d6+3)
AC: 17 (+10 Natural, -3 Dex), Flat 17, Touch 7
Fort +11 Ref -1 Will +8
Feats: Improved Toughness, Great Fortitude, Ability Focus (Psychic)
Skills: Swim +21, Concentration +14, Knowledge (Arcana) +10
Special Attacks: Yawn, Curse, Water Gun, Lazy Headbutt, Confusion, Disable, Water Pulse, Headbutt, Zen Headbutt, Psy Bolt, Psychic
Special Qualities: Psychic and Water Pokemon Traits, Oblivious or Own Tempo, Space Out, Amnesia, Slack Off, Psych Up
Rare Traits: Regenerator, Belch, Belly Drum, Block
Tutor Moves: Body Slam, Bulldoze, Calm Mind, Chilling Water, Dig, Iron Defense, Liquidation, Metronome, Protect, Psybeam, Psychic Noise, Psyshock, Stored Power, Swift, Trick Room
Advancement: 9+ HD (Medium)
Hit Dice: 1d10 HP, Medium BAB, Good Fort and Will, 4 + Int skill points

This is a strange pink creature, looking very lazy, and with a giant shell biting onto its tail. It doesn't seem to have even noticed.

Psychic (Sp): once per minute, Slowbro may use a Standard Action to target one creature within Medium Range and blast them with overwhelming psychic energy that hammers on their brain. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also Dazed for one round. This is a [Mind-Affecting] [Psychic] attack.

Psych-Up (Su): with a Standard Action once per hour, Slowbro may look at another creature within 60 feet and focus on them, working itself up to match them. Slowbro then gains every Deflection, Resistance, Enhancement or Morale Bonus or Penalty that the target has, which remain for the next minute. This is a [Psychic] effect.

At 9 hit dice, it learns Rain Dance and Future Sight
Rain Dance (Su): with a Full Round Action once per hour, Slowbro may dance about and summon the rains. If there are already clouds overhead, this takes effect immediately, otherwise it starts raining at the end of its next turn as clouds must first gather. For the next three rounds (in naturally dry environments), one minute (in normal environments) or minute per hit die (in damp environments where it was likely to soon rain anyway), the weather becomes rain out to a one mile radius. This is a [Water] effect.

Future Sight (Sp): once per day, Slowbro may cast Final Destination. The Save DC is 8 + half its hit dice + its Charisma Bonus. This is a [Psychic] attack.

At 10 hit dice, its Constitution and Natural Armour increase by 2 and it learns Heal Pulse and Recycle
Heal Pulse (Su): once per hour, Slowbro may unleash a pulse of positive energy with a Standard Action, out to Close Range. This requires a Ranged Touch Attack unless the target is willing to receive it and not threatened, nor benefiting from Cover or Concealment. On a successful hit, this restores 1d4 hit points per hit die. This is a [Ballistic] [Psychic] effect.

Recycle (Ex): once per minute, Slowbro may scrounge around and somehow recreate a full expendable item (such as a Potion, Scroll, special Berry, or Weakness Policy) that it has expended within the last minute, or one expended by another creature within the last minute, providing the other creature is within Close Range when this ability is used. This uses a Full Round Action and is a [Normal] effect.

At 11 hit dice, it learns Hypnoblast and Ice Spinner
Hypnoblast (Su): once per minute, Slowbro may use a Standard Action to blast a creature within Close Range powerful hypnotic rays. They suffer 1d6 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). A failed save also results in the target falling Asleep for 2d4 rounds. This is a [Fairy] effect.

Ice Spinner (Ex): once per 3 rounds, Slowbro may unleash a Charge that only allows a single attack to be made, and deals an extra 2d6 points of damage. This is completely unaffected by things like caltrops, Grease, web (magical or natural), plant growth (likewise), or any kind of Terrain effect. Furthermore, every square Slowbro enters as part of this charge has all such effects removed from it. This is an [Ice] attack, even if the attack used in the charge normally isn't.

At 12 hit dice, its Natural Armour increases by 2 and it learns Energy Cannon and Shed Tail
Energy Cannon (Su): whenever Slowbro uses Space Out or Full Body Refresh, it may on its next turn unleash a Lightning Bolt effect with no maximum on the damage dice, as its choice of [Electric], [Fire], [Normal] or [Psychic] attack, and a Save DC of 10 + half its hit dice + its Charisma Bonus. It may make a Bullrush attempt at anything that fails the saving throw, using its hit dice plus its Charisma Bonus with no size modifier, against their normal check, and without itself moving - it doesn't have to throw them in the same direction as the blast goes. This is a [Ballistic] attack.

Shed Tail (Su): once per hour, Slowbro may release its entire tail, biting shell and all, and suffer Non-lethal damage equal to half of its Maximum Hit Points as a Standard Action. In doing so it creates a Project Image effect and travels to a location within Line of Sight as though by using Dimension Door - including into its pokeball. Additionally, it is rendered Invisible for the duration of this effect, until the image is destroyed or ends normally. If it returns to its pokeball and another creature is sent out to replace it, the other creature is invisible and controls the image. If a creature disbelieves the illusion, they also see through the invisibility. This is a [Normal] effect.

At 13 hit dice, its Strength increases by 2 and it learns Mad Kinesis
Mad Kinesis (Sp): when Slowbro uses its Psychic special attack, it additionally lifts the target into the air as though by casting Reverse Gravity on them with a duration of 1d4 rounds. If they succeed on the saving throw, they instead only suffer the effects of the Vertigo spell for one round.

At 14 hit dice, its Charisma increases by 2 and it learns Full Body Refresh
Full Body Refresh (Sp): once per day, Slowbro may cast Greater Heal on itself. This is a [Psychic] effect.

At 15 hit dice, it learns Aqua Ring and Maximum Laziness
Aqua Ring (Su): once per hour, Slowbro can summon a circle of healing water around itself like a wet halo. This remains in effect for one minute per hit die, restoring 1 HP every round for the duration. This is a [Water] ability.

Maximum Laziness (Su): once per minute, Mega Slowbro may unleash a wave of hypnotic energy with a Standard Action. Every enemy it can perceive within Close Range suffers 1d6 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus), and anything that fails the attack falls Asleep for 5 rounds. Furthermore, every enemy outside this range but within Medium Range suffers 1d8 damage per 2 hit dice with a Will Save for half (same DC), and failure resulting in them becoming Drowsy for 5 rounds. This is a [Fairy] attack.

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Mega Evolution: when Slowbro becomes Mega Slowbro, its shell grows massive in size, holding Slowbro within it, with only its head and arms poking out. It balances on the pointed end of this shell, and happily ignores most attacks. Its Charisma increases by 2, its Wisdom increases by 4, its Constitution increases by 6, its Natural Armour increases by 8, and its [Pokebility] becomes Shell Armour.

Shell Armour (Ex): Mega Slowbro is not subject to extra damage from Critical Hits, Sneak Attacks or other forms of Precision Damage, and it ignores the Wounding weapon property.

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Slowking
Medium Magical Beast [Water, Psionic], CR 8
14 4 15 17 18 19
8d10+24 (68 HP), Init -3, Speed 20' Swim 20'
BAB/Grab: +6/+8
-Slam +8 (1d6+3)
AC: 15 (+8 Natural, -3 Dex), Flat 15, Touch 7
Fort +10 Ref -1 Will +12
Feats: Improved Toughness, Iron Will, Great Fortitude
Skills: Swim +21, Concentration +13, Knowledge (Arcana) +14, Knowledge (Planes) +14, Sense Motive +15, Bluff +15, Autohypnosis +13
Special Attacks: Yawn, Curse, Water Gun, Lazy Headbutt, Confusion, Disable, Water Pulse, Headbutt, Zen Headbutt, Psy Bolt, Psychic, Power Gem
Special Qualities: Psychic and Water Pokemon Traits, Oblivious or Own Tempo, Space Out, Amnesia, Slack Off, Mind Games
Rare Traits: Regenerator, Belch, Belly Drum, Block
Tutor Moves: Body Slam, Calm Mind, Chilling Water, Liquidation, Metronome, Protect, Psybeam, Psychic Noise, Psyshock, Scald, Stored Power, Swift, Trick Room
Advancement: 9+ HD (Medium)
Hit Dice: 1d10 HP, Medium BAB, Good Fort and Will, 4 + Int skill points

This pink otterlike creature stands on back legs, in a regal pose, and has a horned crown of sorts.

Psychic (Sp): once per minute, Slowking may use a Standard Action to target one creature within Medium Range and blast them with overwhelming psychic energy that hammers on their brain. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also Dazed for one round. This is a [Mind-Affecting] [Psychic] attack.

Power Gem (Su): with a Standard Action at will, Slowking may attack with a ray of light that sparkles as though made of gemstones. This ray is resolved as a Ranged Touch Attack out to Close Range, and if it hits, it deals 1d6 damage per hit die. It is a [Light] [Rock] attack.

Mind Games (Su): whenever a target fails a saving throw against Slowking's Psybolt or Confusion, they become Drowsy for 3 rounds in addition to any other effects.

At 9 hit dice, it learns Psych Up and Rain Dance
Psych-Up (Su): with a Standard Action once per hour, Slowking may look at another creature within 60 feet and focus on them, working itself up to match them. Slowking then gains every Deflection, Resistance, Enhancement or Morale Bonus or Penalty that the target has, which remain for the next minute. This is a [Psychic] effect.

Rain Dance (Su): with a Full Round Action once per hour, Slowking may dance about and summon the rains. If there are already clouds overhead, this takes effect immediately, otherwise it starts raining at the end of its next turn as clouds must first gather. For the next three rounds (in naturally dry environments), one minute (in normal environments) or minute per hit die (in damp environments where it was likely to soon rain anyway), the weather becomes rain out to a one mile radius. This is a [Water] effect.

At 10 hit dice, its Natural Armour increases by 1 and it learns Heal Pulse and Chilly Reception
Heal Pulse (Su): once per hour, Slowking may unleash a pulse of positive energy with a Standard Action, out to Close Range. This requires a Ranged Touch Attack unless the target is willing to receive it and not threatened, nor benefiting from Cover or Concealment. On a successful hit, this restores 1d4 hit points per hit die. This is a [Ballistic] [Psychic] effect.

Chilly Reception (Su): once per day, Slowking may tell a terrible joke that falls flat, and withdraw awkwardly. It casts Blizzard (It's Cold Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. It may then travel to a location within Line of Sight, moments before the snow begins falling and obscuring said sight, as though by using Dimension Door. If it Teleports to the space that holds its Pokeball, it may return to it. This is an [Ice] effect.

At 11 hit dice, its Wisdom increases by 2 and it learns Future Sight and Mad Kinesis
Future Sight (Sp): once per day, Slowking may cast Final Destination. The Save DC is 8 + half its hit dice + its Charisma Bonus. This is a [Psychic] attack.

Mad Kinesis (Sp): when Slowking uses its Psychic special attack, it additionally lifts the target into the air as though by casting Reverse Gravity on them with a duration of 1d4 rounds. If they succeed on the saving throw, they instead only suffer the effects of the Vertigo spell for one round.

At 12 hit dice, its Natural Armour increases by 1 and it learns Memory Melt and Karma
Memory Melt (Su): once per day, Slowking may target a creature within Medium Range, and cause them to suffer 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Failure also causes the creature to suffer 2 temporary Negative Levels that last until the next day, and until this time, the target loses all memories of who they are and what has happened - even afterwards, they can't remember the encounter with Slowking. This is a [Psychic] attack, however [Fire] pokemon are immune to the secondary effects because it is still literal melting.

Karma (Su): once per minute, Slowking may use a Full Round Action to purge its mental impurities. This removes any Ability Damage or Drain to its Intelligence, Wisdom and Charisma, and then provides it a +2 Enhancement Bonus to all three ability scores for the next minute, while at the same time causing it a -10 Penalty to Initiative rolls and halving its movement speeds. This is a [Poison] effect.

At 13 hit dice, it learns Mind Shock and Aurora Veil
Mind Shock (Su): once per minute, Slowking may cast Mass Whelm (PHB 2) with no upper limit on the amount of damage, and a Save DC of 10 + half its hit dice + its Charisma Bonus. Anything that fails the saving throw becomes Paralyzed for 1d4 rounds. This is a [Psychic] attack.

Aurora Veil (Su): when the surrounding weather is snow or hail, Slowking may use a Standard Action once per hour to call up a magical wall of fascinating light. This functions as a Wall of Light spell, however any creature attacking through it that cannot see through it deals half damage. Any effect that can destroy (or bypass) Reflect or Light Screen affects this the same. This is an [Ice] effect.

At 14 hit dice, its Natural Armour increases by 1 and it learns Mind Blast and Shed Tail
Mind Blast (Su): once per hour, Slowking may unleash a 60' Cone, and anyone caught in it must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Stunned for 1 round per 5 full hit dice it has. This is a [Psychic] attack.

Shed Tail (Su): once per hour, Slowking may release its entire tail, and suffer Non-lethal damage equal to half of its Maximum Hit Points as a Standard Action. In doing so it creates a Project Image effect and travels to a location within Line of Sight as though by using Dimension Door - including into its pokeball. Additionally, it is rendered Invisible for the duration of this effect, until the image is destroyed or ends normally. If it returns to its pokeball and another creature is sent out to replace it, the other creature is invisible and controls the image. If a creature disbelieves the illusion, they also see through the invisibility. This is a [Normal] effect.

At 15 hit dice, its Intelligence and Wisdom each increase by 2 and it learns Maximum Mind Leech
Maximum Mind Leech (Su): once per minute, Mega Slowking may use a Standard Action to target up to one creature per 3 hit dice within Medium Range and pull nourishing energy straight from their brains. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also Dazed for one round. Mega Slowking then regains lost hit points equal to half the damage dealt to any one of the targets (whichever would result in restoring the most HP). This is a [Mind-Affecting] [Psychic] attack.

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Mega Evolution: when Slowking becomes Mega Slowking, its shell crown grows massive in size, so as to protect its vastly bigger brain, which houses billions of calculations, thoughts and strategies per second. Its Dexterity decreases by 2, its Intelligence, Charisma and Natural Armour each increase by 4, its Wisdom increases by 10, and its [Pokebility] becomes Analytic.

Analytic (Ex): if Mega Slowking acts after its target in the Initiative order, all randomly rolled damage against them is Empowered and they are denied any Miss Chance providing the attack is capable of hitting at all (it must still target the correct square of an Invisible foe, for instance). When attacking a group of foes at once, note which ones act before and after Mega Slowking so as to adjust the effects independently.

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Galarian Slowpoke
Small Aberration [Psionic], CR 2
12 4 15 9 10 11
2d10+6 (17 HP), Init -3, Speed 20' Swim 20'
BAB/Grab: +1/-2
-Slam +3 (1d4+1)
AC: 11 (+3 Natural, -3 Dex, +1 Size), Flat 11, Touch 8
Fort +5 Ref -3 Will +3
Feats: Improved Toughness
Skills: Swim +14, Concentration +7, Knowledge (Arcana) +4
Special Attacks: Yawn, Curse, Acid
Special Qualities: Psychic Pokemon Traits, Hold Breath, Gluttony or Own Tempo
Rare Traits: Regenerator, Belch, Belly Drum, Block
Tutor Moves: Body Slam, Calm Mind, Chilling Water, Dig, Protect, Psybeam, Stored Power, Swift, Trick Room
Advancement: 3-7 HD (Small); Evolves into Galarian Slowbro or Galarian Slowking at 8 HD
Hit Dice: 1d10 HP, Medium BAB, Good Fort and Will, 4 + Int skill points

Ew, this is a gross pink and purple infected looking sloth otter thing?

Psychic Pokemon Traits: Galarian Slowpoke is weak against [Bug], [Dark] and [Ghost] attacks, and resists [Fighting] and [Psychic] attacks. It can communicate via Telepathy out to 100 feet, and can activate Psionic devices as though all powers were on its class list.

Hold Breath (Ex): Galarian Slowpoke is not truly amphibious, but it can hold its breath for a number of minutes equal to its Constitution score before risking suffocation or drowning.

Gluttony (Ex): if Galarian Slowpoke has this [Pokebility], eating is a Free Action once per round. It can choose to gain any stored eating-related effects of consumed food at any time it wants, rather than when the specific condition is triggered.

Own Tempo (Ex): alternatively, if it has this [Pokebility], it cannot ever be Confused, and is Immune to Auras that are [Fear] effects, and the Intimidate skill.

Yawn (Su): Galarian Slowpoke may use a Standard Action to yawn, passing the yawn to another creature within 50 feet. The creature automatically becomes Drowsy for three rounds, and if they do not spend a Full Round Action on their next action yawning and clearing their head, they then must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or fall Asleep for one minute. This is a [Normal] effect.

Curse (Su): Galarian Slowpoke may curse itself - a strange idea, but one that can be of benefit. This is a Standard Action that can be performed once per hour, and causes Slowpoke to be Slowed for ten minutes. For the same duration, it gains a +4 Enhancement Bonus to Strength, Constitution and Natural Armour. This is an actual curse so can be removed in the usual ways, but is also a [Ghost] effect.

Acid (Ex): once per two rounds, Galarian Slowpoke can cough up a splash of acid that functions as though it had thrown an acid flask. This is a [Poison] attack.


Rare Traits:
Regenerator (Su): the rare Galarian Slowpoke with this [Pokebility] has Fast Healing equal to 1 per 5 hit dice (round up). When it is stored in a pokeball, this number increases to equal its hit dice.

Belch (Ex): as long as Galarian Slowpoke has eaten something (from a berry to a living opponent with the Swallow Whole ability) within the last minute, it may use a Standard Action to burp up a horrifying toxic cloud. This is resolved in a 30' Cone, dealing 1d10 Sonic damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Constitution Bonus). Failure also results in a subject being Deafened for ten minutes by the noise and Nauseated for 1d3 rounds by the stench. This is a sound-based [Sonic][Poison] attack, and each use requires eating again to "recharge".

Belly Drum (Ex): with a Full Round Action, a Galarian Slowpoke with this ability can hammer on its own stomach, injuring itself severely but pumping itself up to become incredibly strong. This causes it to take damage equal to half its maximum hit points (round down), and grants it an Enhancement Bonus to Strength equal to its (unmodified) Strength score - that is to say, its Strength is doubled before any other modifiers are applied. The enhancement lasts for one minute, and once it ends, Slowpoke becomes Fatigued. This is a [Normal] effect.

Block (Ex): once per hour, Galarian Slowpoke may use a Standard Action to get in the way of an adjacent creature. Until they begin a turn not adjacent to it, they are Anchored, and also suffer a Dimensional Anchor effect. This is a [Normal] effect, against which Ghost Pokemon are immune.

At 3 hit dice, it learns Confusion and Disable
Confusion (Sp): with a Standard Action once per hour, Galarian Slowpoke may unleash a psychic blast of energy that fries the synapses of all in a 10' radius Burst within Medium Range. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are Confused for one round per hit die. This is a [Mind-Affecting] [Psychic] effect.

Disable (Su): once per minute, Galarian Slowpoke may curse an enemy within 100 feet with a Standard Action. 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.

At 4 hit dice, it learns Water Pulse and Headbutt
Water Pulse (Su): once per minute, Galarian Slowpoke can unleash a powerful burst of water that hits with incredible hydrostatic pressure. This uses a Standard Action, and targets the first target in a 30' long Line if smaller than Medium (60' if it grows to Medium or Large, 90' if it grows to Huge or Gargantuan, and 120' if it becomes bigger than that). The target takes 1d8 damage per 2 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target suffers any damage, they must also pass a Will Save (same DC) or become Confused for one round per hit die. This is a [Ballistic] [Water] attack.

Headbutt (Ex): Galarian Slowpoke has a strong skull that can be used to make a damaging headbutt. With a Standard Action, it may unleash a Slam attack that has a base damage of 1d6 for a Small creature, plus one and a half times its Strength Bonus. On a Critical Hit, a struck target falls Prone from the impact. If this is used as a Readied Action, a struck target must succeed on a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round.

At 5 hit dice, it learns Space Out and Zen Headbutt
Space Out (Su): once per hour, Galarian Slowpoke may completely stop concentrating on the world around it. This uses a Full Round Action, automatically ceases concentrating on ongoing effects, and provokes Attacks of Opportunity, but until its next turn, it takes half damage from all effects and at the end of this time, it regains an expended use of an ability that can be used once per hour (or more frequently). This ability cannot restore itself. This is a [Psychic] effect.

Zen Headbutt (Su): once per three rounds, Galarian Slowpoke may utilise zen in order to have delivered a sharp headbutt that utilises its mind rather than its skull. But at no point does it actually decide to headbutt something, it merely ends up having headbutted them. If you don't understand, you're not enlightened. With a Standard Action, it uses its zen, and then at any point before the start of its next turn, the headbutt can be declared against a target that was adjacent to it. This is resolved as a Slam attack that has a base damage of 1d8 for a Small creature, plus one and a half times its Strength Bonus, plus its Concentration skill total. If not used during its own actual turn, this also forces the target to attempt a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the start of their next turn. This is a [Psychic] attack.

At 6 hit dice, it learns Amnesia
Amnesia (Su): Galarian Slowpoke may, with a Standard Action, deliberately forget all of its worries in life. It just stops caring about problems, and as such gains a +8 Resistance Bonus to Will Saves, and the Slippery Mind ability of a Rogue. These last for one minute. This is a [Psychic] effect.

At 7 hit dice, it learns Slack Off and Everyone Laze Around
Slack Off (Ex): once per minute, Galarian Slowpoke may spend a complete round, until the start of its next turn, lazing about. This provokes attacks of opportunity but restores 1d6 lost hit points per 2 hit dice. This is a [Normal] effect.

Everyone Laze Around (Ex): once per hour, Galarian Slowpoke may encourage laziness all around itself with a Full Round Action. Every creature within 10' must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Drowsy for one minute. This is a [Psychic] effect.

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Galarian Slowbro
Medium Magical Beast [Psionic], CR 8
18 4 17 9 12 19
8d10+32 (76 HP), Init -3, Speed 20' Swim 20'
BAB/Grab: +8/+8
-Slam +12 (1d6+6)
AC: 14 (+7 Natural, -3 Dex), Flat 14, Touch 7
Fort +11 Ref -1 Will +7
Feats: Improved Toughness, Great Fortitude, Ability Focus (Psychic)
Skills: Swim +15, Concentration +14, Knowledge (Arcana) +10
Special Attacks: Yawn, Curse, Acid, Headbutt, Confusion, Disable, Water Pulse, Headbutt, Zen Headbutt, Shell Side Arm
Special Qualities: Psychic and Poison Pokemon Traits, Quick Draw or Own Tempo, Space Out, Amnesia, Slack Off, Psych Up, Everyone Laze About
Rare Traits: Regenerator, Belch, Belly Drum, Block
Tutor Moves: Acid Spray, Body Slam, Bulldoze, Calm Mind, Dig, Gunk Shot, Iron Defense, Protect, Psybeam, Psychic Noise, Psyshock, Sludge Bomb, Stored Power, Swift, Toxic, Trick Room, Venoshock
Advancement: 9+ HD (Medium)
Hit Dice: 1d10 HP, Good BAB, Good Fort and Will, 4 + Int skill points

This pink and purple sloth seems to have a coneshell stuck to one arm. Despite the vacant look on its face, it seems ready to shoot.

Quick Draw (Ex): if Galarian Slowpoke had Gluttony as a [Pokebility], upon evolving it instead has Quick Draw. On the first round it joins battle, its Initative is 20 higher than normal, though it resets afterwards. Furthermore, it may use any of its [Ballistic] attacks with an Immediate Action, although doing this denies it its Standard Action next turn as well as its Swift Action.

Poison and Psychic Traits: Galarian Slowbro is weak against [Dark], [Ghost] and [Ground] attacks, and resists [Fairy], [Fighting], [Grass] and [Poison] attacks. It cannot be Poisoned, and harmlessly absorbs toxic spikes and sludge just by stepping on or in them, and when holding or covered in Black Sludge, it gains Fast Healing 1 instead of taking damage. It can communicate with other intelligent creatures via Telepathy to 100 feet, and can activate psionic devices as though it had all powers on its list.

Shell Side Arm (Ex): once per 3 rounds, Galarian Slowbro may fire a high-pressure glob of toxins from the shell it carries. This takes a Standard Action and is resolved as its choice of either a Ranged Attack, using its Strength instead of Dexterity, or a targeted effect that automatically hits but allows a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Either way, it can reach out to 50 feet. Ths deals 1d6 damage per hit die. Furthermore, it also carries a harmful Poison (1d4 Constitution Damage for both Primary and Secondary). If this was resolved with an attack roll, the poison is defeated with a Fort Save (DC 10 + half its hit dice + its Constitution Bonus). If resolved as a targeted effect with a Reflex Save, the poison is defeated with a Will Save (DC 10 + half its hit dice + its Charisma Bonus. This is a [Ballistic] [Poison] attack.

Psych-Up (Su): with a Standard Action once per hour, Galarian Slowbro may look at another creature within 60 feet and focus on them, working itself up to match them. Slowbro then gains every Deflection, Resistance, Enhancement or Morale Bonus or Penalty that the target has, which remain for the next minute. This is a [Psychic] effect.

At 9 hit dice, it learns Rain Dance and Psychic
Rain Dance (Su): with a Full Round Action once per hour, Galarian Slowbro may dance about and summon the rains. If there are already clouds overhead, this takes effect immediately, otherwise it starts raining at the end of its next turn as clouds must first gather. For the next three rounds (in naturally dry environments), one minute (in normal environments) or minute per hit die (in damp environments where it was likely to soon rain anyway), the weather becomes rain out to a one mile radius. This is a [Water] effect.

Psychic (Sp): once per minute, Galarian Slowbro may use a Standard Action to target one creature within Medium Range and blast them with overwhelming psychic energy that hammers on their brain. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also Dazed for one round. This is a [Mind-Affecting] [Psychic] attack.

At 10 hit dice, its Constitution and Strength increase by 2 and it learns Kinetic Barrage and Recycle
Kinetic Barrage (Sp): once per day, Galarian Slowbro can cast Telekinesis as a [Psychic] attack.

Recycle (Ex): once per minute, Galarian Slowbro may scrounge around and somehow recreate a full expendable item (such as a Potion, Scroll, special Berry, or Weakness Policy) that it has expended within the last minute, or one expended by another creature within the last minute, providing the other creature is within Close Range when this ability is used. This uses a Full Round Action and is a [Normal] effect.

At 11 hit dice, it learns Drain Brain and Trip-Shot
Drain Brain (Sp): once per 5 rounds, Galarian Slowbro may use a Standard Action to drain the strength and power from another creature in Close Range. If the target fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), it suffers 2 points of Charisma damage, and then Galarian Slowbro regains lost hit points equal to double the target's (newly reduced) Charisma score. This cannot heal it above its maximum hit points. This is a [Psychic] effect.

Trip-Shot (Su): once per minute, Galarian Slowbro may launch a mystical bolas type bolt of telekinetic energy from its shell gun with a Standard Action. This is resolved as a Ranged Attack out to 60', using its Strength instead of its Dexterity, and dealing 6d10 damage. Additionally, if it hits its target, it may make a free Trip attempt against them, without provoking an Attack of Opportunity or allowing them a retaliatory Trip attempt if it fails. If it trips the foe, they are also Entangled for one round and Anchored in place for three rounds. This is a [Ballistic] [Psychic] attack.

At 12 hit dice, its Natural Armour increases by 2 and it learns Zap Cannon and Shed Tail
Zap Cannon (Su): once per hour, providing it is not Fatigued or Exhausted, Galarian Slowbro may unleash a powerful yet erratic blast of lightning in a powerful explosion. This requires a Full Round Action, and leaves the user Exhausted until it rests. This targets a 10' radius Burst within Medium Range, dealing 1d10 damage per hit die and leaving the target Paralyzed for 3 rounds, with a Reflex Save to negate (DC 5 + half its hit dice + its Charisma Bonus). This is a [Ballistic] [Electric] attack.

Shed Tail (Su): once per hour, Galarian Slowbro may release its entire tail, biting shell and all, and suffer Non-lethal damage equal to half of its Maximum Hit Points as a Standard Action. In doing so it creates a Project Image effect and travels to a location within Line of Sight as though by using Dimension Door - including into its pokeball. Additionally, it is rendered Invisible for the duration of this effect, until the image is destroyed or ends normally. If it returns to its pokeball and another creature is sent out to replace it, the other creature is invisible and controls the image. If a creature disbelieves the illusion, they also see through the invisibility. This is a [Normal] effect.

At 13 hit dice, its Strength increases by 2 and it learns Hysterical Hammer and Karma
Hysterical Hammer (Su): once per hour, when Galarian Slowbro uses Psychic, the target is also affected by Hideous Laughter on a failed saving throw.

Karma (Su): once per minute, Galarian Slowbro may use a Full Round Action to purge its mental impurities. This removes any Ability Damage or Drain to its Intelligence, Wisdom and Charisma, and then provides it a +2 Enhancement Bonus to all three ability scores for the next minute, while at the same time causing it a -10 Penalty to Initiative rolls and halving its movement speeds. This is a [Poison] effect.

At 14 hit dice, its Charisma increases by 2 and it learns Swamp Terrain
Swamp Terrain (Su): once per minute, Galarian Slowbro may flood the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Grease (or effects that reference Grease in how they function), Web (mundane or magical), or plant-based terrain (mundane or magical). This instantly destroys the effect, and then causes the same area to be deluged in a swamp for three rounds, functioning as a Deep Bog (DMG, page 88), and increasing the DC of any Poison or Disease in the area by 2. If any of the above effects are cast on the area before the rounds expire, the effect fails and the three rounds reset. This is a [Water] effect.

At 15 hit dice, it learns Aura Sphere and Maximum Venom Shell
Aura Sphere (Su): once per minute as a Standard Action, Galarian Slowbro may draw upon its fighting spirit and launch this in a ball that homes in unerringly. This is resolved as a Ranged Touch Attack out to Close Range, is a [Force] effect that extends to the Ethereal and Astral Planes (although [Ghost] Pokemon still always Resist it), and ignores any Miss Chance of any kind. On a successful hit, it deals 1d6 damage per 2 hit dice. This is a [Ballistic] [Fighting] attack.

Maximum Venom Shell (Su): once per minute, Galarian Mega Slowbro may unleash a massive explosive shell of toxins. This functions similarly to Shell Side Arm, save that it targets a 20' radius Blast in Medium Range, hitting automatically with a Reflex Save for half (DC 10 + half its hit dice + its choice of Strength or Charisma Bonus), and transforms the hit area into Swamp Terrain for three rounds. The Save DC against the Poison is the same as the Reflex Save, and if Charisma was used, the poison has a Will Save instead of a Fortitude Save. This is a [Ballistic] [Poison] attack.

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Mega Evolution: when Galarian Slowbro becomes Mega Galarian Slowbro, it grows a little bit larger, but its shell cannon grows massively larger, bigger than Slowbro itself. Its Constitution and Natural Armour each increase by 4, its Strength and Charisma each increase by 6, and its [Pokebility] becomes Mega Launcher.

Mega Launcher (Ex): the giant cannon increases the damage of [Ballistic] attacks and effects, increasing the damage or healing by one die size (d4 to d6 to d8 to d10 to d12), on a per-die basis. For Galarian Slowbro, this includes Water Pulse, Shell Side Arm, Trip-Shot, Zap Cannon, Aura Sphere and Maximum Venom Shell.

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Galarian Slowking
Medium Magical Beast [Water, Psionic], CR 8
12 4 15 17 18 21
8d10+24 (68 HP), Init -3, Speed 20' Swim 20'
BAB/Grab: +6/+7
-Slam +7 (1d6+1)
AC: 15 (+8 Natural, -3 Dex), Flat 15, Touch 7
Fort +10 Ref -1 Will +12
Feats: Improved Toughness, Iron Will, Great Fortitude
Skills: Swim +20, Concentration +13, Knowledge (Arcana) +14, Knowledge (Planes) +14, Sense Motive +15, Bluff +16, Autohypnosis +13
Special Attacks: Yawn, Curse, Water Gun, Lazy Headbutt, Confusion, Disable, Water Pulse, Headbutt, Zen Headbutt, Psy Bolt, Future Sight
Special Qualities: Psychic and Poison Pokemon Traits, Curious Medicine or Own Tempo, Space Out, Amnesia, Slack Off, Everyone Laze Around, Chilly Reception
Rare Traits: Regenerator, Belch, Belly Drum, Block
Tutor Moves: Acid Spray, Calm Mind, Chilling Water, Metronome, Protect, Psybeam, Psychic Noise, Psyshock, Sludge Bomb, Sludge Wave, Stored Power, Swift, Toxic Spikes, Venoshock
Advancement: 9+ HD (Medium)
Hit Dice: 1d10 HP, Medium BAB, Good Fort and Will, 4 + Int skill points

This pink and purple otterlike creature stands on back legs, a malevolent look on its face beneath the giant shell crown it wears.

Poison and Psychic Traits: Galarian Slowking is weak against [Dark], [Ghost] and [Ground] attacks, and resists [Fairy], [Fighting], [Grass] and [Poison] attacks. It cannot be Poisoned, and harmlessly absorbs toxic spikes and sludge just by stepping on or in them, and when holding or covered in Black Sludge, it gains Fast Healing 1 instead of taking damage. It can communicate with other intelligent creatures via Telepathy to 100 feet, and can activate psionic devices as though it had all powers on its list.

Curious Medicine (Su): if Galarian Slowpoke had Gluttony as its [Pokebility] before evolving, as Slowking it instead has Curious Medicine: its crown sloshes toxins around that provide restorative effects. When it ends its turn next to an ally, the ally receives a Restoration effect. Furthermore, Slowking itself can siphon excess off in order to create an actual Potion of Restoration each day, valued at 1,500 GP.

Chilly Reception (Su): once per day, Galarian Slowking may tell a terrible joke that falls flat, and withdraw awkwardly. It casts Blizzard (It's Cold Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. It may then travel to a location within Line of Sight, moments before the snow begins falling and obscuring said sight, as though by using Dimension Door. If it Teleports to the space that holds its Pokeball, it may return to it. This is an [Ice] effect.

Toxic (Ex): Galarian Slowking may use a Standard Action to spit or squirt a stream of deadly toxins out to Close Range - this requires a Ranged Touch Attack to hit, and can be used once per ten minutes. If it hits, the target must attempt a Fortitude Save against Poison with a Save DC of 10 + half its hit dice + its Constitution Bonus, or suffer 1d6 Con damage. Once poisoned, they must then save again every round at the end of their turn or suffer ability damage again, until either they die, the poison is neutralised, or they successfully save against it three rounds in a row, fighting the toxins off completely. This is a [Poison] effect. Excess can be harvested by Slowking at the end of the day, producing a single dose that is administered by contact, with a value of 3,000 GP.

Future Sight (Sp): once per day, Galarian Slowking may cast Final Destination. The Save DC is 8 + half its hit dice + its Charisma Bonus. This is a [Psychic] attack.

Eerie Spell (Sp): once per minute, Galarian Slowking can cast a strange spell powered by mental energy, hampering a target's abilities. This uses a Standard Action to target a creature within Medium Range, and deals 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the saving throw is failed, the target loses one Spell Slot or Prepared Spell from the highest level available, and Power Points equal to their Manifester Level. For a target that has none of these, a failed save results in a "per X rounds", "per X minutes", "per hour" or "per day" use being expended from any other kinds of power. This is a [Psychic] [Sonic] attack.

At 9 hit dice, it learns Psychic and Mind Games
Psychic (Sp): once per minute, Galarian Slowking may use a Standard Action to target one creature within Medium Range and blast them with overwhelming psychic energy that hammers on their brain. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also Dazed for one round. This is a [Mind-Affecting] [Psychic] attack.

Mind Games (Su): whenever a target fails a saving throw against Galarian Slowking's Psybolt or Confusion, they become Drowsy for 3 rounds in addition to any other effects.

At 10 hit dice, its Natural Armour increases by 1 and it learns Drain Brain and Kinetic Barrage
Drain Brain (Sp): once per 5 rounds, Galarian Slowking may use a Standard Action to drain the strength and power from another creature in Close Range. If the target fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), it suffers 2 points of Charisma damage, and then Galarian Slowking regains lost hit points equal to double the target's (newly reduced) Charisma score. This cannot heal it above its maximum hit points. This is a [Psychic] effect.

Kinetic Barrage (Sp): once per day, Galarian Slowking can cast Telekinesis as a [Psychic] attack.

At 11 hit dice, its Wisdom increases by 2 and it learns Magic Room
Magic Room (Sp): three times per day, Galarian Slowking can use a Standard Action to cast a spell that encloses the surrounding area, out to a 60' radius, with a strange form of magic that interferes with other magic. For the next 5 full rounds, Magical Items do not function - other than the base Armour or Shield Bonus provided by such items, or magic weapons still being regular weapons. Bonuses do not apply, special effects to not apply, and they cannot be activated to produce effects. This is a [Psychic] effect.

At 12 hit dice, its Natural Armour increases by 1 and it learns Karma and Mysterious Potion
Karma (Su): once per minute, Galarian Slowking may use a Full Round Action to purge its mental impurities. This removes any Ability Damage or Drain to its Intelligence, Wisdom and Charisma, and then provides it a +2 Enhancement Bonus to all three ability scores for the next minute, while at the same time causing it a -10 Penalty to Initiative rolls and halving its movement speeds. This is a [Poison] effect.

Mysterious Potion (Ex): three times per day, Galarian Slowking may use a full minute to produce a magical potion or poison - it chooses which of these it wants, and then rolls 1d8 (see below) to decide which it pours from its crown. This is a [Poison] effect, and the Save DC for any poison is 10 + half its hit dice + its Constitution Bonus.
Poison - 1 Arsenic, 2 Sassone Leaf Residue, 3 Terinav Root, 4 Striped Toadstool, 5 Lich Dust, 6 Ungol Dust, 7 Drow Poison, 8 Large Scorpion Venom
Potion - 1 Vigor, 2 Protection From Energy, 3 Invisibility, 4 Fly, 5 Blur, 6 Mirror Image, 7 See Invisibility, 8 Haste

At 13 hit dice, it learns Memory Melt and Aurora Veil
Memory Melt (Su): once per day, Galarian Slowking can cast Confusion with a Save DC of 10 + half its hit dice + its Charisma Bonus. Anything that fails the saving throw also loses its memory of everything that happened during the confusion and the minute beforehand. This is a [Psychic] attack.

Aurora Veil (Su): when the surrounding weather is snow or hail, Galarian Slowking may use a Standard Action once per hour to call up a magical wall of fascinating light. This functions as a Wall of Light spell, however any creature attacking through it that cannot see through it deals half damage. Any effect that can destroy (or bypass) Reflect or Light Screen affects this the same. This is an [Ice] effect.

At 14 hit dice, its Natural Armour increases by 1 and it learns Word of Ruin
Word of Ruin (Sp): once per day, Galarian Slowking may cast either Blasphemy, Dictum, Word of Balance, Word of Chaos, Holy Word or Power Word: Stun. This is a [Sonic] [Psychic] attack.

At 15 hit dice, its Intelligence and Wisdom each increase by 2 and it learns Maximum Toxify
Maximum Toxify (Su): once per minute, Galarian Mega Slowking may cause a creature to become consumed with deadly poisons that destroy them rapidly. This uses a Full Round Action and targets a creature within Close Range, then afflicts them with poison that has a Save DC of 10 + half its hit dice + its Charisma Bonus, and if they fail the first save, it continues to damage them every round for a minute, with a save allowed every round to prevent the effects that round. The damage is 1d6 Constitution Damage each time. This is a [Poison] attack.

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Mega Evolution: when Galarian Slowking Mega Evolves, its shell crown becomes bigger and more defensive, extending to cover even more of its body and formulate more and more potions and toxins inside it. Its Intelligence and Charisma each increase by 4, and its Constitution and Natural Armour each increase by 6, and its [Pokebility] becomes Shell Armour.

Shell Armour (Ex): Galarian Mega Slowking is not subject to extra damage from Critical Hits, Sneak Attacks or other forms of Precision Damage, and it ignores the Wounding weapon property.

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Tutor Moves:

Acid Spray (Ex): once per five rounds, the Pokemon may spray deadly acid out in a Breath weapon, albeit only in a 25' Cone. All in the area suffer 1d4 points of Acid damage per 3 hit dice it has (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Constitution Bonus). Additionally, this acid softens various protections for those who fail the saving throw, granting them a penalty to Armour Class, Damage Reduction and Saving Throws equal to the number of damage dice rolled, for 1 minute. This is a [Ballistic] [Poison] attack.

Body Slam (Ex): at will, the Pokemon may either use a Standard Action to deliver a Slam, or Charge an opponent and use a Slam instead of any other attacks. This increases the damage by two steps. This adds one and a half times its Strength Bonus, and if the target takes any damage (after Resistance), they must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the end of the Pokemon's next turn (during which time it cannot be stunned again). This is a [Normal] attack.

Bulldoze (Ex): with a Full Round Action once per three rounds, the Pokemon may make a Charge attack, that ends in a Slam of appropriate Size (1d6 for a Medium creature). If it ends this charge threatening multiple creatures or objects, it may elect to resolve the attack against any or all of them, not just the initial target (though the normal rules for charging apply, so it can't declare a target, charge them, and then forego attacking that target). Furthermore, anything hit suffers 2 points of Dexterity damage, and has their Initiative reduced by 4, although this cannot cause something to gain two turns (such as acting at 2 Initiative higher than the attacker, getting hit, then acting again at 3 lower). This is a [Ground] attack.

Calm Mind (Su): three times per day, the Pokemon may use a Full Round Action to grant itself a Calm Emotions effect. Additionally, for the duration, it gains a +4 Enhancement Bonus to both Wisdom and Charisma. This is a [Psychic] effect.

Chilling Water (Su): with a Standard Action at will, the Pokemon may unleash a rush of icy cold water at an opponent. This deals 1d6 Cold damage per hit die, to a maximum of 5d6, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). A failed saving throw also results in the target being Fatigued, which can stack up to Exhaustion. This is a [Water] attack.

Dig (Ex): the Pokemon gains a Burrow speed equal to its Base Speed minus ten (minimum five), unless it already has a better Burrow speed. While digging, the Pokemon has Tremorsense out to its Burrow Speed, and may use a Full Round Action to charge a creature that stands above it, even if the distance is less than ten feet. The foe is denied their Dexterity Bonus to Armour Class against this attack, which gains 1d6 Sneak Attack, +1d6 more at 6 hit dice, and every 5 hit dice thereafter. This is a [Ground] attack.

Gunk Shot (Su): with a Standard Action once per five rounds, the Pokemon may unleash a powerful blast of toxic goo. This is resolved as a Ranged Attack out to Medium Range, and if successful it deals 1d6 Acid damage per hit die as well as Blinding the subject until they spend a Standard Action wiping their face clear. Additionally, if the target is successfully hit, they are exposed to a deadly Poison, with a Save DC of 10 + half its hit dice + its Constitution Bonus, and Primary and Secondary damage of 8 points of Constitution damage. This is a [Ballistic] [Poison] attack.

Iron Defense (Ex): with a Full Round Action at will, the Pokemon may harden its body as though covered in literal iron and steel. It gains an Armour Bonus of +6, plus one per three hit dice (round up, maximum of +5 for a total of +11 at fifteen hit dice) for the next minute. This also doubles its weight for the time being. This is a [Steel] effect.

Liquidation (Su): at will, the Pokemon may pull water into the shape of a massive weapon and codswallop a foe with it, using a Standard Action. This is resolved as a melee attack, and has the damage and critical value of a Maul sized one category larger than normal for the pokemon, ignoring all Hardness and Damage Reduction. Additionally, a struck target suffers a -2 Penalty to Armour Class and loses all Hardness and Damage Reduction until the end of the attacker's next turn. For every 4 full hit dice the Pokemon has, the weapon gains a +1 Enhancement Bonus to attack and damage rolls, increases the size of the penalty by 1, and rolls an extra damage die. This is a [Water] attack.

Metronome (Su): once per minute, the Pokemon can wave its finger to a tune that belies the harmonics of the universe, and unleash unreliable power. Roll 1d6. On a 1-5, it creates the effects of a Rod of Wonder, choosing a target and then determining the random effects. On a 6, the Pokemon can select a single Sorcerer/Wizard spell of first or second level, and cast it immediately. At 10 hit dice, roll 1d8 instead. On a 1-4, it creates the Rod of Wonder effect, on a 5-7 it duplicates a first or second level spell, and on an 8, it can create any Sorcerer/Wizard spell of level 5 or lower. Any Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Normal] effect, although the resulting effect probably isn't.

Protect (Su): once per hour, the Pokemon may use strange magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Psybeam (Su): with a Standard Action, the Pokemon may focus its psychic powers into a beam, unleashing it as a Ranged Touch Attack out to Medium Range. If it hits, this deals 1d6 non-lethal damage per hit die and forces the target to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). Failure results in Confusion for 2d4 rounds. This can be used once per hour, however it may be used a second time by expending the hourly use of Confusion (if it has that attack), and vice versa. This is a [Mind-Affecting] [Psychic] effect.

Psychic Noise (Su): once per minute, the Pokemon may release devastating psychic waves that rattle cellular matter and cripple the body's healing capabilities. This uses a Standard Action, and affects a creature within Medium Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit die + its Charisma Bonus). Failure results in the target being unable to regain hit points or gain temporary hit points in any way for three turns, as well as deactivating Regeneration for that duration so that all damage suffered is actual hit point damage. This is a [Sound] [Psychic] attack.

Psyshock (Sp): once per minute, the Pokemon may use a Standard Action to hammer a creature with telekinetic energy (and assorted hurled objects). This targets one foe within Medium Range, dealing 1d6 damage per hit die, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Force] [Psychic] attack.

Scald (Su): once per minute, the Pokemon may unleash a burst of boiling water that burn and blister the skin. This extends out to a 30' Cone, dealing 1d6 damage per hit die (maximum 15d6) with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the Reflex Save must then succeed at a Fortitude Save (same DC) or be Burned. This is a [Water] attack.

Sludge Bomb (Su): once per three rounds, the Pokemon may unleash an explosive blast of gooey toxins with a Standard Action. This is resolved in a 20' radius Blast within Medium Range, and deals 1d6 Acid damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Constitution Bonus). Additionally, all creatures that take any damage from this must pass a Fortitude Save (same DC) against Poison that has both Primary and Secondary damage of 1d10 Constitution damage. This is a [Poison] attack.

Sludge Wave (Su): once per hour, the Pokemon may use a Standard Action to unleash a powerful wave of toxic sludge. The wave begins adjacent, and is 10 feet wider than the user (so extends five feet out either side) and twenty feet high. It then launches forward as a Line, out to forty feet before disippating. This deals 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the save are also knocked backwards until they leave the Area, and knocked Prone. If they collide with an object that stops their movement, they suffer an additional 1d6 Bludgeoning damage for every 5' of movement prevented. Creatures damaged by this are also subject to Poison: the Save DC is the same as the Reflex Save, the Primary damage is 1d8 Constitution damage, and the Secondary damage is 2d6 Constitution damage. This also leaves the entire area coated in a Caustic Mire effect (same DC) for one minute. This is a [Poison] attack.

Stored Power (Sp): with a Full Round Action, the Pokemon can unleash the full power of its psychic potential, turning its various temporary enhancements into even more damaging energy. This deals a variable number of d10 of damage to all enemies within 10 feet. This number is equal to the total of all Enhancement, Resistance, Morale and Luck Bonuses it has to Ability Scores, attack rolls (not differentiating between different ones), damage rolls (not differentiating between different ones) and Saving Throws (whichever happens to be highest), minus the total of all Morale and Luck Penalties to the above. For instance, if it has a +2 Enhancement Bonus to two different ability scores, and a +1 Enhancement Bonus to attack and damage rolls, but a -2 Luck Penalty to saving throws, this equals 2+2+1+1-2 = 4d10. A successful Will Save (DC 10 + half its hit dice + its Charisma Bonus) halves this. This is a [Psychic] attack.

Swift (Su): with a Standard Action, the Pokemon can unlesh multiple star-shaped beams of light that home unerringly on their target. Once per five rounds, it may produce an effect identical to Magic Missile, save that it is not a [Force] effect and in fact is a [Normal] attack, so bad against ghosts.

Toxic (Ex): the Pokemon may use a Standard Action to spit or squirt a stream of deadly toxins out to Close Range - this requires a Ranged Touch Attack to hit, and can be used once per ten minutes. If it hits, the target must attempt a Fortitude Save against Poison with a Save DC of 10 + half its hit dice + its Constitution Bonus, or suffer 1d6 Con damage. Once poisoned, they must then save again every round at the end of their turn or suffer ability damage again, until either they die, the poison is neutralised, or they successfully save against it three rounds in a row, fighting the toxins off completely. This is a [Poison] effect. This can be harvested, producing a single dose that is administered by contact, with a value of 3,000 GP.

Toxic Spikes (Su): with a Standard Action, the Pokemon 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.

Trick Room (Sp): once per day, the Pokemon may use a Full Round Action to twist the dimensions out to a 120' radius. Starting at the beginning of the next turn, for the next 5 rounds the Initiative order is reversed within this area, with slower targets acting before faster ones. This is a [Psychic] effect.

Venoshock (Su): once per minute, the Pokemon may use a Standard Action to blast an opponent with magical poison that makes other poison more dangerous. The target suffers 1d4 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target is already afflicted with Poison, Sickening, Nausea or any condition as a result of Poison, it instead deals 2d4 damage per hit die, causes 2 points of Constitution Damage, and if they are afflicted with a Poison that has Secondary Damage, they instantly suffer the Secondary Damage. This does not end the duration of the Poison, so they might very well suffer the damage again at the end of the duration. This is a [Poison] attack.
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Koumei
Serious Badass
Posts: 13970
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Re: Pokedex Redone

Post by Koumei »

I like Doduo/Dodrio. It's a nice simple 2-stage evolution, and the design is simply a big angry bird with multiple heads.

Doduo
Small Magical Beast, CR 1
17 16 10 3 7 6
1d6 (3 HP), Init +7, Speed 40'
BAB/Grab: +1/+0
-2 Bites +5 (1d4+3)
AC: 14 (+1 Size, +3 Dexterity), Flat 11, Touch 14
Fort +0 Ref +5 Will -2
Feats: Improved Initiative
Skills: Spot +8
Special Attacks: Peck, Quick Attack
Special Qualities: Normal and Flying Pokemon Traits, Run Away or Early Bird
Rare Traits: Tangled Feet, Assurance, Flail, Sky Attack, Whirlwind
Tutor Moves: Acrobatics, Aerial Ace, Body Slam, Great Flight, Low Kick, Mud Slap, Protect, Take Down
Advancement: 2-6 HD (Small); evolves into Dodrio at 7 HD
Hit Dice: 1d6 HP, Good BAB, Good Ref, 2 + Int skill points

There is a two-headed, long-necked bird in front of you, around 4 feet tall, and a cross between a dodo, a kiwi bird, and maybe an emu.

Normal and Flying Traits: Doduo is weak against [Electric], [Ice] and [Rock] attacks, and resists [Bug] and [Grass] attacks. It is considered Immune to [Ground] and [Ghost] attacks, always resisting them, as well as being completely immune to [Ghost] attacks of creatures not on the same plane as it. It is immune to actual possession.

Peck (Ex): Doduo's Bite is a [Flying] attack.

Quick Attack (Ex): once per three rounds, Doduo may make a Bite attack as a Swift or Immediate Action, whichever it chooses.

Run Away (Ex): if Doduo has this [Pokebility], it is better at running away: when performing a Withdraw action, it can move as though Running, and provokes no Attacks of Opportunity from anyone.

Early Bird (Ex): alternatively, if it has this [Pokebility], any time it falls asleep as the result of a failed saving throw, it may continue to make additional saving throws against this at the end of each of its turns. Succeed results in it waking up.

Skills: Doduo's two heads grant it a +6 bonus on Spot checks.


Rare Traits:
Tangled Feet (Ex): if Doduo has this rare [Pokebility], any time it is Confused or specifically Flat-Footed (not merely denied its Dexterity Bonus to AC), all attacks against it have a 50% Miss Chance.

Assurance (Ex): any time a rare Doduo with this threatens a foe, if the foe is damaged by anything that is not the Doduo or an Attack of Opportuniy, it may take an Attack of Opportunity against the target. This is a [Dark] attack.

Flail (Ex): a Doduo with this ability may flail about wildly in desperation, using a Full Round Action to unleash a Bite attack against every foe within its Reach. If it has suffered any damage at all, this gains a +1 Enhancement Bonus. If it is below half its maximum HP, it gains a +2 Enhancement Bonus and deals damage as though one size larger. If it is below a quarter of its maximum HP, it gains a +3 Enhancement Bonus and deals damage as though two sizes larger. If it is on precisely one hit point, it gains a +5 Enhancement Bonus and deals maximised damage as though three sizes larger.

Sky Attack (Su): with a Full Round Action three times per day, a Doduo with this may gather its internal energy, charging up and emiting light like a torch. On its following turn, it may unleash a special melee attack that deals 10 damage per hit die on a successful hit. This is a [Flying] attack.

Whirlwind (Su): by flapping its wings as a Full Round Action, a flying Doduo with this move may hover in place but designate a 20' radius, 100' tall Column within Close Range. At the start of its next turn, anything in that area is subject to Severe winds, however any Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Flying] attack and a wind effect. At six hit dice, this increases to Windstorm. At nine hit dice it increases to Hurricane force winds, and at 12 hit dice it increases to Tornado force winds.


At 2 hit dice, it learns Feint Attack and Fury Attack
Feint Attack (Ex): with a Standard Action, Doduo may make a single attack with any of its natural weapons, without carrying any secondary effects, but resolved as a [Dark] attack, and ignoring all Cover, Concealment, Mirror Images and Miss Chances.

Fury Attack (Ex): if Doduo attacks a foe two rounds in a row, and takes any damage between those two turns, it is angered, gaining a +2 Morale Bonus on attack and damage rolls for the second round. If it keeps attacking the same opponent and taking damage, this can stack, becoming +4 on the third turn, then +6 and so on.

At 3 hit dice, it learns Gatling Peck and Pluck
Gatling Peck (Ex): with a Full Round Action at will, Doduo may unleash its Bite as a Flurry of Blows, as though all of its hit dice were PHB Monk levels. The Bites still do normal damage for Doduo, they don't use the Monk damage table. This is a [Flying] attack.

Pluck (Ex): any time Doduo delivers a successful Bite attack against a foe, it may also attempt a Sleight of Hand check or Steal action (PF) to try to steal an object the size of an apple or smaller from the target. If it is an edible item or a potion, it may swallow the item immediately, gaining the effects. This is a [Flying] attack.

At 4 hit dice, it learns Double Hit and Harmonize
Double Hit (Ex): Doduo may make its Bite attack twice with a Standard Action. This is a [Normal] attack.

Harmonize (Ex): with a Standard Action at will, Doduo may start singing. Maintaining the song requires a Swift Action each round. When it stops singing, everything within 30 feet (except for any Doduo or Dodrio) suffers 1d10 damage as a [Sonic] [Normal] attack.

At 5 hit dice, it learns Agility and Uproar
Agility (Su): by focusing as a Full Round Action, Doduo can cast Cat's Grace on itself at will. This is a [Psychic] effect.

Uproar (Ex): with a Full Round Action at will, Doduo can create a clamor of noise, preventing anyone from getting any sleep. This deals Sonic 1d6 damage per hit die to all within 15 feet, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and furthermore, out to a radius of 60 feet it cures the Drowsy condition, wakes up any Sleeping creatures, and prevents anything from becoming drowsy or falling asleep. The loud noise, but not the damage, continues until the end of the user's next turn, although using this attack again will extend it one round further. This is a [Sound] [Normal] attack.

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Dodrio
Medium Magical Beast, CR 7
23 22 12 3 9 8
7d6+7 (31 HP), Init +10, Speed 50' Fly 20' (Clumsy)
BAB/Grab: +7/+13
-3 Bites +13 (1d8+6)
AC: 18 (+2 Natural Armour, +6 Dexterity), Flat 12, Touch 16
Fort +3 Ref +11 Will +1
Feats: Improved Initiative, Run, Improved Natural Attack (Bite)
Skills: Spot +21
Special Attacks: Peck, Quick Attack, Feint Attack, Fury Attack, Gatling Peck, Pluck, Double Hit, Harmonize, Uproar, Tri Attack, Pursuit
Special Qualities: Normal and Flying Pokemon Traits, Run Away or Early Bird, Agility, Escape Support, Acupressure
Rare Traits: Tangled Feet, Assurance, Flail, Sky Attack, Whirlwind
Tutor Moves: Acrobatics, Aerial Ace, Body Slam, Double Edge, Great Flight, Low Kick, Mud Slap, Protect, Take Down
Advancement: 8-15 HD (Medium), 16+ HD (Large)
Hit Dice: 1d6 HP, Good BAB, Good Ref, 2 + Int skill points

A 5-6 foot tall, three headed, long-necked bird is glaring at you. It resembles something between an emu, a kiwi bird, a cassowary and a dodo.

Tri Attack (Su): once per three rounds, Dodrio may use all three heads to unleash three beams of light, triangulated on one target's position. This is resolved as a Ranged Touch Attack out to Medium Range as a Standard Action, and it can roll Miss chances three times and pick the best result, and against a target with Mirror Images, it first wipes two Images out and then rolls to see what it hits. This deals 3d10 points of damage, and the target must then succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus), with failure resulting in the roll of a d3: on a 1, they are Paralyzed for 1 round, on a 2 they are Burned, and on a 3 they are Frostburned. This is a [Normal] attack.

Escape Support (Ex): Dodrio's allies don't provoke Attacks of Opportunity for leaving threatened squares if those squares are also threateneed by Dodrio, and if they start their turn in a square it threatens, they may Retreat with merely a Move Action.

Acupressure (Su): once per hour, Dodrio can apply special points of accupuncture to itself or another creature, as a Full Round Action, and create actual magical effects. Roll 1d6 to determine which Ability Score of the target receives a +4 Enhancement Bonus for one hour: 1 Strength, 2 Dexterity, 3 Constitution, 4 Intelligence, 5 Wisdom, 6 Charisma. This is a [Normal] effect.

Pursuit (Ex): Dodrio may make an Attack of Opportunity against a target that leaves a threatened square even as a result of Teleportation or being returned to a Pokeball. When it makes an Attack of Opportunity that was provoked by leaving a threatened square, this deals an extra 4d6 damage and is treated as a [Dark] attack.

Skills: Dodrio's three heads grant it a total of a +12 Bonus to Spot checks, and render it Immune to Flanking.


At 8 hit dice, it learns Drill Peck and Swords Dance
Drill Peck (Ex): with a Standard Action, or an attack at the end of a Charge, Dodrio may twist through the air and drill a hole clean through an enemy. This is a natural weapon that has a base damage of 1d6 per 2 hit dice (round down), unaffected by Size, and is a [Flying] attack with a 15-20/x2 Critical value.

Swords Dance (Ex): with a Standard Action at will, Dodrio 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 9 hit dice, it learns Endeavour and Trailblaze
Endeavour (Ex): once per hour, Dodrio may use a Full Round Action to make a mighty attack that brings someone else down to its own level. It makes a single attack against an enemy, and if the foe's HP exceeds its own by up to 50 points, the HP is instantly cut down to equal it. If the foe's HP exceeds its own by more than this, they simply take 50 points of damage. This is a [Normal] attack.

Trailblaze (Su): at will, Dodrio 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.

At 10 hit dice, it learns Racing Noisily and Thrash
Racing Noisily (Ex): any time Dodrio makes a Run action, everything that was within 30 feeet of it at any point in its turn suffers Sonic damage equal to its hit dice. Additionally, this cures Dodrio and all creatures within 30' of Drowsiness, and additionally prevents any of them from becoming Drowsy or falling Asleep for one round. This is a [Sonic] [Normal] attack.

Thrash (Ex): once per hour, Dodrio may use a Full Round Action to begin thrashing about, tearing away at nearby foes. The frenzy lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the frenzy catches up with it and it becomes Confused for three rounds. As a Swift Action upon activating it, and with a Full Round Action each round while this is active, it may make a Full Attack, directing each of its attacks against every foe within range - make one attack roll for each attack, and resolve it against the Armour Class of every foe within reach. During this time, every attack against every foe deals an extra 1d6 points of damage per 5 hit dice (round up). This entire attack is a [Normal] one.

At 11 hit dice, its Dexterity increases by 2 and it learns Stomp and Swagger
Stomp (Ex): Dodrio gains the Trample ability, dealing 1d8 damage, as a [Normal] [Kick] attack.

Swagger (Ex): at will, Dodrio may use a Standard Action to act with a lot of swagger and confidence, potentially luring the opponent into a trap. It makes a Feint attempt, and if successful, the opponent is Confused for 1 round per 3 hit dice (round up), but also gains a +4 Morale Bonus to attack and damage rolls for one minute. If a creature witnesses this in use (or is exposed to it directly), they cannot be targeted by this from the same Pokemon again that day. This is a [Normal] effect.

At 12 hit dice, it learns Brave Bird and High Horsepower
Brave Bird (Ex): when making a Charge, Dodrio may deliver a Slam instead of any other attacks, dealing 1d6 damage for a Medium creature, plus one and a half times its Strength Bonus, plus an extra 1d8 damage per hit die. It may also elect to make a free Trip attempt against the target if this hits. At the same time as it hits the foe, it suffers "recoil" damage equal to the regular Slam damage (without the d8 per hit die), plus extra damage equal to the number of hit dice it has. This is a [Flying] attack.

High Horsepower (Ex): Dodrio's Trample attack may increase the damage to 2d6 for a Medium creature, plus 6d6 bonus damage, which ignores all Hardness, Damage Reduction and Regeneration. A creature that fails its Reflex Save (or foregoes making one) is pummelled so hard it loses its next Standard Action. This is a [Kick] [Ground] attack.

At 13 hit dice, it learns Baton Pass and No Reprieve
Baton Pass (Su): at will, Dodrio 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.

No Reprieve (Ex): with a Full Round Action, Dodrio may make a Full Attack against a single foe, and after this is resolved, the foe suffers a Penalty to Armour Class and Fortitude Saves until the end of Dodrio's next turn. This Penalty is -3 per successful hit. This is a [Normal] attack.

At 14 hit dice, it learns High Jump Kick and Power Trip
High Jump Kick (Ex): with a Full Round Action, Dodrio may unleash an amazing charge that does not need to obey gravity, allowing it to move directly upwards or across chasms or whatever, before falling after the Charge is resolved. If this attack hits, it is resolved as a Slam that deals 2d8 damage for a Medium creature, and as though its Strength were ten points higher, and all damage is maximised and doubled. However, if the attack fails to hit for any reason, Dodrio suffers maximum, doubled damage as though the attack only did 1d6 for a Medium creature, and without the +10 Strength. This is a [Fighting] [Kick] attack, and the crash damage for a miss is considered "recoil" damage.

Power Trip (Ex): with a Standard Action, Dodrio can show off its gathered strength and batter a foe, turning its various temporary enhancements into even more damaging energy. This is resolved as a single attack with a natural weapon of its choice, and deals a variable number of bonus d10 of damage. This number is equal to the total of all Enhancement, Resistance, Morale and Luck Bonuses it has to Ability Scores, attack rolls (not differentiating between different ones), damage rolls (not differentiating between different ones) and Saving Throws (whichever happens to be highest), minus the total of all Morale and Luck Penalties to the above. For instance, if it has a +2 Enhancement Bonus to two different ability scores, and a +1 Enhancement Bonus to attack and damage rolls, but a -2 Luck Penalty to saving throws, this equals 2+2+1+1-2 = 4d10 bonus damage. This is a [Dark] attack.

At 15 hit dice, it learns Ballistic Beak and Maximum Soloflock
Ballistic Beak (Su): once per three rounds, Dodrio may make a Full Attack as ranged attacks out to Medium Range. The bites are all resolved as though Heavy Picks sized for Dodrio itself (both the damage and the critical value), however if Dodrio is not at full HP, the Threat Range increases by 1, and if it is below half HP, the threat range instead increases by 2. This is a [Ballistic] [Flying] attack.

Maximum Soloflock (Ex): once per minute, Mega Dodrio may unleash a frenzy of attacks with a Standard Action. It makes a Full Attack, treating its Bite attacks as Heavy Picks (for both damage and critical value) and everything that is hit by one or more of these attacks is also subject to a swarm attack: they suffer an extra 4d6 damage, are Entangled and Blind for one round, and must pass a Fortitude Save (DC 5 + half its hit dice + its Strength Bonus) against Distraction and being rendered permanently blind due to having their eyes plucked out. This is a [Flying] attack.

At every even hit die thereafter, its Dexterity increases by 2

At every odd hit die thereafter, its Strength increases by 2 and Natural Armour increases by 1

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Mega Evolution: when Dodrio becomes Mega Dodrio, it grows a fourth head (increasing its racial Bonus to Spot checks to +18 and granting an additional Bite attack), and all heads become rockier and angrier, with hard crests like if four cassowaries were forced to share the same body. Its Wisdom increases by 2, its Strength, Constitution and Natural Armour increase by 4 each, its Dexterity increases by 6, its Speed increases by 20' and its Pokebility becomes Rock Head.

Rock Head (Ex): Mega Dodrio has such a sturdy body, and a head made of rock, that it never suffers "recoil" damage from its own attacks. This applies to the Vicious weapon quality, any kind of "However, upon using/hitting with this attack, the user also takes damage" or "Everyone, including the user, suffers damage" as well as the "Crash" damage for missing with attacks like Jump Kick and High Jump Kick. However this does not apply to Ability Damage, Penalties, or other non-damage conditions caused by using attacks, nor to Area of Effect attacks where Mega Dodrio elects to catch itself in the area. This also very specifically does not apply to Self Destruct, Explosion, Misty Explosion or any attack that references those moves. This is a [Pokebility].

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Tutor Moves:

Acrobatics (Ex): at will, the Pokemon may unleash a leaping Charge, and after the attack may reposition to any square adjacent to the target. This uses any one natural weapon, and if the attacker is not holding any weapons or items and does not have anything else equipped, it may add its skill bonus in either Jump or Tumble to the damage roll. This is a [Flying] attack.

Aerial Ace (Ex): when flying as a Move Action, the Pokemon may use a Standard Action at any point during the movement to swoop a target - this allows it to move, attack and continue moving. It may perform this attack as a Charge, with all benefits (aside from doubled movement) and drawbacks (including targeting requirements) if it wishes, still moving afterwards. This ignores Cover and Concealment, providing it has actual line of effect, and is a [Flying] attack.

Body Slam (Ex): at will, the Pokemon may either use a Standard Action to deliver a Slam, or Charge an opponent and use a Slam instead of any other attacks. This increases the damage by two steps (so a Small creature with a Slam of 1d4 would deal 1d8 damage, but if they had Improved Natural Attack (Slam) it would instead deal 2d6). This adds one and a half times its Strength Bonus, and if the target takes any damage (after Resistance), they must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the end of the attacker's next turn (during which time it cannot be stunned again). This is a [Normal] attack.

Double Edge (Ex): when charging, the Pokemon may make a Slam attack that deals maximum damage, doubled, sized three sizes larger than normal (so 6d6 = 36 for a Medium creature), and dealing damage as though its Strength were ten points higher, and it may also make a free Trip attempt on the foe as part of this. At the same time, it takes maximised double damage for a standard Slam against itself (without the Size or Strength increases). This is a [Normal] attack.

Great Flight (Ex): the Pokemon becomes so good at flying it has actually learned how to carry people aloft. It is able to carry up to 15 pounds of weight per point of Strength it has without taking a penalty (so most children), with an extra 5 pounds per Strength point added for every size category it grows beyond Small, and treats any wind effects as being two stages less severe when flying. Additionally, if its Fly Speed is less than 30 (or it lacks one altogether), increase it to this value, and if it is less than Average maneuverability, improve it to Average.

Low Kick (Ex): at will, the Pokemon may attempt to kick a foe's legs out with a Standard Action. This is resolved as a Slam attack that deals 1d3 damage for a Tiny creature, and on a successful hit allows a free Trip attempt to be made, inverting Size modifiers. This is a [Fighting] [Kick] effect.

Mud Slap (Ex): with a Standard Action at will, providing the Pokemon is standing on earth or mud, or standing in dirty water, it can hurl a small amount at an opponent within 15 feet. This requires a Ranged Attack roll, and if successful, it deals 1d4 damage for a Medium creature, and renders the target Blind for 2 rounds, although a Full Round Action may be spent wiping its face clear to end this early. This is a [Ground] attack.

Protect (Su): once per hour, the Pokemon may use magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.

Take Down (Ex): the Pokémon can use a Slam attack at the end of a charge instead of other weapons, dealing damage as though three Size Categories larger (so 3d6 for a Medium creature), and as though its Strength were 10 points higher. It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d6 plus its normal Strength Bonus for a Medium creature). This is a [Normal] attack.
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