Pokedex Redone

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Koumei
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Re: Pokedex Redone

Post by Koumei »

Shellder
Tiny Magical Beast [Water], CR 1/2
13 6 16 3 5 10
1d6+3 (6 HP), Init -2, Speed 10' Swim 20'
BAB/Grab: +1/-6
-Slam +3 (1d3+1)
AC: 20 (+2 Size, -2 Dexterity, +10 Natural Armour), Flat 20, Touch 10
Fort +5 Ref -2 Will -1
Feats: Great Fortitude
Skills: Swim +13
Special Attacks: Water Gun
Special Qualities: Water Pokemon Traits, Shell Armour or Skill Link, Amphibious, Withdraw, DR 3/Magic
Rare Traits: Overcoat, Aqua Ring, Bubble Beam, Life Dew
Tutor Moves: Chilling Water, Endure, Icy Wind, Liquidation, Rain Dance, Snowscape, Water Pulse
Advancement: 2-6 HD (Tiny); evolves into Cloyster at 7 HD
Hit Dice: 1d6 HP, Good BAB, Good Fort and Will, 2 + Int skill points

There is a clam on the ground, with obvious eyes inside and a tongue poking out. It's kind of weird.

Water Traits: Shellder does not have the usual traits of the [Water] Subtype, or the Elemental Type. It is weak against [Electric] and [Grass] attacks, and resists [Fire], [Ice], [Steel] and [Water] attacks.

Shell Armour (Ex): if Shellder has this [Pokebility], it is not subject to extra damage from Critical Hits, Sneak Attacks or other forms of Precision Damage, and it ignores the Wounding weapon property.

Skill Link (Ex): alternatively, if it has this [Pokebility], certain attacks are unleashed with greater output: whenever it unleashes a special attack that makes either a random number of individual attacks, or makes multiple attacks that increase in number as hit dice increase (such as Rock Blast, Bullet Seed or Icicle Spear), it makes one extra attack at its highest Base Attack Bonus.

Withdraw (Ex): whenever Shellder takes a Total Defence, it gains a +6 Dodge Bonus to Armour Class instead of the usual +4. Additionally, it gains Damage Reduction 2/-, or its existing Damage Reduction increases by 2, whichever is better.

Water Gun (Su): with a Standard Action, Shellder 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.


Rare Traits:
Overcoat (Ex): if Shellder has this rare [Pokebility], it is Immune to all [Powder] moves, and additionally never takes damage from weather, although lightning or blizzards called down upon it as directed attacks will still hurt it. That is to say, Call Lightning and Ice Storm will affect it, but if a spell were simply to cause a lightning storm or change the wizard to a sandstorm, it would be safe.

Aqua Ring (Su): once per hour, a Shellder 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.

Bubble Beam (Su): with a Standard Action, a rare Shellder 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.

Life Dew (Su): once per minute, a Shellder with this ability can scatter magical water around, covering it and everything within 5 feet of it. They all regain 1d8 hit points per 2 hit dice Shellder has (round up). This is a [Water] ability.


At 2 hit dice, it learns Ice Shard and Leer
Ice Shard (Su): once per minute, Shellder 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.

Leer (Ex): when Shellder 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.

At 3 hit dice, its Natural Armour increases by 1 and it learns Clamp and Whirlpool
Clamp (Ex): Shellder's Slam gains the Improved Grab ability, and a Constrict attack that deals 1d3 damage (for a Tiny creature) plus its Strength Bonus each round.

Whirlpool (Sp): once per hour, Shellder may cast Maelstrom, with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Water] attack.

At 4 hit dice, it learns Lick and Supersonic
Lick (Ex): Shellder gains a special natural weapon, a Lick touch attack. This has a base damage of 1d2 for a Tiny creature, does not apply its Strength Bonus (or Penalty), and if it deals any damage, the target takes a -4 Dexterity Penalty for 3 rounds. This is a [Ghost] attack.

Supersonic (Ex): with a Standard Action once per minute, Shellder 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.

At 5 hit dice, its Natural Armour increases by 1 and it learns Aurora Beam and Jaw Lock
Aurora Beam (Su): with a Standard Action once per three rounds, Shellder 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.

Jaw Lock (Ex): once per minute, Shellder may use a Standard Action to use a Bite attack (1d3 for a Tiny 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 Shellder and the target until the bite is released. This is a [Dark] [Bite] attack.

At 6 hit dice, it learns Protect and Razor Shell
Protect (Su): once per hour, Shellder 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 Shellder vulnerable to further attacks. This is a [Normal] effect.

Razor Shell (Ex): at will, Shellder may launch a razor-sharp shard of its shell at a foe within 50 feet. This deals 1d3 damage for a Small creature, with a 19-20/x3 Critical rating, and on a successful hit, the target takes a -4 Penalty to Armour Class and loses all Damage Reduction, both until the end of its next turn. This is a [Blade] [Water] attack.

-

Cloyster
Medium Magical Beast [Cold, Water], CR 7
19 8 22 3 5 15
7d8+42 (73 HP), Init -1, Speed 20' Swim 30'
BAB/Grab: +7/+15
-Slam +11 (1d6+6)
AC: 29 (-1 Dexterity, +20 Natural Armour), Flat 29, Touch 9
Fort +13 Ref +1 Will +2
Feats: Great Fortitude, Improved Unarmed Strike, Improved Grapple
Skills: Swim +22
Special Attacks: Water Gun, Ice Shard, Clamp, Whirlpool, Lick, Supersonic, Aurora Beam, Jaw Lock, Razor Shell, Icicle Spear, Spikes
Special Qualities: Water Pokemon Traits, Shell Armour or Skill Link, Amphibious, Withdraw, DR 5/Magic and Bludgeoning, Leer, Protect
Rare Traits: Overcoat, Aqua Ring, Bubble Beam, Life Dew
Tutor Moves: Avalanche, Chilling Water, Endure, Heavy Slam, Ice Spinner, Icy Wind, Liquidation, Rain Dance, Rock Blast, Smart Strike, Snowscape, Water Pulse
Advancement: 8-15 HD (Medium); 16+ HD (Large)
Hit Dice: 1d8 HP, Good BAB, Good Fort and Will, 2 + Int skill points

Oh come on, that's just a giant haunted vagina.

Water and Ice Traits: Cloyster does not have the usual traits of the [Water] or [Cold] Subtype, or the Elemental Type. It is weak against [Electric], [Fighting], [Grass] and [Rock] attacks, and resists [Ice] and [Water] 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. In both cases it also enjoys a +4 Shield Bonus to Armour Class. It can move through slush at normal speed without penalty, and does not slip over on ice. Indeed, Cloyster can move at double its normal movement speed when moving across ice.

Icicle Spear (Ex): with a Full Round Action, Cloyster 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 1d6 Piercing damage (for a Medium 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.

Spikes (Su): with a Standard Action, Cloyster 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.


At every hit die, its Natural Armour increases by 1.

At 8 hit dice, it learns Iron Defense and Icicle Crash
Iron Defense (Ex): with a Full Round Action at will, Cloyster 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.

Icicle Crash (Su): once per five rounds, Cloyster 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), 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 9 hit dice, it learns Ice Beam and Toxic Spikes
Ice Beam (Su): once per three rounds, Cloyster 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.

Toxic Spikes (Su): with a Standard Action, Cloyster 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, its Damage Reduction increases by 5 and it learns Spike Cannon and Headlock
Spike Cannon (Ex): with a Full Round Action, Cloyster may unleash a flurry of spikes at targets within 30 feet. It makes three ranged attacks, plus one extra attack at eleven and sixteen hit dice respectively. Each one deals 1d6 Piercing damage (for a Medium 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 [Normal] attack.

Headlock (Ex): when Cloyster uses Clamp, it closes around the target's head. This renders them unable to see, hear or smell anything going on outside, and prevents them from speaking to anyone not inside. Additionally, they must immediately start making Constitution checks against suffocation, without holding their breath.

At 11 hit dice, it learns Shell Smash and Gear Grind
Shell Smash (Ex): once per hour, Cloyster may use a Standard Action to shatter its own defences, and in doing so release a great weight off its body. For the next one minute per hit die, it loses its Damage Reduction and any Armour Bonus, and its Natural Armour (including any Enhancement Bonus) is halved, however its weight is halved, its movement speeds are doubled, and it gains a +6 Enhancement Bonus to Strength, Dexterity and Charisma. Additionally, the damage from all of its attacks increase the die size by one. This is a [Normal] effect.

Gear Grind (Ex): if Cloyster begins its turn grappling a foe, it may use a Full Round Action to make two Grapple attempts, each successful one dealing Constrict damage of 1d10 + one and a half times its Strength Bonus (for a Large creature) and causing two points of Constitution damage. If benefiting from the effects of Shift Gear (which Cloyster can't learn), it instead makes three Grapple attempts for this. This is a [Steel] attack.

At 12 hit dice, it learns Hydro Pump and Self-Destruct
Hydro Pump (Su): once per hour, Cloyster 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 Cloyster'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.

Self Destruct (Ex): once per day, Cloyster 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 Cloyster'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. Cloyster can never remain with zero or more hit points - adjust it down to -1 if necessary. This is a [Normal] attack.

At 13 hit dice, it learns Body Press and X-Scissor
Body Press (Ex): Cloyster may make a special Charge attack, a Slam that uses its Constitution Bonus instead of its Strength Bonus for attack rolls, and deals 1d8 damage (for a Medium creature) plus one and a half times its Constitution Bonus, and has an Enhancement Bonus to the damage equal to the total of its Natural Armour, Armour and Shield Bonuses to Armour Class. This is a [Fighting] attack.

X-Scissor (Ex): with a Standard Action, Cloyster may make two Primary Slam attacks against the same target, scissoring furiously. 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 [Bug] [Blade] attack, and if it is Resisted, add the damage together before subtracting the defender's hit dice a single time.

At 14 hit dice, it learns Clamp Crush and Explosion
Clamp Crush (Ex): once per hour, Cloyster may supercharge its Clamp attack, with the constrict dealing an extra 1d6 damage per hit die. This only applies a single time when used, even if it can make multiple constrictions in one turn.

Explosion (Ex): when using Self Destruct, Cloyster 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 15 hit dice, its Damage Reduction increases by another 5 and is only overcome by Adamantium, and it learks Spiky Shield and Maximum Pearlform
Spiky Shield (Su): once per hour, Cloyster may use magic to surround itself in an impenetrable spiky 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 Cloyster vulnerable to further attacks. Anything that makes physical contact with this barrier (such as the attacker that provokes the use of this ability) then suffers 1d8 damage (for a Medium creature), +1 per 3 hit dice (round up), modified by Weakness/Resistance normally. This is a [Grass] effect.

Maximum Pearlform (Su): once per minute, Mega Cloyster may attempt to Swallow a creature it has in a grapple, using a Standard Action. If it succeeds on the Grapple check to do so, it immediately enters its Defensive stance afterwards, and then the target must succeed on a Fortitude Save (DC 5 + half its hit dice + its Constitution Bonus) or be encased entirely in pearl, rendered Helpless. On a future turn, it may then spit the target out as a Ranged Attack with a Standard Action, out to Medium Range and dealing 1d6 damage per hit die on a successful hit. Either way the target is still encased in pearl and will need to be broken out (either with a DC 30 Strength check or Sunder attempt, or by attacking it physically, with Hardness 5 and 50 hit points) or risk suffocating. If the initial Fortitude Save is passed, the creature is merely swallowed and does not take further damage. This is a [Rock] attack.

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Mega Evolotion: when Cloyster becomes Mega Cloyster, it becomes a mighty impenetrable fortress that still looks remarkably like a haunted vagina. Its Typing changes to Water and Steel (making it Weak against Electric, Fighting and Ground, and Resisting Bug, Dragon, Fairy, Flying, Ice, Normal, Psychic, Rock, Steel and Water and being effectively immune to Poison), and its [Pokebility] becomes Stance Change.

Stance Change (Ex): this special [Pokebility] cannot be copied or swapped - a creature either has it on its creature profile, or it doesn't. At the start of battle (or when Cloyster gains this ability), it is in Defensive stance, the gates of its outer shell firmly shut. Any time it attacks, before making the attack it changes to the offensive stance, with its gates spread wide open and its evil face exposed but leaving it able to attack more readily. Any time it uses a non-attack ability, it reverts to Defensive stance.
In the Offensive stance, its Strength is 8 points higher, its Dexterity and Charisma are each 6 points higher, and it is Hasted.
In the Defensive stance, its Constitution is 6 points higher, its Natural Armour is 4 points higher, and its Wisdom is ten points higher.

-

Tutor Moves:

Avalanche (Ex): once per round, the Pokemon may unleash a Slam attack as an Immediate Action in response to being damaged by an opponent, and dealing damage as though one size larger than normal (1d8 for a Medium creature), or two sizes if the attack suffered was a Critical Hit (2d6). This is an [Ice] 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.

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.

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 Pokemon attacking a Small creature would gain 1 increase, from 1d6 damage up to 1d8). This is a [Steel] 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.

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 Pokemon (2d8 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 Pokemon's next turn. For every 4 full hit dice the user 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.

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.

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.

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.

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.

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.
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 »

Grimer
Small Ooze, CR 1
15 6 13 4 13 8
1d10+1 (6 HP), Init -2, Speed 20', Swim 10'
BAB/Grab: +0/-2
-Slam +3 (1d4+3)
AC: 12 (+1 Size, -2 Dexterity, +3 Natural Armour), Flat 12, Touch 9
Fort +1 Ref +2 Will +1
Feats: Lightning Reflexes
Skills: Escape Artist +10
Special Attacks: Poison Gas
Special Qualities: Poison Pokemon Traits, Amorphous, Harden, Stench or Sticky Hold
Rare Traits: Poison Touch, Acid Spray, Curse, Haze, Mean Look, Shadow Sneak
Tutor Moves: Body Slam, Confuse Ray, Drain Punch, Fling, Hex, Pain Split, Poison Jab, Protect, Rock Tomb, Substitute, Taunt, Thief, Venoshock
Advancement: 2-7 HD (Small); evolves into Muk at 8 HD
Hit Dice: 1d10 HP, Medium BAB, Good Ref, 2 + Int skill points

This pile of purple sludge has a face. It seems pretty happy. Also it smells like decomposing plastic waste.

Poison Traits: Grimer is weak against [Ground] and [Psychic] attacks, and resists [Bug], [Fairy], [Fighting], [Grass] and [Poison] 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. Grimer harmlessly absorbs 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.

Amorphous (Ex): because it is made of goo, Grimer gains a +8 bonus to Escape Artist checks and a 25% chance to negate precision-based damage. It can move through any immobile gaps that aren't able to react to its own movement, such as under doorways, but isn't simply immune to being grappled.

Harden (Ex): any time Grimer 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.

Stench (Ex): if Grimer has this [Pokebility], 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 Grimer, but Tracking it by Scent is easier, receiving a +10 Bonus to the check.

Sticky Hold (Ex): alternatively, Grimer is very sticky, and has a +4 Bonus to establish or maintain a Grapple, and any Steal, Sleight of Hand or Disarm attempt made against it suffers a -20 penalty. This is a [Pokebility].

Poison Gas (Ex): with a Standard Action once per 5 rounds, Grimer may unleash a cloud of toxic gas in a Spread that extends out to Close Range. This lingers for 3 rounds, does not interfere with visibility, and potentially Poisons all who inhale it: the Save DC is 10 + half its hit dice + its Constitution Bonus, the Primary damage is 2 Constitution damage and one round of Nausea, and the Secondary damage is 4 Constitution damage. This is a [Poison] attack and a gas.


Rare Traits:
Poison Touch (Ex): if Grimer 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].

Acid Spray (Ex): once per five rounds, Grimer 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.

Curse (Su): a Grimer 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.

Haze (Su): once per five rounds, a rare Grimer 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.

Mean Look (Su): with a Full Round Action, Grimer 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 Grimer 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.

Shadow Sneak (Su): once per three rounds, a rare Grimer with this ability 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.


At 2 hit dice, it learns Mud Slap and Sticky Goo
Mud Slap (Ex): with a Standard Action at will, providing Grimer 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 1d3 damage for a Small 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.

Sticky Goo (Ex): with a Standard Action once per minute, Grimer may cast Resinous Tar, with its Constitution Bonus added to the DC of the Strength check. This is a [Poison] effect.

At 3 hit dice, its Strength increases by 2 and it learns Disable and Sludge
Disable (Su): once per minute, Grimer 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.

Sludge (Ex): with a Standard Action once per 5 rounds, Grimer may use a Ranged Touch Attack to hurl toxic sludge at a target within Close Range. If this hits, it deals 2d6 damage and 1 Constitution Damage, and then at the start of each of the target's turns, they suffer damage again, including the ability damage, though they can scrape it off with a Full Round Action to prevent this. Poison Pokemon suffer the hit point damage but not the ability damage. With a DC 20 Survival check, this can be harvested once per day - doing so prevents it from being able to use this ability for the rest of the day - and then a DC 25 Craft (Alchemy) check can turn this into the Black Sludge item. This is a [Poison] attack.

At 4 hit dice, it learns Mud Shot and Minimize
Mud Shot (Su): with a Standard Action, Grimer 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 [Ballistic] [Ground] attack.

Minimize (Su): once per hour, Grimer may use a Standard Action to shrink itself magically. For the next minute, it shrinks down two Size Categories, and has a +4 Size Bonus to Dexterity, and a -4 Size Penalty to Strength (minimum 1). This is a [Normal] effect.

At 5 hit dice, it learns Toxic and Sludge Whirlpool
Toxic (Ex): Grimer 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.

Sludge Whirlpool (Sp): once per hour, Grimer may cast Caustic Mire, with a Save DC of 10 + half its hit dice + its Charisma Bonus. However, everything that enters the area or starts their turn in it is subject to a Bullrush (made at a bonus equal to Grimer's hit dice plus Charisma Bonus), aimed towards the centre of the effect. Anything that reaches the centre of the effect falls victim to an Acid Pit effect (same Save DC). This is a [Poison] attack.

At 6 hit dice, its Constitution increases by 2 and it learns Sludge Bomb and Sludge Wave
Sludge Bomb (Su): once per three rounds, Grimer 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] [Ballistic] attack.

Sludge Wave (Su): once per hour, Grimer may use a Standard Action to unleash a powerful wave of toxic sludge. The wave begins adjacent, and is 10 feet wider than Grimer (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.

At 7 hit dice, it learns Screech and Erosion
Screech (Ex): once per 3 rounds, Grimer 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.

Erosion (Su): once per hour, Grimer can use a Full Round Action to ruin the terrain within 120 feet. This removes all special terrains caused by spells, special attacks, [Pokebilities] and so on, and also kills all non-creature Plants in the area as though by a Blight spell, and renders the earth barren until magically or alchemically restored. This is a [Poison] ability.

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Muk
Medium Ooze, CR 8
23 8 17 6 19 8
8d10+24 (68 HP), Init -1, Speed 20', Swim 10'
BAB/Grab: +6/+12
-Slam +12 (1d6+9 plus Plague)
AC: 17 (-1 Dexterity, +8 Natural Armour), Flat 17, Touch 9
Fort +7 Ref +7 Will +10
Feats: Lightning Reflexes, Great Fortitude, Ability Focus (Sludge Wave)
Skills: Escape Artist +18
Special Attacks: Poison Gas, Mud Slap, Sludge, Mud Shot, Toxic, Sludge Whirlpool, Sludge Bomb, Sludge Wave, Screech, Gunk Shot, Plague, Venom Drench
Special Qualities: Poison Pokemon Traits, Amorphous, Harden, Stench or Sticky Hold, Sticky Goo, Disable, Minimize, Erosion
Rare Traits: Poison Touch, Acid Spray, Curse, Haze, Mean Look, Shadow Sneak
Tutor Moves: Body Slam, Confuse Ray, Drain Punch, Fling, Focus Punch, Hex, Lash Out, Lunge, Pain Split, Poison Jab, Protect, Rock Tomb, Substitute, Taunt, Thief, Toxic Spikes, Venoshock
Advancement: 9-13 HD (Medium); 14-19 HD (Large); 20+ HD (Huge)
Hit Dice: 1d10 HP, Medium BAB, Good Ref and Will, 2 + Int skill points

This giant pile of purple goo looks sentient and angry about it. It smells like a mixture of carrion and industrial waste.

Gunk Shot (Su): with a Standard Action once per five rounds, Muk 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.

Plague (Ex): any time Muk delivers a natural weapon attack or is hit by a natural weapon or ends its turn engulfing or grappling a foe, the foe in question is subject to the Filth Fever disease, with a Save DC of 10 + half its hit dice + its Constitution Bonus. If a foe is already infected with this, they must still attempt to save, with failure skipping any incubation period and instantly dealing ability damage. Once a creature is no longer in contact with it, saving throws are made at the normal DC for the disease. This is a [Poison] effect.

Venom Drench (Su): with a Standard Action once per five rounds, Muk 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 Muk has (round up).


At 9 hit dice, it learns Acid Armour and Burning Sludge
Acid Armour (Su): with a Standard Action once per minute, Muk may change the elemental consistency of its body, increasing the acidity while not changing its existing amorphous nature and chemical coatings. For the next five rounds, it gains a +5 Resistance Bonus to Reflex and Will Saves, a better +10 Racial Bonus to 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.

Burning Sludge (Su): once per day, when Muk damages one or more foes with its Sludge, Sludge Bomb, Sludge Wave, Sludge Whirlpool, Sludge Crash or Maximum Sludge Festival, it may force all of them to attempt a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus). On a failed save, they are Burned. This does not change the Type of the attack.

At 10 hit dice, its Natural Armour increases by 1 and it learns Belch and Eerie Sludge
Belch (Ex): as long as Muk 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".

Eerie Sludge (Su): once per day, when Muk damages one or more foes with its Sludge, Sludge Bomb, Sludge Wave, Sludge Whirlpool, Sludge Crash or Maximum Sludge Festival and does not activate Burning Sludge, it may force all of them to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). On a failed save, they are Frightened for 3 rounds as a [Fear] effect. This does not modify the Type of the attack.

At 11 hit dice, it learns Memento, Sludge Crash and Super Poison Breath
Memento (Sp): once per day, Muk 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.

Sludge Crash (Sp): three times per day, Muk may cast a special type of Dispel: it either selects one target, or an area of up to 50' in radius, within Medium Range. In the former case, it rolls 1d20 and adds its hit dice, and it removes every spell affecting the target with a Caster Level less than "this number minus ten". If any effects are remaining after this, it then removes one of them regardless. For every spell that was removed, the target then suffers 1d10 damage plus its Charisma Bonus. In the latter case, it simply removes one spell effect (if there are any) from each target in the area, starting with the lowest caster level (it can choose in the case of a tie). Everything that had an effect removed in this manner then suffers 1d6 damage plus its Charisma Bonus. This is a [Poison] effect, however the dispelling part can even be used against things that are Immune to [Poison] effects.

Super Poison Breath (Su): once per day, Muk 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 Muk (round up), and Secondary Damage of Unconsciousness for 1 minute. This is a [Poison] attack.

At 12 hit dice, its Natural Armour increases by 1 and it learns Sticky Jail and Swamp Terrain
Sticky Jail (Ex): once per hour, Muk can create a Viscid Glob effect, however it is able to affect creatures its own size and smaller. The Save DC is 10 + half its hit dice + its Constitution Bonus, and this is a [Poison] effect.

Swamp Terrain (Su): once per minute, Muk 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 13 hit dice, it learns Fumigation Bomb and Infestation
Fumigation Bomb (Ex): despite remaining a [Ballistic] [Poison] attack, Muk's Sludge Bomb is super-effective against [Bug] Pokemon, which take a -4 Penalty to the Saving throws. If they are, for instance, Bug and Fighting, this balances out to neutral damage as normal.

Infestation (Su): once per hour, Muk 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 Muk's hit dice + its Charisma Bonus. After the 5 rounds, the swarm disippates. This is a [Bug] attack.

At 14 hit dice, it learns Slimy Water and Karma
Slimy Water (Su): once per day, Muk can cast Red Tide with a Save DC of 5 + half its hit dice + its Constitution Bonus. This is a [Water] attack (and thus the damage that is only dealt to [Fire] creatures is typically Super Effective), although the main effect is still a form of Poison.

Karma (Su): once per minute, Muk 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 15 hit dice, its Wisdom increases by 2 and it learns Corrosive Gas and Maximum Sludge Festival
Corrosive Gas (Su): once per day, Muk may cast Acid Fog. This is a [Poison] attack.

Maximum Sludge Festival (Ex): once per minute, Mega Muk can cast Slime Wave (Fiendish Codex 1) with a Save DC of 10 + half its hit dice + its Charisma Bonus. Furthermore, everything that fails the Reflex Save must then pass a Fortitude Save (same DC) or contract Slimy Doom and immediately take ability damage from it. This is a [Poison] attack.

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Mega Evolotion: when Muk becomes Mega Muk, every single aspect of it becomes worse. It is bigger, thicker, stickier, more resilient, gooier and in some cases smells worse. Its Strength and Constitution each increase by 4, and its Wisdom and Natural Armour each increase by 6. Its [Pokebility] becomes Gooey.

Gooey (Ex): Mega Muk exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered Mega Muk automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the Mega Muk is awake without removing the adhesive first. A weapon that strikes an adhesive-coated Mega Muk is stuck fast unless the wielder succeeds on a Reflex Save (DC 10 + half its hit dice + its Constitution Bonus). A successful Strength check (same DC) is needed to pry it off. Strong alcohol dissolves the adhesive, but the Mega Muk still can grapple normally. Mega Muk can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature faints, dies or falls Asleep.

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Alolan Grimer
Small Ooze, CR 1
15 6 13 4 13 8
1d10+1 (6 HP), Init -2, Speed 20', Swim 10'
BAB/Grab: +0/-2
-Slam +3 (1d4+3)
AC: 12 (+1 Size, -2 Dexterity, +3 Natural Armour), Flat 12, Touch 9
Fort +1 Ref +2 Will +1
Feats: Lightning Reflexes
Skills: Escape Artist +10
Special Attacks: Poison Gas
Special Qualities: Dark and Poison Pokemon Traits, Amorphous, Harden, Poison Touch or Gluttony
Rare Traits: Power of Alchemy, Clear Smog, Assurance, Curse, Shadow Sneak, Spite
Tutor Moves: Body Slam, Dark Pulse, Drain Punch, Fling, Hex, Poison Jab, Protect, Pursuit, Rock Tomb, Sludge Bomb, Sludge Wave, Snarl, Substitute, Taunt, Thief, Venoshock
Advancement: 2-7 HD (Small); evolves into Alolan Muk at 8 HD
Hit Dice: 1d10 HP, Medium BAB, Good Ref, 2 + Int skill points

This pile of green sludge has a face. It seems pretty happy. Also it smells like decomposing plastic waste.

Dark and Poison Traits: Alolan Grimer is weak against [Ground] attacks, and resists [Dark], [Ghost], [Grass] and [Poison] attacks. It is also effectively Immune to [Psychic] attacks, resisting them despite the weakness provided by its Poison typing. 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. Grimer harmlessly absorbs 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. Its mind can never be read or influenced, as though it has a permanent Mind Blank.

Amorphous (Ex): because it is made of goo, Alolan Grimer gains a +8 bonus to Escape Artist checks and a 25% chance to negate precision-based damage. It can move through any immobile gaps that aren't able to react to its own movement, such as under doorways, but isn't simply immune to being grappled.

Harden (Ex): any time AlolanGrimer 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.

Poison Touch (Ex): if Alolan Grimer has [Pokebility], 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.

Gluttony (Ex): if Alolan Grimer 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.

Poison Gas (Ex): with a Standard Action once per 5 rounds, Alolan Grimer may unleash a cloud of toxic gas in a Spread that extends out to Close Range. This lingers for 3 rounds, does not interfere with visibility, and potentially Poisons all who inhale it: the Save DC is 10 + half its hit dice + its Constitution Bonus, the Primary damage is 2 Constitution damage and one round of Nausea, and the Secondary damage is 4 Constitution damage. This is a [Poison] attack and a gas.


Rare Traits:
Power of Alchemy (Ex): the power of science is amazing! If Alolan Grimer has this rare [Pokebility], once per day it may make a special Craft (Alchemy) check over the course of one minute, as though it had maximum ranks, and take ten on this check, producing a single dose of any alchemical substance with a Craft DC equal to or less than this check result. Furthermore, if an ally of Alolan Grimer faints or dies within 60 feet, this [Pokebility] is immediately replaced with that of the ally, unless their [Pokebility] was Power of Alchemy itself, Receiver, Trace, Forecast, Flower Gift, Multitype, Illusion, Wonder Guard, Zen Mode, Imposter, Stance Change, Power Construct, Schooling, Comatose, Shields Down, Disguise, RKS System, Battle Bond, Wandering Spirit, Hunger Switch, As One, Zero to Hero, Commander, Protosynthesis, Quark Drive or Poison Puppeteer. This lasts for one minute (or until Alolan Grimer faints or dies). This special [Pokebility] cannot be gained via Role Play, Entrainment or Trace.

Clear Smog (Su): once per five rounds, a rare Alolan Grimer 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.

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

Curse (Su): an Alolan Grimer 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 Alolan Grimer 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.

Shadow Sneak (Su): once per three rounds, a rare Alolan Grimer 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.

Spite (Su): once per minute, Alolan Grimer 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 learns Bite and Sticky Goo
Bite (Ex): Alolan Grimer gains a Primary Bite natural weapon that deals damage as though one size larger than it is (typically dealing 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] [Bite] attack.

Sticky Goo (Ex): with a Standard Action once per minute, Alolan Grimer may cast Resinous Tar, with its Constitution Bonus added to the DC of the Strength check. This is a [Poison] effect.

At 3 hit dice, its Strength increases by 2 and it learns Disable and Acid Spray
Disable (Su): once per minute, Alolan Grimer 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.

Acid Spray (Ex): once per five rounds, Alolan Grimer 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.

At 4 hit dice, it learns Poison Fang and Minimize
Poison Fang (Ex): Alolan Grimer may make a powerful bite attack as a Standard Action. This deals damage as though one Size Category larger (typically 1d6) 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.

Minimize (Su): once per hour, Alolan Grimer may use a Standard Action to shrink itself magically. For the next minute, it shrinks down two Size Categories, and has a +4 Size Bonus to Dexterity, and a -4 Size Penalty to Strength (minimum 1). This is a [Normal] effect.

At 5 hit dice, it learns Toxic and Slippery Sludge
Toxic (Ex): Alolan Grimer 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.

Slippery Sludge (Ex): any time Alolan Grimer damages a foe with Acid Spray, Super Poison Breath, Chemical Breath, Gunk Shot, Venom Drench, Sludge Bomb or Sludge Wave, they must succeed on a Balance check or Reflex Save (with a DC of 10 + half its hit dice + its Constitution Bonus) or fall Prone.

At 6 hit dice, its Constitution increases by 2 and it learns Knock Off and Crunch
Knock Off (Ex): with a Standard Action once per 5 rounds, Alolan Grimer 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.

Crunch (Ex): at will, Alolan Grimer 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 Screech and Chemical Breath
Screech (Ex): once per 3 rounds, Alolan Grimer 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.

Chemical Breath (Su): once per minute, Alolan Grimer may use a Standard Action to unleash a Breath Weapon as a Cone of horrendous chemicals that is 30' Long. The target suffers 1d4 Acid damage per hit die, with a Fort Save for half (DC 10 + half its hit dice + its Constitution 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 [Poison] effect.

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Alolan Muk
Medium Ooze, CR 8
23 8 17 6 19 8
8d10+24 (68 HP), Init -1, Speed 20', Swim 10'
BAB/Grab: +6/+12
-Slam +12 (1d6+9)
AC: 17 (-1 Dexterity, +8 Natural Armour), Flat 17, Touch 9
Fort +7 Ref +7 Will +10
Feats: Lightning Reflexes, Great Fortitude, Ability Focus (Sludge Wave)
Skills: Escape Artist +18
Special Attacks: Poison Gas, Bite, Acid Spray, Poison Fang, Toxic, Knock Off, Crunch, Screech, Chemical Breath, Gunk Shot, Venom Drench
Special Qualities: Dark and Poison Poison Pokemon Traits, Amorphous, Harden, Poison Touch or Gluttony, Sticky Goo, Disable, Minimize, Slippery Sludge, Adventurous Appetite
Rare Traits: Power of Alchemy, Clear Smog, Assurance, Curse, Shadow Sneak, Spite
Tutor Moves: Body Slam, Dark Pulse, Drain Punch, Fling, Focus Punch, Hex, Lash Out, Pain Split, Poison Jab, Protect, Pursuit, Rock Tomb, Sludge Bomb, Sludge Wave, Snarl, Stone Edge, Substitute, Taunt, Thief, Venoshock
Advancement: 9-13 HD (Medium); 14-19 HD (Large); 20+ HD (Huge)
Hit Dice: 1d10 HP, Medium BAB, Good Ref and Will, 2 + Int skill points

This giant pile of rainbow goo looks sentient and angry about it. It contains small rocks and pieces of plastic sediment, and smells like a chemical treatment facility of some kind - the kind that is best kept away from cities, mostly.

Gunk Shot (Su): with a Standard Action once per five rounds, Alolan Muk 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.

Adventurous Appetite (Ex): any time Alolan Muk comes into contact with an unattended object, including ammunition and thrown weapons that are no longer being held by the attacker, it can choose (as a non-action) to absorb and eat the object, destroying it completely and suffering no harm from the object. In the case of items that are permanently magic (as opposed to ammunition fired by magic bows, or things affected by a Magic Weapon spell, or simply benefiting from the user applying an Enhancement Bonus to everything they attack with), the item is allowed a Fortitude Save to negate this effect (DC 10 + half its hit dice + its Constitution Bonus), and Relics and Artifacts, they gain a +10 Bonus on the saving throw. This also counts as eating for the purpose of using the Belch ability.

Venom Drench (Su): with a Standard Action once per five rounds, Alolan Muk 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 Alolan Muk has (round up).

At 9 hit dice, it learns Acid Armour and Rock Polish
Acid Armour (Su): with a Standard Action once per minute, Alolan Muk may change the elemental consistency of its body, increasing the acidity while not changing its existing amorphous nature and chemical coatings. For the next five rounds, it gains a +5 Resistance Bonus to Reflex and Will Saves, a better +10 Racial Bonus to 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.

Rock Polish (Su): with a Full Round Action once per minute, Alolan Muk 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 10 hit dice, its Natural Armour increases by 1 and it learns Belch and Poison Suck
Belch (Ex): as long as Alolan Muk 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".

Poison Suck (Su): with a Standard Action, Alolan Muk may pull the toxins out of a Poisoned or Diseased creature adjacent to it. This does not undo any effects already caused by the affliction, but it cures the target of the affliction itself, and in doing so heals Alolan Muk of 10 hit points per hit die. This is also considered eating a full meal for the purpose of using Belch.

At 11 hit dice, it learns Memento, Spicy Breath and Super Poison Breath
Memento (Sp): once per day, Alolan Muk 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.

Spicy Breath (Su): Alolan Muk has a Breath Weapon that can be used once per minute, although if it eats something (enough to trigger Belch), it instantly recharges. This requires a Standard Action, and extends out to 30 feet as a Cone. It deals 1d6 Fire damage per hit die, or 1d8 per hit die if it has eaten within the last minute. The damage can be halved with a successful Reflex Save (DC 10 + half its hit dice + its Constitution Bonus). If a target fails the saving throw, they catch fire, or they suffer a Burn if it has eaten within the last minute. This is a [Fire] attack.

Super Poison Breath (Su): once per day, Alolan Muk 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 Alolan Muk (round up), and Secondary Damage of Unconsciousness for 1 minute. This is a [Poison] attack.

At 12 hit dice, its Natural Armour increases by 1 and it learns Amnesia and Swamp Terrain
Amnesia (Su): Alolan Muk 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.

Swamp Terrain (Su): once per minute, Alolan Muk 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 13 hit dice, it learns Panic Liquid and Infestation
Panic Liquid (Su): once per minute, Alolan Muk may use a Standard Action to drench a creature in Medium Range with eerie liquid. This douses any flames, deals damage equal to its hit dice to [Fire] Pokemon, and forces the target to attempt a Will Save (DC 5 + half its hit dice + its Charisma Bonus). If they pass, they are Shaken for three rounds. If they fail, they Panic for one minute. This is a [Poison] [Mind-Affecting] [Fear] effect.

Infestation (Su): once per hour, Alolan Muk 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 Alolan Muk's hit dice + its Charisma Bonus. After the 5 rounds, the swarm disippates. This is a [Bug] attack.

At 14 hit dice, it learns Accelerock and Karma
Accelerock (Ex): once per three rounds, Alolan Muk 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.

Karma (Su): once per minute, Alolan Muk 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 15 hit dice, its Wisdom increases by 2 and it learns Chem Factory and Maximum Rainbow Hazard
Chem Factory (Ex): once per day, Alolan Muk may increase the activation time of a [Poison] attack to a Full Round Action (if it already has a usage time of a Full Round Action or more, increase it by an additional round). In doing so, this allows it to change the attack's type to any other Type, chosen when activated. Creatures that cannot be poisoned still can't be poisoned by these non-Poison attacks, but it can change resistances to weaknesses, for instance.

Maximum Rainbow Hazard (Su): once per minute, Alolan Mega Muk may use a Standard Action to vomit up a rainbow of deadly chemicals. Each creature and object in a 60' Cone must roll 1d8 to determine what happens to them:
1 - 20 damage is suffered (Reflex half), and they are coated in a very red Incendiary Slime effect
2 - 40 damage is suffered (Reflex half), and as they are partially dissolved by orange goo, Alolan Mega Muk slurps this up to regain lost HP equal to the damage dealt
3 - 80 damage is suffered (Reflex half), and if they fail this save they are Stunned for one round
4 - Poisoned (Primary causes Death if failed, 1d6 Con damage if passed; Secondary is 1d6 Con damage and Sickened for one hour)
5 - Permanently turned to stone (Fort negates; objects are instead Disintegrated)
6 - Affected by Insanity (as the spell; Will negates)
7 - Sent to the Para-Elemental Plane of Ooze or from there to the realm of Juiblex (Will negates)
8 - Roll again twice, re-rolling results of 8 (or use d7s if you have those or are using dice rolling software)

The Save DC is always 5 + half its hit dice + its Constitution Bonus, and this is always a [Poison] effect regardless of what it does.

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Mega Evolution:
When Alolan Muk becomes Alolan Mega Muk, it becomes an even bulkier and shinier mix of colourful goo, dissolving the very ground around it. Its Strength and Constitution each increase by 4, and its Wisdom and Natural Armour each increase by 6. Its [Pokebility] becomes Corrosion.

Corrosion (Ex): Alolan Mega Muk is able to poison [Steel] pokemon and [Poison] pokemon, ignoring the ususl immunities conveyed by these traits. It doesn't cause the attacks to become more effective against them, nor does it allow it to poison creatures that cannot be poisoned due to other reasons such as the Immunity [Pokebility].

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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.

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.

Dark Pulse (Su): once per five rounds, the Pokemon 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 throw is Staggered for one round. This is a [Ballistic] [Dark] effect.

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.

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.

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.

Hex (Sp): once per minute, the Pokemon 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.

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.

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 2d6 for a Medium 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.

Pain Split (Su): once per hour, the Pokemon may attempt to even its life force out with that of another creature within 30 feet. This uses a Standard Action, and if the target has more current hit points than the Pokemon, the Pokemon steals 1d10 hit points from the target. If the target has more than twice as many hit points than the Pokemon, it instead steals 3d10 hit points. If the Pokemon has more hit points than the target, the target instead steals 1d10 hit points from the user (or 3d10 if the user has more than double the target's hit points). Resistance and Weakness do not apply to this, because it is not damage, it is "stealing hit points". This also means it does not count as a damaging attack. This is a [Normal] 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.

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.

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.

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.

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.

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 [Sonic] [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.

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.

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.

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.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

GULPIN DEEZ NUTS!

Gulpin
Tiny Ooze, CR 1
13 10 15 4 15 10
1d10+3 (8 HP), Init +0, Speed 10'
BAB/Grab: +0/-8
-Slam +3 (1d3+1)
AC: 13 (+2 Size, +1 Natural Armour), Flat 13, Touch 12
Fort +4 Ref +0 Will +4
Feats: Improved Toughness
Skills: Survival +6
Special Attacks: Yawn, Drool
Special Qualities: Poison Pokemon Traits, Amorphous, Absolute Omnivore, Liquid Ooze or Sticky Hold
Rare Traits: Gluttony, Clear Smog, Curse, Destiny Bond, Smog, Stuff Cheeks
Tutor Moves: Dream Eater, Endure, Mud Shot, Mud Slap, Pain Split, Poison Jab, Protect, Sludge Wave, Thief, Toxic Spikes, Venoshock, Water Pulse
Advancement: 2-4 HD (Tiny); evolves into Swalot at 5 hit dice
Hit Dice: 1d10 HP, Medium BAB, Good Fort and Will, 2 + Int skill points

It looks like there's a green little goo blob with a face. Or maybe it's a rogue stomach.

Poison Traits: Gulpin is weak against [Ground] and [Psychic] attacks, and resists [Bug], [Fairy], [Fighting], [Grass] and [Poison] 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. Gulpin harmlessly absorbs 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.

Yawn (Su): Gulpin 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.

Drool (Ex): with a Full Round Action, Gulpin may dribble the equivalent of a flask of Acid over an adjacent creature. This may be performed as a Coup de Gras despite not being a regular attack.

Amorphous (Ex): because it is made of goo, Gulpin gains a +8 bonus to Escape Artist checks and a 25% chance to negate precision-based damage. It can move through any immobile gaps that aren't able to react to its own movement, such as under doorways, but isn't simply immune to being grappled.

Absolute Omnivore (Ex): Gulpin can eat anything that can fit in its mouth. It gains nutrition from eating anything. Obhects that most people consider inedible take an hour to digest fully (four hours for permanent magic items), and if it is slain or forced to regurgitate them within ten minutes (one hour for permanent magic items), the items can be recovered safely, only needing to be washed or maybe have minor maintenance.

Liquid Ooze (Ex): if Gulpin 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 or Constitution to those lost by Gulpin, rather than being healed. Additionally, Biting or draining from Gulpin 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.

Sticky Hold (Ex): alternatively, Gulpin is very sticky, and has a +4 Bonus to establish or maintain a Grapple, and any Steal, Sleight of Hand or Disarm attempt made against it suffers a -20 penalty. This is a [Pokebility].


Rare Traits:
Gluttony (Ex): if Gulpin has this rare [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.

Clear Smog (Su): once per five rounds, a rare Gulpin 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.

Curse (Su): a Gulpin 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 Gulpin 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.

Destiny Bond (Su): with an Immediate Action upon being hit by an attack that would reduce it below zero HP or kill it outright, a rare Gulpin may gaze upon its attacker if they are within 30 feet. They must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or die. Gulpin then dies after this, even if it had only been reduced to negative hit points. This is a [Ghost] attack.

Smog (Ex): with a Standard Action once per 3 rounds, a rare Gulpin 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.

Stuff Cheeks (Ex): if Gulpin has this ability, it may eat a held food item (which for Gulpin is of course any held item) with a Full Round Action, and in doing so gain not only any effects of eating it, but a +5 Enhancement Bonus to its Natural Armour Bonus, as well as DR 5/Magic, for one minute. This can only be used if it is actually holding an edible object at the start of its turn. This is a [Normal] ability.


At 2 hit dice, it learns Poison Gas and Sludge
Poison Gas (Ex): with a Standard Action once per 5 rounds, Gulpin may unleash a cloud of toxic gas in a Spread that extends out to Close Range. This lingers for 3 rounds, does not interfere with visibility, and potentially Poisons all who inhale it: the Save DC is 10 + half its hit dice + its Constitution Bonus, the Primary damage is 2 Constitution damage and one round of Nausea, and the Secondary damage is 4 Constitution damage. This is a [Poison] attack and a gas.

Sludge (Ex): with a Standard Action once per 5 rounds, Gulpin may use a Ranged Touch Attack to hurl toxic sludge at a target within Close Range. If this hits, it deals 2d6 damage and 1 Constitution Damage, and then at the start of each of the target's turns, they suffer damage again, including the ability damage, though they can scrape it off with a Full Round Action to prevent this. Poison Pokemon suffer the hit point damage but not the ability damage. With a DC 20 Survival check, this can be harvested once per day - doing so prevents it from being able to use this ability for the rest of the day - and then a DC 25 Craft (Alchemy) check can turn this into the Black Sludge item. This is a [Poison] attack.

At 3 hit dice, it learns Amnesia, Acid Armour and Acid Spray
Amnesia (Su): Gulpin 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.

Acid Armour (Su): with a Standard Action once per minute, Gulpin may change the elemental consistency of its body, increasing the acidity while not changing its existing amorphous nature and chemical coatings. For the next five rounds, it gains a +5 Resistance Bonus to Reflex and Will Saves, a better +10 Racial Bonus to 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.

Acid Spray (Ex): once per five rounds, Gulpin 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.

At 4 hit dice, it learns Encore and Greedy Guts
Encore (Su): with a Standard Action once per five rounds, Gulpin 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.

Greedy Guts (Ex): whenever Gulpin hits a foe with a Natural Weapon, including a special attack that is resolved as one, it may steal and eat an item held by that foe. This includes equipment that is not edible to most people, because everything is edible to Gulpin, however the items can still be safely recovered within the usual ten minutes (or one hour for permanent magic items).

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Swalot
Medium Ooze, CR 5
17 10 21 4 21 16
5d10+30 (57 HP), Init +0, Speed 20'
BAB/Grab: +3/+6
-Slam +6 (1d6+4)
AC: 18 (+18 Natural Armour), Flat 18, Touch 10
Fort +9 Ref +1 Will +9
Feats: Improved Toughness, X
Skills: Survival +13
Special Attacks: Yawn, Drool, Poison Gas, Sludge, Acid Spray, Body Slam, Gunk Shot, Toxic
Special Qualities: Poison Pokemon Traits, Amorphous, Absolute Omnivore, Liquid Ooze or Sticky Hold, Amnesia, Acid Armour, Encore, Greedy Guts
Rare Traits: Gluttony, Clear Smog, Curse, Destiny Bond, Smog, Stuff Cheeks
Tutor Moves: Bulldoze, Dream Eater, Endure, Giga Drain, Knock Off, Mud Shot, Mud Slap, Neurotoxin, Pain Split, Poison Jab, Protect, Sludge Wave, Swords Dance, Thief, Toxic Spikes, Venoshock, Water Pulse
Advancement: 6-10 HD (Medium); 11-16 HD (Large); 17+ HD (Huge)
Hit Dice: 1d10 HP, Medium BAB, Good Fort and Will, 2 + Int skill points

This big purple fellow seems to be a giant blob with a face, but it has a magnificent mustache.

Body Slam (Ex): at will, Swalot 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 (to 2d6 for a Medium creature). 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 Swalot's next turn (during which time it cannot be stunned again). This is a [Normal] attack.

Gunk Shot (Su): with a Standard Action once per five rounds, Swalot 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.

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.


At 6 hit dice, it learns Stockpile, Spit Up, and Swallow
Stockpile (Su): with a Full Round Action, Swalot 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, Swalot 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, Swalot 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.

At 7 hit dice, it learns Sludge Bomb and Gobble Up
Sludge Bomb (Su): once per three rounds, Swalot 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.

Gobble Up (Ex): Swalot gains the Improved Grab and Swallow Whole abilities. The amount of slashing damage that must be dealt to escape is equal to Swalot's hit dice multiplied by 5, and every round a creature remains trapped inside it, they suffer damage, as a [Poison] attack, equal to 1d12 plus its Constitution Bonus.

At 8 hit dice, its Natural Armour increases by 1 and it learns Gastro Acid and Damage Roller
Gastro Acid (Su): with a Standard Action once per minute, Swalot 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.

Damage Roller (Ex): at will, Swalot 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 2d6 damage (for a Medium 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 [Poison] attack.

At 9 hit dice, it learns Wring Out and Recycle
Wring Out (Ex): Swalot has a Constrict attack that deals 1d8 damage, plus its Strength Bonus. If the target has more hit points than 25% of their maximum, it deals double damage. If they have more than 50% of their maximum, it deals triple damage. And if they are at their full maximum hit points, it deals quadruple damage. This is a [Normal] attack.

Recycle (Ex): once per minute, Swalot 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 10 hit dice, its Wisdom increases by 2 and it learns Belch and Venom Drench
Belch (Ex): as long as Swalot 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".

Venom Drench (Su): with a Standard Action once per five rounds, Swalot 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).

At 11 hit dice, it learns Substitute and Poison Pick n Mix
Substitute (Sp): once per hour, Swalot 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.

Poison Pick n Mix (Su): once per ten minutes, Swalot may spit a special mixture of poisons on a creature within 15 feet by making a Ranged Touch Attack with a Standard Action. If they fail a Fortitude Save (DC 8 + half its hit dice + its Constitution Bonus), they are afflicted with any two of the following, chosen by Swalot: Burned until healed, Confused for one minute, Drowsy for one minute, Frightened for five rounds, Nauseated for three rounds. This is a [Poison] attack.

At 12 hit dice, its Charisma increases by 2 and it learns Spicy Breath and Explosion
Spicy Breath (Su): Swalot has a Breath Weapon that can be used once per minute, although if it eats something (enough to trigger Belch), it instantly recharges. This requires a Standard Action, and extends out to 30 feet as a Cone. It deals 1d6 Fire damage per hit die, or 1d8 per hit die if it has eaten within the last minute. The damage can be halved with a successful Reflex Save (DC 10 + half its hit dice + its Constitution Bonus). If a target fails the saving throw, they catch fire, or they suffer a Burn if it has eaten within the last minute. This is a [Fire] attack.

At 13 hit dice, its Natural Armour increases by 1 and it learns Karma and Quash
Karma (Su): once per minute, Swalot 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.

Quash (Su): at will, Swalot 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 14 hit dice, its Wisdom increases by 2 and it learns Super Poison Breath and Reactive Shield
Super Poison Breath (Su): once per day, Swalot 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.

Reactive Shield (Ex): once per hour, Swalot may cast Acid Sheath on itself as a [Poison] effect.

At 15 hit dice, it learns Recover and Maximum Feast
Recover (Sp): once per hour, Swalot can cast Cure Critical Wounds, with itself as the only target. This is a [Psychic] effect.

Maximum Feast (Su): once per minute, Mega Swalot can use a Full Round Action to hoover up edible things and gorge itself. It makes a special Bullrush attempt against everything within 30 feet, without needing to move, enter their squares or provoke Attacks of Opportunity, and bullrushed foes are moved directly towards it, moving more than 5 feet if necessary. Anything that ends the area adjacent to it is automatically Swallowed Whole (up to a total Size limit equal to its own space). As long as even a single creature is swallowed in this manner, it immediately gains both the benefits of Heroes' Feast and Stockpile.

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Mega Evolution: when Swalot becomes Mega Swalot, it grows both in size and hunger. Also its mustache becomes even more amazing, but the downside is its tummy (which is most of it) is easily upset. It grows one Size Category larger, its Dexterity is reduced by four (to a minimum of 1), its Constitution, Wisdom and Charisma each increase by 6, its Natural Armour increases by 2, and its Strength increases by 4. Its [Pokebility] becomes Toxic Debris.

Toxic Debris (Ex): any time Mega Swalot is hit by a physical attack, including most forms of Energy Damage but not things like a Mind Blast or Hold Monster, it vomits up a Toxic Spikes effect as an Immediate Action, anywhere it chooses within the normal area. This is a [Pokebility].

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Tutor Moves:

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.

Dream Eater (Su): once per hour, the Pokemon may make a special Coup de Gras attempt against a sleeping foe. It casts Vampiric Touch, which is only functional against Drowsy foes (who take the effect normally), and foes who are Asleep (who suffer twice as many dice of damage, with no upper limit). The target wakes up after suffering these effects. This is a [Psychic] effect that leaves the attacker fully nourished for the day.

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.

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 attacker'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.

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.

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.

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.

Neurotoxin (Su): the Pokemon 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.

Pain Split (Su): once per hour, the Pokemon may attempt to even its life force out with that of another creature within 30 feet. This uses a Standard Action, and if the target has more current hit points than the Pokemon, the Pokemon steals 1d10 hit points from the target. If the target has more than twice as many hit points than the Pokemon, it instead steals 3d10 hit points. If the Pokemon has more hit points than the target, the target instead steals 1d10 hit points from the user (or 3d10 if the user has more than double the target's hit points). Resistance and Weakness do not apply to this, because it is not damage, it is "stealing hit points". This also means it does not count as a damaging attack. This is a [Normal] 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.

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.

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.

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 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.

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
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Re: Pokedex Redone

Post by Koumei »

Magnemite
Tiny Construct, CR 2
5 10 11 8 13 16
2d8 (9 HP), Init +0, Speed 5' Fly 15' (Clumsy)
BAB/Grab: +1/-10
-Slam +3 (1d3-3)
AC: 20 (+2 Size, +8 Natural Armour), Flat 20, Touch 12
Fort +5 Ref +3 Will +1
Feats: Great Fortitude, Weapon Finesse (B)
Skills: Search +4, Disable Device +4, Spot +6
Special Attacks: Supersonic, Thunder Wave, Thunder Shock
Special Qualities: Electric and Steel Pokemon Traits, DR 2/Adamantine, Magnet Pull or Sturdy, Magnet Rise, Magnetism
Rare Traits: Analytic, Electroweb
Tutor Moves: Charge Beam, Confuse Ray, Iron Head, Protect, Take Down, Volt Switch
Advancement: 2-5 HD (Tiny); evolves into Magneton at 6 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Ref, 4 + Int skill points

There is a floating metal sphere with a pair of curved magnets on it. It also has a central eye. And a big screw in its head, so don't try sitting on it. Seriously Jasmine, DO NOT SIT AND SWIVEL.

Electric and Steel Traits: Magnemite is weak against [Fighting], [Fire] and [Ground] attacks, and resists [Bug], [Dragon], [Electric], [Fairy], [Flying], [Grass], [Ice], [Normal], [Psychic], [Rock] and [Steel] attacks. It cannot be Staggered or Paralyzed. Magnemite can generate sufficient electricity to power various machines and devices with a Size up to one category larger than their own. It is considered Immune to [Poison] attacks, always resisting them, and can never actually be Poisoned or Diseased. It suffers no damage or impediment from sand storms, dust storms, hail, ice storms similar, and is not harmed by rough stony terrain. As living creatures, it is not simply destroyed by rust effects: it is always allowed a Fortitude Save to resist, with failure resulting in them suffering 1d6 damage per Caster Level (for spells) or hit die (for creatures). The natural weapons of Magnemite are considered to be [Steel] attacks.

Supersonic (Ex): with a Standard Action once per minute, Magnemite 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.

Thunder Wave (Su): with a Standard Action at will, Magnemite 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.

Thunder Shock (Su): with a Standard Action, Magnemite 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, DC 14 for the standard Magnemite). This is an [Electricity] effect.

Magnet Rise (Ex): Magnemite is mostly earthbound, but when moving (via a Move Action, Charge, Withdraw or Run Action), it has a Fly speed (see above) until the end of its turn. This doesn't function as the Levitate [Pokebility], so it's still weak against [Ground] attacks.

Magnetism (Su): whereas most [Steel] pokemon are magnetic, Magnemite is actually a magnet. This grants it the equivalent of a constant Mage Hand effect that it can use on metal items, subject to the normal weight limit, and allowing it to interact with things.

Magnet Pull (Ex): if Magnemite 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 Magnemite 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:
Analytic (Ex): if the rare Magnemite with this [Pokebility] 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 Magnemite so as to adjust the effects independently.

Electroweb (Su): once per hour, a Magnemite 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.


At 3 hit dice, it learns Electro Ball and Gyro Ball
Electro Ball (Su): once per three rounds, Magnemite may roll into an electrically-charged ball and roll in a straight line. With a Full Round Action, it moves up to double its base move speed in a straight line, moving through intervening creatures but not solid objects. All in the area suffer a number of d6 of Electricity damage equal to Magnemite's Dexterity Bonus (minimum 1d6), with a Reflex Save for half (DC 10 + half its hit dice + its Dexterity Bonus). This is an [Electric] [Ballistic] attack.

Gyro Ball (Ex): Magnemite 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.

At 4 hit dice, it learns Spark, Superconductivity and Magnet Bomb
Spark (Ex): with a Full Round Action, Magnemite 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.

Superconductivity (Su): three times per day, Magnemite may either Bolster, Extend or Widen an [Electric] ability it uses, as per the normal/PF Meta-Magic feats.

Magnet Bomber (Su): once per 3 rounds with a Full Round Action, Magnemite 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 1d6 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 5 hit dice, it learns Screech and Magnetic Storm
Screech (Ex): once per 3 rounds, Magnemite 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.

Magnetic Storm (Su): whenever Magnemite is in rainy weather or on Electric Terrain, it may use a Standard Action to unleash a burst of electromagnetism. This functions as the Violent Thrust or Combat Maneuver version of Telekinesis, using its Charisma, and anything successfully affected by this suffers 1d10 points of damage as an [Electric] attack.

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Magneton
Small Construct (Living), CR 6
9 14 13 14 15 20
6d8+6 (33 HP), Init +2, Speed 10' Fly 20' (Clumsy)
BAB/Grab: +4/-1
-Slam +7 (1d4-1)
AC: 29 (+1 Size, +2 Dexterity, +16 Natural Armour), Flat 27, Touch 13
Fort +8 Ref +7 Will +4
Feats: Great Fortitude, Weapon Finesse (B), Ability Focus (Thunder Wave), Skill Focus (Spot)
Skills: Search +11, Disable Device +11, Spot +14, Knowledge (Architecture & Engineering) +11, Survival +11, Concentration +10
Special Attacks: Supersonic, Thunder Wave, Thunder Shock, Electro Ball, Gyro Ball, Spark, Magnet Bomb, Magnetic Storm, Tri Attack, Mirror Shot
Special Qualities: Electric and Steel Pokemon Traits, DR 5/Adamantine, Magnet Pull or Sturdy, Magnet Rise, Magnetism, Screech, Superconductivity, Electric Terrain, Call Signal
Rare Traits: Analytic, Electroweb
Tutor Moves: Charge Beam, Confuse Ray, Eerie Impulse, Gravity, Iron Head, Protect, Rain Dance, Reflect, Sandstorm, Signal Beam, Take Down, Thunder, Thunderbolt, Volt Switch, Wild Charge
Advancement: 7-11 HD (Small); evolves into Magnezone at 12 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Ref, 4 + Int skill points

It appears that three Magnemite have all fused together, with one upper-middle one, and two lower ones, one to each side. It still doesn't look like you could sit on it comfortably.

Tri Attack (Su): once per three rounds, Magneton may use all three eyes 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.

Mirror Shot (Su): with a Standard Action once per three rounds, Magneton may unleash a thin beam of reflected light that cuts like a laser. 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. On a Critical Hit, the target is also rendered Blind for one round. This is a [Ballistic] [Steel] attack and a [Light] effect.

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

Call Signal (Su): Magneton is able to communicate via Telepathy out to a range of 100 feet, or one mile if it is in an area of Electric Terrain.


At 7 hit dice, it Magnetic Force and Flash Cannon
Magnetic Force (Su): Magneton's Magnetism now functions as Greater Mage Hand, and when on Electric Terrain, can instead function as Telekinesis (sustained force). Additionally, its Magnet Bomb attack now deals 3d6 damage, maximised when on Electric Terrain.

Flash Cannon (Su): Magneton may fire off a blinding blast of reflected light at will, practically burning foes with laser beams fired by its cannons. This targets a 5' radius Burst in Close Range, a 10' radius Burst in Medium Range, or a 15' radius Burst in Long Range. The damage is 1d6 per hit die for Close Range, 1d8 per two hit dice in Medium Range, or 1d6 per two hit dice at Long Range. It also deals 2 points of Wisdom damage from the disorientation, partial blindness and almost heat stroke. A Will Save (DC 10 + half its hit dice + its Charisma Bonus) halves the regular damage and negates the Wisdom damage. This is a [Ballistic] [Steel] attack and a [Light] effect.

At 8 hit dice, it learns Discharge and Metal Wave
Discharge (Su): with a Standard Action at will, Magneton 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.

Metal Wave (Su): once per hour, Magneton may unleash a powerful wave of magnetic energy and reverberating sound from its metal form. This uses a Standard Action, and unleashes a 45' Cone that 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 is weakened, suffering a -3 Penalty to saving throws for 3 rounds. This is a [Sonic] [Steel] attack.

At 9 hit dice, it learns Metal Sound and Rising Voltage
Metal Sound (Ex): once per minute, Magneton 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.

Rising Voltage (Su): once per five rounds, Magneton 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 10 hit dice, it learns Light Screen and Microwave
Light Screen (Su): once per hour, Magneton 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.

Microwave (Su): once per minute, Magneton may use electromagnetic radiation to superheat a target within Medium Range. This functions as a targeted Greater Dispel, and if this successfully dispels any effects, the target suffers 1d4 damage per hit die. If it dispels three or more effects, the target is also Burned. This is an [Electric] attack.

At 11 hit dice, it learns Lock-On and Plasma Wave
Lock-On (Ex): Magneton can cast True Strike once per minute. For the duration of the effect, it also has the effect of See Invisible and ignores Mirror Images. This is a [Normal] effect.

Plasma Wave (Su): once per hour, Magneton can unleash a blast of brilliant plasma. This uses a Standard Action, and is unleashed in a 30' Cone, dealing 1d6 Fire damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Fire] attack, however it is not affected by weather, and instead, causes maximum damage to those on Electric terrain.

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Magnezone
Medium Construct (Living), CR 12
13 10 17 18 19 30
12d8+36 (90 HP), Init +0, Speed 10' Fly 20' (Clumsy)
BAB/Grab: +9/+10
-Slam +10 (1d4-1)
AC: 35 (+25 Natural Armour), Flat 35, Touch 10
Fort +13 Ref +8 Will +8
Feats: Great Fortitude, Ability Focus (Thunder Wave), Skill Focus (Spot), Ability Focus (Flash Cannon), Adamantine Skin
Skills: Search +19, Disable Device +19, Spot +22, Knowledge (Architecture & Engineering) +19, Survival +19, Concentration +18, Knowlege (Local) +19, Knowledge (Arcana) +19
Special Attacks: Supersonic, Thunder Wave, Thunder Shock, Electro Ball, Gyro Ball, Spark, Magnet Bomb, Magnetic Storm, Tri Attack, Flash Cannon, Discharge, Metal Wave, Railgun, Microwave, Plasma Wave, Magnetic Flux
Special Qualities: Electric and Steel Pokemon Traits, DR 13/Adamantine, Magnet Pull or Sturdy, Magnet Rise, Magnetism, Screech, Superconductivity, Electric Terrain, Call Signal, Magnetic Force, Metal Sound, Light Screen, Lock-On, Mirror Coat, Double Brain, Mighty Magnetism
Rare Traits: Analytic, Electroweb
Tutor Moves: Body Press, Bug Buzz, Charge, Charge Beam, Confuse Ray, Eerie Impulse, Gravity, Hard Press, Heavy Slam, Hyper Beam, Iron Defense, Iron Head, Protect, Rain Dance, Reflect, Sandstorm, Signal Beam, Steel Beam, Supercell Slam, Take Down, Thunder, Thunderbolt, Volt Switch, Wild Charge
Advancement: 13-15 HD (Medium); 16-19 HD (Large); 20+ HD (Huge)
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Ref, 4 + Int skill points

This bulky UFO sort of thing has a mostly spherical body with a big central eye, and two spheres out to the sides, each with its own eye, and magnets and antennae sticking out. Okay you might be able to sit on this one.

Magnetic Flux (Su): with a Standard Action once per ten minutes, Magnezone may emanate magnetic energies out to 50 feet. This affects both itself and anything else that has either the Plus, Minus, or Magnet Pull [Pokebility], granting a +3 Deflection Bonus to Armour Class and +3 Resistance Bonus to all Saving Throws for one minute.

Mirror Coat (Su): with a Standard Action once per 5 rounds, Magnezone 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.

Double Brain (Ex): Magnezone has two brains, allowing it to attempt two saving throws against [Mind Affecting] effects and select the better result.

Mighty Magnetism (Su): Magnezone's Magnetism now functions as Telekinesis (but still only for metal objects or creatures mostly wearing metal). Additionally, once each per day it may cast Attraction and Repulsion, but only affecting metal objects, those mostly clad in metal, [Steel] pokemon, and pokemon with the Plus, Minus, Magnet Pull, Galvanize or Lightning Rod [Pokebility]. These are [Electric] effects.


At 13 hit dice, it learns Psybeam and Zap Cannon
Psybeam (Su): with a Standard Action, Magnezone 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. This is a [Mind-Affecting] [Psychic] effect.

Zap Cannon (Su): once per hour, providing it is not Fatigued or Exhausted, Magnezone 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.

At 14 hit dice, it learns Self Destruct and Splitting Beam
Self Destruct (Ex): once per day, Magnezone 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 Magnezone'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. Magnezone can never remain with zero or more hit points - adjust it down to -1 if necessary. This is a [Normal] attack.

Splitting Beam (Su): whenever Magnezone utilises Mirror Shot, Tri Attack, Psybeam, Signal Beam, Steel Beam, Charge Beam, or Thunderbolt, it may unleash the attack against two viable targets within range. When it uses Hyper Beam, Zap Cannon or Flash Cannon, it may target two non-overlapping areas at a time and blast both of them.

At 15 hit dice, its Natural Armour increases by 2 and it learns Parabolic Charge and Maximum Electro Star
Parabolic Charge (Su): once per minute, Magnezone may pass an electric current through those in an area, looping back to itself for healing. With a Standard Action, it unleashes a 30' Cone, with all in the area suffering 1d6 Electricity damage per 3 hit dice (round up), with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). After this, it regains lost hit points equal to its hit dice multiplied by the number of targets that suffered any damage from this. This is an [Electric] attack.

Maximum Electro Star (Su): once per minute, Mega Magnezone may unleash a burst of lightning with a Full Round Action, firing directly at the ground and blasting it out in all directions from there. This creates a 30' radius Column beneath it, going as far as necessary to hit the ground, and deals 1d6 damage per hit die to everything in the area, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). It then leaves the 30' radius area covered in Electric Terrain for 5 rounds, and all creatures in the area lit up as though by Faerie Fire for 5 rounds. This is an [Electric] attack.

At 17 hit dice, its Charisma increases by 2

At 20 hit dice, its Charisma increases by another 2 and its Damage Reduction increases to 15/Adamantine (18 including Adamantine Skin)

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Mega Evolution: when Magnezone becomes Mega Magnezone, it grows even bigger and wider, with more eye-bearing spheres and more magnets, looking more like a UFO. It grows one Size Category larger, its Strength, Dexterity and Natural Armour each increase by 2, its Constitution and Charisma each increase by 4, its Wisdom increases by 6 and its [Pokebility] becomes Levitate. Its Fly Speed becomes an actual Perfect Fly Speed of 50 feet.

Levitate (Su): Mega Magnezone 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.

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Tutor Moves:

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.

Bug Buzz (Ex): once per five rounds, the Pokemon 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.

Charge (Ex): by spending a Standard Action charging up, the Pokemon 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.

Charge Beam (Su): once per 3 rounds, the Pokemon may use a Standard Action to fire an electrical energy beam out as a Ranged Touch Attack with a Range of 60 feet. This deals 1d6 Electricity damage per hit die (to a maximum of 5d6), and if it hits, the electrical feedback charges the Pokemon up, granting a +2 Enhancement Bonus to Charisma for 1 minute. This is an [Electric] 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 attacker's hit dice + its Charisma Bonus) at the start of every turn to end the effects early. This is a [Ghost] attack.

Eerie Impulse (Su): with a Standard Action once per 5 rounds, the Pokemon may target another creature within Close Range and release a strange mixture of lights and radio waves to spook them and ruin their mood. The target suffers a -4 Morale Penalty to Charisma for one minute. This is an [Electric] attack.

Gravity (Su): once per hour, the Pokemon 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.

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.

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.

Iron Defense (Ex): with a Full Round Action at will, the Pokemon 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, 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.

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.

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.

Reflect (Su): once per hour, the Pokémon may cast Wall of Force. This is a [Psychic] 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. Keep in mind the various benefits it has in sandstorms and duststorms. This is a [Ground] effect.

Signal Beam (Su): with a Standard Action once per three rounds, the Pokemon may release a ray of complex information. 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 Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Confused for 3 rounds. This is a [Bug] attack.

Steel Beam (Su): once per day, the Pokemon 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 the attacker 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.

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 attacker 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.

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 (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.

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
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Re: Pokedex Redone

Post by Koumei »

Krabby
Tiny Magical Beast, CR 2
15 10 11 4 5 5
2d8 (9 HP), Init -1, Speed 10' Swim 15'
BAB/Grab: +2/-4
-2 Claws +6 (1d3+2)
AC: 20 (+2 Size, +8 Natural Armour), Flat 20, Touch 12
Fort +3 Ref +3 Will -3
Feats: Improved Natural Attack (Claw)
Skills: Perform (Dance) +2
Special Attacks: Water Gun, Metal Claw, Leer
Special Qualities: Water Pokemon Traits, Amphibious, Harden, Crab Sidle, Hyper Cutter or Shell Armor
Rare Traits: Sheer Force, Ancient Power, Knock Off, Night Slash, Slash, Ally Switch, Amnesia
Tutor Moves: Brick Break, Dig, Dive, Flip Turn, Rain Dance, Rock Slide, Whirlpool
Advancement: 2-5 HD (Tiny); evolves into Kingler at 6 hit dice
Hit Dice: 1d8 HP, Good BAB, Good Fort and Ref, 2 + Int skill points

This is a crab. A bright orange crab, with big snippers, and almost googly eyes. It says "cookie cookie".

Water Traits: Krabby does not have the usual traits of the [Water] Subtype, or the Elemental Type. It is weak against [Electric] and [Grass] attacks, and resists [Fire], [Ice], [Steel] and [Water] attacks. Its natural weapons are [Water] attacks when not made as the part of a separate Special Attack.

Water Gun (Su): with a Standard Action, Krabby 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.

Metal Claw (Ex): Krabby may make its Claw attacks as [Steel] effects, and they deal damage as though one size category larger when doing so. 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.

Leer (Ex): when Krabby 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.

Harden (Ex): any time Krabby 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.

Crab Sidle (Ex): Krabby doesn't provoke Attacks of Opportunity with its Move Actions.

Hyper Cutter (Ex): if Krabby has this [Pokebility], it never suffers any Penalty to its Strength score (although Strength Damage and Drain still apply), nor innate penalties to its damage rolls - defences that a given opponent has (such as DR, Hardness or Resistances) will still apply, but not a curse that normally causes the target to deal less damage.

Shell Armour (Ex): alternatively if it has this [Pokebility], it is not subject to extra damage from Critical Hits, Sneak Attacks or other forms of Precision Damage, and it ignores the Wounding weapon property.


Rare Traits:
Sheer Force (Ex): if Krabby has this rare [Pokebility], all of its attacks (including natural weapons) that deal damage and also have another effect (even if the extra effect only happens on a Critical Hit or a failed saving throw) no longer have the extra effect. Instead, the attacks and natural weapons deal an extra 2 points of damage per die rolled.

Ally Switch (Sp): once per hour, Krabby may cast Benign Transposition as an Immediate Action if it has this rare trait. This is a [Psychic] effect.

Amnesia (Su): if Krabby has this rare trait it 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.

Ancient Power (Su): once per hour, a Krabby that knows this may call upon ancient forces to launch chunks of rock at a foe. This pulls 25 pounds of rock from the ground per hit die (maximum 150 pounds), and throws them at foes within 30 feet - allocating the weight in 25 pound increments between up to four rocks. Each rock can be launched at a different target, requiring a Ranged Attack to hit, dealing 1d6 damage per 25 pounds, and for every 6 rolled for damage, one of its Ability Scores (chosen by the user) receives a +2 Enhancement Bonus for one minute. This is a [Rock] attack.

Knock Off (Ex): with a Standard Action once per 5 rounds, a rare Krabby may make a Primary Slam attack that, if it hits, it may make a Disarm or Sunder check for free. The base damage is 1d4 (for a Tiny 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.

Night Slash (Ex): at will, a rare Krabby 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] [Blade] attack.

Slash (Ex): with a Standard Action, a rare Krabby may make a single Claw attack that has a base damage of 1d4 for a Tiny 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] [Blade] attack.


At 3 hit dice, it learns Mud Shot, Protect and Vice Grip
Mud Shot (Su): with a Standard Action, Krabby 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 [Ballistic] [Ground] attack.

Protect (Su): once per hour, Krabby may use the magic in its shell 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 Krabby vulnerable to further attacks. This is a [Normal] effect.

Vice Grip (Ex): when Krabby is grappling a foe, any Claw attack it makes (including special Claw attacks) or Constrict damage it deals causes an additional 2 points of Dexterity Damage as it snaps bones.

At 4 hit dice, its Natural Armour increases by 1 and it learns Bubble Beam
Bubble Beam (Su): with a Standard Action, Krabby 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.

At 5 hit dice, it learns Stomp and Brine
Stomp (Ex): Krabby gains the Trample ability, dealing 1d4 damage, as a [Normal] [Kick] attack.

Brine (Su): with a Standard Action once per 3 rounds, Krabby can spray saltwater into the wounds of a foe within 30 feet, requiring a Ranged Touch Attack. This only deals 1d6 points of damage normally. If the target has taken damage equal to at least 25% of its maximum hit points, it instead deals 2d8 damage. If they have taken 50% damage, it deals 3d10 damage. If they have taken 75% or more, it deals 4d12 damage. This is a [Water] attack.

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Kingler
Medium Magical Beast, CR 6
25 14 15 4 11 9
6d8+12 (39 HP), Init +6, Speed 30' Swim 20'
BAB/Grab: +6/+13
-2 Claws +14 (1d6+7)
AC: 24 (+2 Dex, +12 Natural Armour), Flat 22, Touch 12
Fort +7 Ref +7 Will +2
Feats: Improved Natural Attack (Claw), Improved Initiative, Weapon Focus (Claw)
Skills: Perform (Dance) +8
Special Attacks: Water Gun, Metal Claw, Leer, Mud Shot, Vice Grip, Bubble Beam, Stomp, Brine, Hammer Arm, Flail
Special Qualities: Water Pokemon Traits, Harden, Crab Sidle, Protect, Wide Guard, Hyper Cutter or Shell Armor
Rare Traits: Sheer Force, Ancient Power, Knock Off, Night Slash, Slash, Ally Switch, Amnesia
Tutor Moves: Brick Break, Dig, Dive, Flip Turn, Giga Impact, Iron Defense, Liquidation, Rain Dance, Razor Shell, Rock Slide, Stomping Tantrum, Superpower, Whirlpool, X-Scissor
Advancement: 7-14 HD (Medium); 15+ HD (Large)
Hit Dice: 1d8 HP, Good BAB, Good Fort and Ref, 2 + Int skill points

This giant crab stands at human height, with massive pincers and a sort of funny face.

Hammer Arm (Ex): once per minute, Kingler 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, Kingler is then Slowed for 5 rounds. This is a [Punch] [Fighting] attack.

Flail (Ex): Kingler 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 18, before adding bonuses).

Wide Guard (Su): Kingler 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 7 hit dice, it learns Razor Shell and Scissor Snip
Razor Shell (Ex): at will, Kingler may launch a razor-sharp shard of its shell at a foe within 50 feet. This deals 1d4 damage for a Medium creature, with a 19-20/x3 Critical rating, and on a successful hit, the target takes a -4 Penalty to Armour Class and loses all Damage Reduction, both until the end of its next turn. This is a [Blade] [Water] attack.

Scissor Snip (Ex): upon hitting with two Claw attacks in the same round, even against different targets, Kingler may make a single additional Claw attack, treated as a Rend, against one of the struck targets, which deals normal damage if it hits. This is a [Water] [Blade] attack.

At 8 hit dice, its Natural Armour increases by 2 and it learns Swords Dance
Swords Dance (Ex): with a Standard Action at will, Kingler 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 9 hit dice, it learns Clamp and Guard Claw
Clamp (Ex): Kingler's Claws gain the Improved Grab ability, and a Constrict attack that deals 1d6 damage (for a Medium creature) plus its Strength Bonus each round.

Guard Claw (Ex): once per three rounds, Kingler may use an Immediate Action to grant Full Cover to itself or an adjacent ally. This lasts against a single attack, and is a [Normal] effect.

At 10 hit dice, it learns Rending Cleave
Rending Cleave (Ex): if Kingler reduces a foe's hit points below 1 with a Claw attack, it may immediately make another identical Claw attack against another target within reach, which ignores all Damage Reduction and Hardness. This is the same type of attack as the Claw attack that triggered it.

At 11 hit dice, its Strength and Natural Armour each increase by 2 and it learns Crabhammer
Crabhammer (Ex): once per minute, Kingler 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 Kingler 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.

At 12 hit dice, it learns Guillotine and Bubbles Galore
Guillotine (Ex): with a Full Round Action, Kingler 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.

Bubbles Galore (Su): once per hour, Kingler may create an effect identical to a Fog Cloud, consisting of clouds of bubbly foam. Additionally, the moment this is created, all creatures within the area have all of their [Water] attacks refreshed and able to be used again if they were on some form of cooldown or had been expended for the day. However, this does not refresh itseld, and entering the area after it is created does not cause this effect. This is a [Water] effect.

At 13 hit dice, it learns Revenge and Storm Throw
Revenge (Ex): with a Full Round Action at will, Kingler may enter a revenge stance. Until the start of its next turn, anybody who damages Kingler 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.

Storm Throw (Su): once per 3 rounds, Kingler may hurl a miniature tornado at a foe within Medium Range. This is resolved as a Ranged Attack that has a base damage of 1d10 plus its Strength Bonus and, if it hits, is automatically upgraded to a critical hit with a x2 multiplier. This also subjects the target to Hurricane force winds for one round. This is a [Fighting] attack and a wind effect.

At 14 hit dice, its Strength and Natural Armour each increase by 2 and it learns Wave Crash
Wave Crash (Su): at will, Kingler may use a Full Round Action to ride a wave of water and 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 damage per hit die, plus its Charisma Bonus as a flat bonus, and it may make a free Trip attempt on a successful hit. This causes Kingler to suffer "recoil" damage equal to the amount of Bludgeoning damage dealt, plus an amount equal to its hit dice total. It may then continue moving afterwards, in the same direction it charged, to an upper limit of double its Move Speed, minus the movement already taken in the charge. This also releases a burst of water and seafoam on impact, dousing fires out to ten feet. This is a [Water] attack.

At 15 hit dice, it learns Aqua Jet and Maximum Pincers
Aqua Jet (Ex): Kingler 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.

Maximum Pincers (Ex): once per minute, Mega Kingler may use a Full Round Action to use Guillotine against two separate targets, or a Crabhammer and Guillotine against the same target. For the next five rounds, its Claws deal damage as though one size larger, and gain the Augmented Critical ability. This is a [Blade] [Water] attack.

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Mega-Evolution: when Kingler becomes Mega Kingler, it becomes a truly mighty crab, towering over most other things, and with a magnificent beard of foam bubbles. It grows one Size Category larger, its Strength and Natural Armour each increase by 6, and its Dexterity and Wisdom each increase by 4. Its [Pokebility] becomes Water Bubble.

Water Bubble (Ex): Mega Kingler is surrounded by water bubbles. Any incoming [Fire] attack has the damage reduced by 1 per die rolled, and any [Water] attack it makes has the damage increased by 1 per die rolled. This does not affect flat damage, but does affect maximised dice of damage.

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Tutor Moves:

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.

Dig (Ex): 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.

Dive (Ex): 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.

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 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.

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.

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.

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.

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 attacker 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.

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.

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. The Pokemon 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.

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.

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
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Re: Pokedex Redone

Post by Koumei »

Onix
Huge Magical Beast [Earth], CR 6
26 18 19 3 11 4
6d8+24 (51 HP), Init +4, Speed 50' Burrow 30' Climb 30'
BAB/Grab: +4/+24
-Bite +8 (2d6+8) and Tail +5 (2d8+4 plus Grab)
AC: 24 (-2 Size, +12 Natural Armour, +4 Dex), Flat 20, Touch 12
Fort +11 Ref +9 Will +2
Feats: Power Attack, Great Fortitude, Large and In Charge
Skills: Listen +9
Special Attacks: Rock Blast, Dragon Breath, Rock Slide, Breaking Swipe, Screech, Sand Tomb, Bind
Special Qualities: Ground and Rock Pokemon Traits, Curse, Rock Head or Sturdy
Rare Traits: Weak Armour, Block, Wide Guard
Tutor Moves: Bulldoze, Double Edge, Fissure, Iron Head, Power Shift, Protect, Rock Tomb
Advancement: 7-9 HD (Huge); evolves into Steelix at 10 HD
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Ref, 2 + Int skill points

This is a giant snake made out of chunks of rock. The tunnels it leaves are big enough to walk through.

Ground and Rock Traits: Onix 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.

Rock Blast (Ex): with a Full Round Action, Onix 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 2d6 damage (for a Huge creature), plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Rock] attack.

Dragon Breath (Su): with a Standard Action once per 5 rounds, Onix can unleash a powerful breath weapon consisting of draconic energies - resembling blue fire, electromagnetic energy and concussive force. This extends in a Line 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 save become Anchored in place for three rounds. This is considered to be a Dragon's Breath Weapon for all intents and purposes, and is a [Dragon] effect.

Rock Slide (Su): once per three rounds, Onix may unleash a cascade of rocks careening across the field. This uses a Standard Action, and creates a Line adjacent to Onix that is 10' wider than Onix itself is (so it extends 5' either side past it), 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.

Breaking Swipe (Ex): with a Full Round Action at will, Onix can whirl 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 3d6 damage for a Huge creature, plus its Strength Bonus, and additionally deals 2 points of Strength Damage to each of them. This is a [Blade] [Dragon] attack.

Screech (Ex): once per 3 rounds, Onix 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.

Sand Tomb (Su): with a Standard Action, Onix 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.

Bind (Ex): Onix has the Improved Grab special attack with its Tail attack, and has a Constrict attack which deals automatic Tail damage, plus one and a half times its Strength Bonus. This is a [Normal] attack.

Curse (Su): Onix 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 Onix 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.

Rock Head (Ex): if it has this, Onix has such a sturdy body, and a head (also the rest of it) 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 Onix 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 Onix 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:
Weak Armour (Ex): any time a rare Onix with this suffers damage, its "skin" chips away, letting it move faster at the cost of its defence. This grants it a +2 Enhancement Bonus to Dexterity and a +5' Enhancement Bonus to all movement speeds, and provides a -1 Penalty to its Armour Bonus to Armour Class (minimum zero - further reductions apply to Natural Armour, again to a minimum of zero, at which point further benefits can no longer be gained either). Both effects last for one minute, however further hits before this time will stack (unlike normal Enhancement Bonuses) and reset the duration. If it loses its entire Armour Bonus and Natural Armour Bonus (whether from this or another effect), it is also Hasted for the duration. This is a [Pokebility].

Block (Ex): once per hour, a rare Onix 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.

Wide Guard (Su): if Onix 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.


Every hit die, its Natural Armour increases by 1.


At 3 hit dice, it learns Stealth Rock and High Horsepower
Stealth Rock (Su): once per hour, Onix can cast Cave Fangs with a Save DC of 10 + half its hit dice + its Constitution Bonus. This is a [Rock] attack.

High Horsepower (Ex): despite the lack of legs, Onix has a Trample attack with a base damage of 4d6 for a Huge 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 [Ground] [Kick] attack.

At 8 hit dice, it learns Sandstorm and Rock Polish
Sandstorm (Su): once per day per 5 full hit dice, Onix 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.

Rock Polish (Su): with a Full Round Action once per minute, Onix 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 9 hit dice, it learns Dig and Land Crush
Dig (Ex): while digging, Onix 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 hit dice, and every 5 hit dice thereafter. This is a [Ground] attack.

Land Crush (Ex): with a Full Round Action, Onix may slam the ground, flattening all terrain within 30 feet. This removes Difficult Terrain and destroys all kinds of traps, special terrain effects and hazards, including magical ones - though it doesn't stop the area from having such effects reapplied later, so emptying part of a swamp for example won't last very long as the surrounding swamp fills it back up. This is a [Rock] attack.

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Steelix
Gargantuan Magical Beast [Earth], CR 10
32 10 29 3 13 4
10d10+90 (51 HP), Init +4, Speed 40' Burrow 40' Climb 20'
BAB/Grab: +7/+30
-Bite +12 (2d8+11) and Tail +9 (3d6+5)
AC: 36 (-4 Size, +30 Natural Armour), Flat 36, Touch 6
Fort +18 Ref +7 Will +4
Feats: Power Attack, Great Fortitude, Large and in Charge, Snatch
Skills: Listen +14
Special Attacks: Rock Blast, Dragon Breath, Rock Slide, Breaking Swipe, Screech, Sand Tomb, Bind, High Horsepower, Dig, Land Crush, Iron Tail, Crunch, Heavy Slam, Steamroller
Special Qualities: Ground and Steel Pokemon Traits, Damage Reduction 5/Adamantine, Curse, Rock Head or Sturdy, Stealth Rock, Sandstorm, Rock Polish, Autotomize
Rare Traits: Sheer Force, Block, Wide Guard
Tutor Moves: Bulldoze, Double Edge, Earthquake, Fire Fang, Fissure, Giga Impact, Ice Fang, Iron Head, Power Shift, Protect, Psychic Fangs, Rock Tomb, Steel Beam, Thunder Fang
Advancement: 11-14 HD (Gargantuan); 15+ HD (Colossal)
Hit Dice: 1d10 HP, Medium BAB, Good Fort and Ref, 2 + Int skill points

A massive serpent of steel "stands" before you, looking down at you with its wide, powerful mouth. You could drive a car down the tunnels it mines out.

Ground and Steel Traits: Steelix 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] and [Poison] attacks, always resisting them, and can never be Poisoned or Diseased. It can always choose whether or not to leave tunnels behind when burrowing, and can swim through sand at its normal speed. When burrowing or sand swimming, it takes no damage or effect of any kind from [Electric] attacks, and when simply touching the ground it has Evasion against [Electric] attacks. It does not suffer any damage or impediment from sand storms, dust storms, loose sand, quicksand or rough stony terrain, and indeed when in sand storms and dust storms, has Resistance equal to its hit dice against all energy types (even obscure ones) and has a +3 Resistance Bonus to Reflex and Will Saves. Steelix can be treated as a Construct by various effects, and is considered to be magnetic metal for the purpose of magnets and spells/effects that reference this. As a living creature, it is not simply destroyed by rust: it is always allowed a Fortitude Save to negate this, with failure resulting in it suffering 1d6 damage per Caster Level (for spells) or hit die (for creatures). Its natural weapons are treated as [Steel] attacks unless using a special ability of a different type.

Iron Tail (Ex): Steelix may use its Tail attack in a way that deals 4d6 damage (for a Gargantuan creature) plus one and a half times its Strength Bonus, and is a [Steel] attack. This attack automatically Power Attacks (even if the Pokemon normally lacks the feat) as a two-handed weapon for a minimum of half Steelix' Base Attack Bonus, but on a successful hit, the target's defences are cracked, suffering a -4 Penalty to Armour Class for one minute.

Crunch (Ex): at will, Steelix 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 leaves serious punctures in the target, causing 4 points of Constitution damage. This is a [Dark] [Bite] attack.

Heavy Slam (Ex): with a Standard Action at will, Steelix may make a Slam attack with 1d8 base damage for a Medium creature that inverts penalties and bonuses to Armour Class and attack rolls based on Size (for instance, if it was Gargantuan and attacking a Small creature, it would have +4 to hit instead of -4 and the target would have -1 AC instead of +1, for a net increase of +10 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 Gargantuan Steelix attacking a Small creature would gain 4 increases, so starts at 4d6 for its size and after the adjustment would deal 16d6 damage plus its Strength Bonus). This is a [Steel] attack.

Steamroller (Ex): at will, Steelix 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 6d6 damage (for a Gargantuan 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.

Autotomize (Ex): with a Standard Action once per hour, Steelix may reduce its overall size for a bit, becoming more efficient. For the next two minutes it is treated as one Size Category smaller for all purposes, suffering a -4 Size Penalty to Strength and a +4 Size Bonus to Dexterity, and is Hasted. This is a [Steel] effect.


Rare Traits:
Sheer Force (Ex): if Onix had Weak Armour before evolving, its [Pokebility] becomes Sheer Force. All of its attacks (including natural weapons) that deal damage and also have another effect (even if the extra effect only happens on a Critical Hit or a failed saving throw) no longer have the extra effect. Instead, the attacks and natural weapons deal an extra 2 points of damage per die rolled.


Every hit die, its Natural Armour increases by 1.

At 11 hit dice, it learns Gyro Ball and Gaia Crush
Gyro Ball (Ex): Steelix 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.

Gaia Crush (Ex): when using its Land Crush attack, Steelix instead affects an area out to 150 feet from itself, and may make a free Trip attempt against everything standing in the area.

At 12 hit dice, it learns Head Smash and Magnet Rise
Head Smash (Ex): when making a charge, Steelix may make a devastating slam. This deals damage as though three times larger than normal (with 1d6 base damage for a Medium creature), as though its Strength were ten points higher, and the damage is maximised and doubled (so 8d6+16 becomes 128). However, on a successful hit it suffers recoil damage equal to a doubled, maximised regular slam (which would be 3d6+11, so 58 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.

Magnet Rise (Ex): Steelix is mostly earthbound, but when moving (via a Move Action, Charge, Withdraw or Run Action), it has a Fly speed of 30' (Clumsy) until the end of its turn. This doesn't function as the Levitate [Pokebility], so it's still weak against [Ground] attacks.

At 13 hit dice, its Strength and Constitution increase by w and it learns Steel Roller

Steel Roller (Ex): once per minute, Steelix may begin spinning and roll across the field with a Full Round Action, churning up the ground. This can only be started when on some form of terrain (Misty Terrain, Grassy Terrain, caltrops, Spikes, Toxic Spikes, Grease, burning or frozen terrain, webs etc), and removes all such effects from any square it enters during this attack. Steelix moves in a straight Line equal to its movement speed, or twice as far if it used Defence Curl in its previous turn, and unleashes a Trample attack against everything in this path: the damage for this is 8d6 (for a Gargantuan creature) plus one and a half times its Strength Bonus, increased to 12d6 if Defence Curl was used on the previous turn. The Save DC is 10 + half its hit dice + its Strength Bonus, and creatures that choose to make an Attack of Opportunity must still make the Reflex Save - failure results in them falling Prone after their attack. This is a [Steel] attack.

At 14 hit dice, it learns Fissure and Jagged Fangs
Fissure (Su): once per hour, Steelix 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.

Jagged Fangs (Ex): Steelix 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 Steelix, receive a Spike Stones effect for three rounds - if the attacker is Huge or larger (which Steelix is), 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.

At 15 hit dice, it learns Dragon Tail and Maximum Canyon Shake
Dragon Tail (Ex): Steelix may use its tail as a [Dragon] attack with base damage of 6d6 for a Colossal creature, plus one and a half times its Strength Bonus. 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.

Maximum Canyon Shake (Ex): once per minute, Mega Steelix may use a Full Round Action to unleash its Gaia Crush out to a radius of a thousand feet. This also hurls sand and debris in the air, creating a Flensing Sandstorm of Hurricane strength winds in a 500' radius for 1 round, then lowering to a Windstorm strength regular Sandstorm for 4 rounds. This is a [Ground] effect.

At 20 hit dice, its Damage Reduction increases to 10/Adamantine.

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Mega Evolution: when Steelix becomes Mega Steelix, it becomes even more adept at tearing through the environment, surrounded by spinning blades that help drill the terrain apart. Its Strength increases by 8, its Constitution, Wisdom, and Natural Armour each increase by 4, and its [Pokebility] becomes Sand Force.

Sand Force (Ex): Mega Steelix draws upon surrounding sand and dust to become more powerful. When it is sand-swimming, or in a sandstorm or duststorm, Mega Steelix 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. This is a [Pokebility].

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Crystal Onix
Huge Magical Beast [Cold, Earth], CR 6
14 20 17 3 11 20
6d8+18 (45 HP), Init +5, Speed 50' Burrow 30' Climb 30'
BAB/Grab: +4/+18
-Bite +7 (2d6+2) and Tail +5 (3d6+3 plus Grab)
AC: 21 (-2 Size, +8 Natural Armour, +5 Dex), Flat 16, Touch 13
Fort +5 Ref +10 Will +7
Feats: Iron Will, Multiattack, Weapon Finesse
Skills: Listen +9
Special Attacks: Rock Blast, Dragon Breath, Rock Slide, Ice Shard, Icicle Spear, Dragon Tail, Bind
Special Qualities: Ice and Rock Pokemon Traits, Curse, Coil, Filter or Clear Body
Rare Traits: Weak Armour, Block, Sharpen, Wide Guard
Tutor Moves: Ancient Power, Avalanche, Double Team, Dragon Pulse, Earthquake, Flash Cannon, Iron Tail, Magic Coat, Protect, Spikes
Advancement: 7-9 HD (Huge); 10-15 HD (Gargantuan); 16+ HD (Colossal)
Hit Dice: 1d8 HP, Medium BAB, Good Ref and Will, 2 + Int skill points

This is a giant snake made out of some kind of crystal, possibly glass or ice. The tunnels it leaves are big and smooth enough to slide through.

Ice and Rock Traits: Crystal Onix is weak against [Fighting], [Grass], [Ground], [Rock], [Steel] and [Water] attacks, and resists [Flying], [Ice], [Normal] and [Poison] attacks. It cannot be frozen or suffer frostbite, frostburn or hypothermia, and is 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. In both cases it also enjoys a +4 Shield Bonus to Armour Class. It can move through slush at its normal speed without penalty, and does not slip over on ice, instead moving at double normal speed across it. Crystal Onix also suffers no damage or impediment from sand storms, dust storms or rough stony terrain, nor does it risk slipping on gravel and loose stones.

Rock Blast (Ex): with a Full Round Action, Crystal Onix 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 2d6 damage (for a Huge creature), plus half its Strength Bonus, and has a 20/x2 Critical value. This is a [Ballistic] [Rock] attack.

Dragon Breath (Su): with a Standard Action once per 5 rounds, Crystal Onix can unleash a powerful breath weapon consisting of draconic energies - resembling blue fire, electromagnetic energy and concussive force. This extends in a Line 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 save become Anchored in place for three rounds. This is considered to be a Dragon's Breath Weapon for all intents and purposes, and is a [Dragon] effect.

Rock Slide (Su): once per three rounds, Crystal Onix may unleash a cascade of rocks careening across the field. This uses a Standard Action, and creates a Line adjacent to Crystal Onix that is 10' wider than Crystal Onix (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.

Ice Shard (Su): once per minute, Crystal Onix 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.

Icicle Spear (Ex): with a Full Round Action, Crystal Onix 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 2d6 Piercing damage (for a Huge 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.

Dragon Tail (Ex): Crystal Onix has a Secondary Tail natural weapon that deals 3d6 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.

Bind (Ex): Crystal Onix has the Improved Grab special attack with its Tail attack, and has a Constrict attack which deals automatic Tail damage, plus one and a half times its Strength Bonus. This is a [Normal] attack.

Curse (Su): Crystal Onix 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 Onix 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.

Coil (Su): with a Full Round Action, Crystal Onix may coil itself tigtly and concentrate on the idea of combat. For the next minute, it enjoys an Enhancement Bonus to Strength and Natural Armour of +1 per 3 hit dice (round up). This is a [Poison] ability.

Filter (Ex): if Crystal Onix has this, halve all bonus damage it receives 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. This is a [Pokebility].

Clear Body (Ex): alternatively, 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. This is a [Pokebility].


Rare Traits:
Weak Armour (Ex): any time a rare Crystal Onix with this suffers damage, its shell chips away, letting it move faster at the cost of its defence. This grants it a +2 Enhancement Bonus to Dexterity and a +5' Enhancement Bonus to all movement speeds, and provides a -1 Penalty to its Armour Bonus to Armour Class (minimum zero - further reductions apply to Natural Armour, again to a minimum of zero, at which point further benefits can no longer be gained either). Both effects last for one minute, however further hits before this time will stack (unlike normal Enhancement Bonuses) and reset the duration. If it loses its entire Armour Bonus and Natural Armour Bonus (whether from this or another effect), it is also Hasted for the duration. This is a [Pokebility].

Block (Ex): once per hour, a rare Crystal Onix 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.

Wide Guard (Su): if Crystal Onix 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.

Sharpen (Ex): Crystal Onix may use a Standard Action once per hour to sharpen its natural weapons that deal Slashing or Piercing damage, causing them to deal damage as though one Size larger and with a +1 Enhancement Bonus for one minute. This also causes it to be treated as wearing +1 Armour Spikes, except they deal Slashing damage. This is a [Normal] effect.


At every hit die, its Natural Armour increases by 1.

At 7 hit dice, it learns Rock Polish and Icicle Crash.
Rock Polish (Su): with a Full Round Action once per minute, Crystal Onix 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.

Icicle Crash (Su): once per five rounds, Crystal Onix 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), 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 8 hit dice, it learns Power Gem and Frost Breath.
Power Gem (Su): with a Standard Action at will, Crystal Onix 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.

Frost Breath (Su): once per three rounds, Crystal Onix 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.

At 9 hit dice, its Charisma increases by 2 and it learns Snowscape.
Snowscape (Su): once per day per 5 full hit dice, Crystal Onix 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 10 hit dice, instead of the normal size-based Ability Score changes, its Strength, Constitution, Charisma, Wisdom and Natural Armour each increase by 2.
It also learns Heavy Slam and Ice Beam.
Heavy Slam (Ex): with a Standard Action at will, Crystal Onix may make a Slam attack with 1d8 base damage for a Medium creature that inverts penalties and bonuses to Armour Class and attack rolls based on Size (for instance, if it was Gargantuan and attacking a Small creature, it would have +4 to hit instead of -4 and the target would have -1 AC instead of +1, for a net increase of +10 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 Gargantuan Crystal Onix attacking a Small creature would gain 4 increases, so starts at 4d6 for its size and then would deal 16d6 damage plus its Strength Bonus). This is a [Steel] attack.

Ice Beam (Su): once per three rounds, Crystal Onix 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.

At 11 hit dice, it learns Earth Power and Meteor Beam.
Earth Power (Su): once per ten minutes with a Standard Action, Crystal Onix 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.

Meteor Beam (Su): once per hour, Crystal Onix 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.

At 12 hit dice, it learns Glassy Ground and Steel Beam.
Glassy Ground (Su): once per hour, Crystal Onix may cast Widened Vitrify, with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Ground] attack.

Steel Beam (Su): once per day, Crystal Onix 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 Crystal Onix 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 13 hit dice, its Charisma increases by 2 and it learns Dazzling Gleam.
Dazzling Gleam (Su): once per three rounds, Crystal Onix 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 14 hit dice, its Dexterity increases by 2 and it learns Blizzard.
Blizzard (Su): once per hour, Crystal Onix 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 15 hit dice, it learns Hyper Beam and Maximum Ice Crystals
Hyper Beam (Su): once per day, Crystal Onix 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 Crystal Onix Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, the user collapses afterwards, falling Asleep. This is a [Normal] attack.

Maximum Ice Crystals (Su): once per minute, Mega Crystal Onix can unleash a blast of tiny ice crystals out to a 120' radius from itself. All in the area take 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and the entire area is engulfed in both a Windstorm strength snowstorm and Misty Terrain for five rounds. This is an [Ice] attack.

At 16 hit dice, instead of the normal size-based Ability Score changes, its Strength, Constitution, Charisma, Wisdom and Natural Armour each increase by 4.

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Mega Evolution: when Crystal Onix becomes Mega Crystal Onix, it grows bigger and yet sleeker, with a long fin extending along its back, and it glistens with a multitude of colours. Its Strength and Dexterity increase by 2 each, its Charisma increases by 4, and its Wisdom and Natural Armour each increase by 6. Additionally, it loses its Rock Pokemon Traits and gains Fairy Pokemon Traits, changing its weaknesses to [Poison], [Rock] and [Steel], and changing its resistances to [Bug], [Dark] and [Ice], with an effective Immunity to [Dragon] attacks. It's [Pokebility] becomes Tera Shell.

Tera Shell (Su): the magical crystal starlight that wraps around Crystal Onix protects it. As long as it is at maximum hit points, it actually Resists all attack Types, regardless of what its own Types are, so subtracts its hit dice from any incoming attack until it has taken damage. This is a [Pokebility].

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Tutor Moves:

Ancient Power (Su): once per hour, the Pokemon may call upon ancient forces to launch chunks of rock at a foe. This pulls 25 pounds of rock from the ground per hit die (maximum 150 pounds), and throws them at foes within 30 feet - allocating the weight in 25 pound increments between up to four rocks. Each rock can be launched at a different target, requiring a Ranged Attack to hit, dealing 1d6 damage per 25 pounds, and for every 6 rolled for damage, one of its Ability Scores (chosen by the user) receives a +2 Enhancement Bonus for one minute. This is a [Rock] attack.

Avalanche (Ex): once per round, the Pokemon may unleash a Slam attack as an Immediate Action in response to being damaged by an opponent, and dealing damage as though one size larger than normal (1d8 for a Medium creature), or two sizes if the attack suffered was a Critical Hit (2d6). This is an [Ice] 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.

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.

Double Team (Su): the Pokemon may use a Standard Action to cast Mirror Image once per 5 rounds, with a Caster Level equal to its hit dice. This is a [Normal] ability.

Dragon Pulse (Su): once per five rounds, the Pokemon may fire a blast of high-power, high-pressure energy, filled with draconic energy that crackles and displaces things. This is resolved as a Ranged Touch Attack out to Medium Range, and deals 1d6 damage per hit die. It ignores any Miss Chance of any kind, and is a [Ballistic] [Dragon] 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 Fang (Su): the Pokemon may use its Bite attack at normal damage for its Size, 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] attack.

Fissure (Su): once per hour, the Pokemon 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.

Flash Cannon (Su): the Pokemon may fire off a blinding blast of reflected light at will, practically burning foes with laser beams. This targets a 5' radius Burst in Close Range, a 10' radius Burst in Medium Range, or a 15' radius Burst in Long Range. The damage is 1d6 per hit die for Close Range, 1d8 per two hit dice in Medium Range, or 1d6 per two hit dice at Long Range. It also deals 2 points of Wisdom damage from the disorientation, partial blindness and almost heat stroke. A Will Save (DC 10 + half its hit dice + its Charisma Bonus) halves the regular damage and negates the Wisdom damage. This is a [Ballistic] [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.

Ice Fang (Su): the Pokemon may use its Bite attack at normal damage for its Size, 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] 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 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.

Iron Tail (Ex): the Pokémon can use its Tail attack as a [Steel] attack that deals 1d8 damage if Medium, plus one and a half times its Strength Bonus. 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.

Magic Coat (Su): once per minute, the Pokemon 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.

Power Shift (Ex): once per hour, the Pokemon 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 [Normal] 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 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.

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.

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 Beam (Su): once per day, the Pokemon 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 the attacker 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.

Thunder Fang (Su): the Pokemon may use its Bite attack at normal damage for its Size, 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] attack.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Seel
Small Magical Beast, CR 1
11 14 15 2 16 6
1d8+2 (6 HP), Init +2, Speed 20' Swim 40'
BAB/Grab: +0/-4
-Gore +3 (1d4)
AC: 16 (+1 Size, +3 Natural Armour, +2 Dex), Flat 14 Touch 13
Fort +2 Ref +4 Will +5
Feats: Weapon Finesse (B), Ability Focus (Headbutt)
Skills: Hide +10
Special Attacks: Headbutt
Special Qualities: Water Pokemon Traits, Hold Breath, Growl, Charm, Hydration
Rare Traits: Ice Body, Disable, Fake Out, Horn Drill, Lick
Tutor Moves: Chilling Water, Frozen Terrain, Protect, Rain Dance, Sleep Talk, Smart Strike, Snowscape, Take Down, Water Pulse, Weather Ball
Advancement: 2-6 HD (Small); Evolves into Dewgong at 7 HD
Hit Dice: 1d8 HP, Medium BAB, Good Ref and Will, 2 + Int skill points

This is a small seal, of the white fluffy variety, with a small horn sticking from its head. Its tongue hangs out, it probably wants to slurp you.

Water Traits: Seel 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.

Hold Breath (Ex): Seel can hold its breath ten times as long as normal.

Headbutt (Ex): Seel has a strong spiked 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, plus 2 for the Ability Focus feat) or be Staggered for one round.

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

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

Hydration (Su): whenever in rain or Torrential Downpour, or submerged in water, Seel is completely healed of all status conditions and afflictions except for hit point damage, and cannot be given such conditions either. This is a [Pokebility].


Rare Traits:
Ice Body (Su): a rare Seel so closely resembles the snow that being in the snow or hail just constantly patches up its wounds and hardens its armour. The Damage Reduction gained from Snow or Ice (when it evolves and gains the Ice type) doubles, and it also gains Fast Healing of 1 per 3 hit dice (round up) in Snow, and Fast Healing equal to its hit dice in hail and blizzard-strength snow. Even when it lacks the Ice type, it takes no damage from hail. This is a [Pokebility].

Disable (Su): once per minute, a rare Seel 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.

Fake Out (Ex): in the first round of combat after Initiative is rolled or when it joins an existing combat, a rare Seel 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 Seel), 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.

Horn Drill (Ex): if it knows this rare move, Seel may once per hour 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.

Lick (Ex): rarely, Seel has a special natural weapon, a Lick touch attack. This has a base damage of 1d3 for a Small creature, does not apply its Strength Bonus (or Penalty), and if it deals any damage, the target takes a -4 Dexterity Penalty for 3 rounds. This is a [Ghost] attack.


At 2 hit dice, it learns Encore and Icy Wind
Encore (Su): with a Standard Action once per five rounds, Seel 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.

Icy Wind (Su): once per three rounds, Seel 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.

At 3 hit dice, it learns Cold Breath and Ice Shard
Cold Breath (Su): whenever Seel uses Icy Wind, any creature that fails the saving throw also becomes Drowsy for 3 rounds.

Ice Shard (Su): once per minute, Seel 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.

At 4 hit dice, its Strength increases by 2 and it learns Aqua Ring and Rest
Aqua Ring (Su): once per hour, Seel 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.

Rest (Ex): once per day, Seel 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.

At 5 hit dice, it learns Aurora Beam and Mirage
Aurora Beam (Su): with a Standard Action once per three rounds, Seel 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.

Mirage (Sp): once each per day, Seel may cast Hallucinatory Terrain and Silent Image. When in snow or hail, it may use them at will.

At 6 hit dice, it learns Aqua Jet and Freezing Horn
Aqua Jet (Ex): Seel can make a Partial Charge to deliver its Gore 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.

Freezing Horn (Su): whenever Seel uses a Standard Action to attack with its Gore, or a Full Round Action to charge with it, it gains the benefits of Improved Natural Attack and Augmented Critical, and in the latter case, Powerful Charge. Furthermore, it causes a struck target to become Frostburned if they fail a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus). This transforms the attack into an [Ice] attack.

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Dewgong
Medium Magical Beast, CR 7
17 16 17 2 20 16
7d8+21 (52 HP), Init +3, Speed 20' Swim 60'
BAB/Grab: +5/+8
-Gore +8 (1d6+4)
AC: 16 (+1 Size, +3 Natural Armour, +2 Dex), Flat 14 Touch 13
Fort +7 Ref +8 Will +10
Feats: Ability Focus (Headbutt), Great Fortitude, Ability Focus (Sheer Cold)
Skills: Hide +13
Special Attacks: Headbutt, Icy Wind, Cold Breath, Ice Shard, Aurora Beam, Aqua Jet, Freezing Horn, Sheer Cold, Brine, Megahorn
Special Qualities: Ice and Water Pokemon Traits, Hold Breath, Growl, Charm, Hydration, Encore, Aqua Ring, Rest, Mirage
Rare Traits: Ice Body, Disable, Fake Out, Horn Drill, Lick
Tutor Moves: Alluring Voice, Blizzard, Body Slam, Chilling Water, Drill Run, Endure, Frozen Terrain, Haze, Hydro Pump, Ice Spinner, Liquidation, Protect, Rain Dance, Sleep Talk, Smart Strike, Snowscape, Substitute, Take Down, Water Pulse, Waterfall, Weather Ball
Advancement: 8-13 HD (Medium); 14+ HD (Large)
Hit Dice: 1d8 HP, Medium BAB, Good Ref and Will, 2 + Int skill points

The creature swimming through the icy ocean there must surely be a mermaid or siren! Look at that beautiful tail, the graceful movements! Wait no, my bad, it's Dewgong!

Water and Ice Traits: Dewgong does not have the usual traits of the [Water] or [Cold] Subtype, or the Elemental Type. It is weak against [Electric], [Fighting], [Grass] and [Rock] attacks, and resists [Ice] and [Water] 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. In both cases it also enjoys a +4 Shield Bonus to Armour Class. It can move through slush at normal speed without penalty, and does not slip over on ice. Indeed, Dewgong can move at double its normal movement speed when moving across ice.

Sheer Cold (Su): once per day, Dewgong can glare at a target within Close Range, and will them to be frozen completely. If they are not Ice Type Pokemon or considered Immune to [Ice] attacks, they must succeed at a Fortitude Save (DC 7 + half its hit dice + its Charisma Bonus, though the sample one has +2 from Ability Focus) or be frozen solid, as though failing their save against a Heartfreeze and Entomb effect. This is an [Ice] attack.

Brine (Su): with a Standard Action once per 3 rounds, Dewgong can spray saltwater into the wounds of a foe within 30 feet, requiring a Ranged Touch Attack. This only deals 1d6 points of damage normally. If the target has taken damage equal to at least 25% of its maximum hit points, it instead deals 2d8 damage. If they have taken 50% damage, it deals 3d10 damage. If they have taken 75% or more, it deals 4d12 damage. This is a [Water] attack.

Megahorn (Ex): with a Full Round Action at will, Dewgong may ram its spiky head into a foe, making a single Gore attack as a Primary natural weapon, with a base damage of 4d6 (for a Medium 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 8 hit dice, it learns Aurora Wave and Heal Bell
Aurora Wave (Su): once per hour, Dewgong may use a Full Round Action to unleash an emanation of terrible cold out to Medium Range - unless in Snow or Hail, in which case it extends out to Long Range. This spreads directly out from Dewgong, but is blocked entirely by cover. Everything that is caught in the area suffers 1d10 Cold 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 2d4 points of Strength and Dexterity damage. This is an [Ice], [Wind] attack.

Heal Bell (Su): once per hour, Dewgong can chime a magical bell with a Standard Action. All creatures within 30 feet that can hear it are cured of all Poisons, Disease, Temporary Ability Damage, Burns, Frostbite, Sickening, Nausea, Paralysis, Dazing, Stunning and [Mind-Affecting] effects, and Spell effects with a non-Permanent or Instantaneous duration. This sound even penetrates pokeballs. This is a [Sound] [Normal] ability.

At 9 hit dice, it learns Dive and Floe Return
Dive (Ex): while submerged, if Dewgong 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.

Floe Return (Su): once per hour when fully submerged in water or snow, Dewgong may use an [Ice] ability that normally can be used once per hour or more frequently, without expending the usage. This is a [Water] effect.

At 10 hit dice, its Wisdom increases by 2 and it learns Aqua Tail and Aurora Dance
Aqua Tail (Su): Dewgong's tail is 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 1d8 (for a Medium 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 Dewgong). This is a [Water] attack.

Aurora Dance (Su): once per hour, Dewgong 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 Dewgong 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.

At 11 hit dice, it learns Ice Beam and Ice Pillar
Ice Beam (Su): once per three rounds, Dewgong 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.

Ice Pillar (Sp): once per minute, Dewgong may cast Column of Ice (It's Cold Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. In snow or hail, this may be used with an Immediate Action. This is an [Ice] effect.

At 12 hit dice, its Strength increases by 2 and it learns Safeguard and Signal Beam
Safeguard (Sp): with a Full Round Action at will, Dewgong 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.

Signal Beam (Su): with a Standard Action once per three rounds, Dewgong may release a ray of complex information. 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 Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Confused for 3 rounds. This is a [Bug] attack.

At 13 hit dice, it learns Icicle Crash and Snowscape
Icicle Crash (Su): once per five rounds, Dewgong 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), 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.

Snowscape (Su): once per day per 5 full hit dice, Dewgong 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 14 hit dice, its Charisma increases by 2 and it learns Freeze-Dry and Play Rough
Freeze-Dry (Su): with a Standard Action once per hour, Dewgong 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.

Play Rough (Ex): with a Full Round Action at will, Dewgong can play, very enthusiastically, with an adjacent creature. This allows a Slam attack sized normally for it (1d8 + 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.

At 15 hit dice, it learns Negation Flurry and Maximum Arctic Slide
Negation Flurry (Su): once per day, Dewgong can cast Blizzard, except that the snow created is a Negation Flurry (It's Cold Outside), leaving behind an area of Negation Snow.

Maximum Arctic Slide (Su): once per minute, Mega Dewgong may make a Charge attack with its Gore, not needing to target the nearest foe, with an added 1d6 Cold damage per hit die of bonus damage on a successful hit. Furthermore, a line encompassing the entire area between the start and end squares of the charge (inclusive), and extending out 20 feet in either direction, becomes Frozen Terrain for three rounds. This is an [Ice] attack.


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Mega Evolution: when Dewgong becomes Mega Dewgong, it becomes a lot bulkier and sturdier, yet at the same time also seems more regal and magical, with its horn growing more like that of a unicorn. Its Strength and Constitution each increase by six, its Wisdom increases by four, and its Charisma and Natural Armour each increase by two. Furthermore, its Gore deals damage as though one Size Category larger, and its [Pokebility] changes to Lightning Rod.

Lightning Rod (Su): any [Electric] effect that targets an individual or area within 30 feet of Mega Dewgong, or passes within this area, is drawn directly to it, preventing the normal effects from applying. This causes no harm to Mega Dewgong, and instead grants it a +4 Enhancement Bonus to Charisma for three rounds. This is a [Pokebility].

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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.

Blizzard (Su): once per hour, the Pokemon 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.

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.

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.

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.

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.

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.

Haze (Su): once per five rounds, the Pokemon 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.

Hydro Pump (Su): once per hour, the Pokemon 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 the Pokemon'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.

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 the attacker 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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Weather Ball (Su): with a Standard Action at will, the Pokemon 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. Either way, this is a [Ballistic] attack.
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Koumei
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Re: Pokedex Redone

Post by Koumei »

Here's dinner.

Farfetch'd
Small Magical Beast, CR 1/2 (CR 1 when wielding a leek)
14 11 11 2 9 6
1d6 (3 HP), Init +0, Speed 20' Fly 30' (Average)
BAB/Grab: +1/-1
-Bite +4 (1d3+3) or Leek +5 (1d4+5)
AC: 11 (+1 Size), Flat 11 Touch 11
Fort +0 Ref +0 Will +1
Feats: Weapon Focus (Leek)
Skills: Sense Motive +3
Special Attacks: Leer, Peck, Power Leek, Sand Attack
Special Qualities: Flying and Normal Pokemon Traits, Low-Light Vision, Keen Eye or Inner Focus
Rare Traits: Defiant, Feather Dance, Feint, Final Gambit, Night Slash
Tutor Moves: Acrobatics, Brutal Swing, Facade, Focus Energy, Great Flight, Leaf Blade, Protect, Revenge, Steel Wing, Swords Dance, Thief, U-Turn
Advancement: 2-8 HD (Small); Evolves into Sirfetch'd at 9 HD
Hit Dice: 1d6 HP, Good BAB, Good Will, 2 + Int skill points

It appears a large duck is walking over to you, a confident look on its face. And is that... yes! It's carrying a leek as though bringing the ingredients to cook with it! Why that sounds a little... farfetched.

Normal and Flying Traits: Farfetch'd 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): the Bite attack of Farfetch'd is a [Flying] attack.

Leer (Ex): when Farfetch'd 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.

Power Leek (Ex): Farfetch'd is proficient with sticks and especially leeks, and furthermore is able to wield them despite not really having hands. It treats them as Clubs, and gains Weapon Specialisation as a Bonus Feat with them. In the case of a leek and not a stick, it also doubles any Enhancement Bonus it would normally receive to Strength, attack rolls or damage rolls.

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

Keen Eye (Ex): a Farfetch'd with Keen Eye 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].

Inner Focus (Ex): alternatively, Farfetch'd 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:
Defiant (Ex): if Farfetch'd has this rare [Pokebility], then any time any of its Ability Scores suffers a Penalty (other than a Racial modifier or one caused by its own actions such as using Curse or causing itself to become Fatigued), it also benefits from a +4 Morale Bonus to Strength.

Feather Dance (Ex): once per three rounds, a Farfetch'd with this 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 fethers 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] attack and a [Dance] ability.

Feint (Ex): once per 3 rounds, a rare Farfetch'd may perform a Feint and then, if successful, a melee attack, all with the same Standard Action. This is a [Normal] attack.

Final Gambit (Ex): if Farfetch'd has this ability then once per day, it 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 Farfetch'd and it's opponent suffer damage equal to the total of Farfetch'd'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 Farfetch'd into negateive hit points. Regardless, this is a [Normal] attack.

Night Slash (Ex): at will, a rare Farfetch'd with this attack may unleash an attack originally used by evil samurai to murder people at a crossroads. It may make a single Claw (or Stick/Leek) 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.


At 2 hit dice, it learns Fury Cutter and Leek Rush
Fury Cutter (Ex): Farfetch'd may elect to make a stick/leek attack 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.

Leek Rush (Ex): when wielding a stick or leek, Farfetch'd may attack rapidly. It may make a number of attacks with it as though it were a PHB Monk of equal level making a Flurry of Blows, albeit using its own Base Attack Bonus. This is a [Normal] attack.

At 3 hit dice, its Strength increases by 2 and it learns Cut
Cut (Ex): Farfetch'd may use its stick or leek to deal Slashing damage any times it wants to. Furthermore any time it deals Slashing Damage with a weapon or natural weapon, it is Super Effective against [Grass] Pokemon, regardless of the attack's real type, and becomes a [Blade] attack. These attacks may be used against actual non-creature plants, and 5' squares of grass, clearing them away.

At 4 hit dice, its Natural Armour increases by 1 and it learns Aerial Ace and Saucepan Slap
Aerial Ace (Ex): when flying as a Move Action, Farfetch'd 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.

Saucepan Slap (Ex): Farfetch'd may now wield a saucepan or frying pan as a weapon, treating it as a Warhammer with which it is proficient and has Weapon Specialisation. Attacks with the pan are resolved as [Steel] attacks, and any time it delivers a Critical Hit with one, the target is Staggered for one round.

At 5 hit dice, its Dexterity increases by 2 and it learns Air Cutter
Air Cutter (Su): with a Full Round Action, Farfetch'd 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.

At 6 hit dice, its Wisdom increases by 2 and it learns Knock Off
Knock Off (Ex): with a Standard Action once per 5 rounds, Farfetch'd 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.

At 7 hit dice, its Strength increases by 2 and it learns False Swipe
False Swipe (Ex): at will, Farfetch'd may make a Slam attack that deals 1d4 damage for a Small creature, plus its Strength Bonus, and can deal Non-Lethal damage if it wants to, at no penalty. Even if used to deal normal damage, it still cannot reduce the target below 1 HP.

At 8 hit dice, its Natural Armour increases by 1 and it learns Slash
Slash (Ex): with a Standard Action, Farfetch'd may make a single Claw or stick/leek 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 with the attack in question, 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] [Blade] attack.

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Galarian Farfetch'd
Galarian Farfetch'd has the same statistics and progression as Farfetch'd except for the following:

Fighting Traits: Galarian Farfetch'd is weak against [Fairy], [Flying] and [Psychic] attacks, and resists [Bug], [Dark] and [Rock] attacks.

Steadfast (Ex): Galarian Farfetch'd 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. This is a [Pokebility].

Rare Traits:
Scrappy (Ex): pokemon with [Ghost] traits are not considered Immune to this creature's [Normal] and [Fighting] attacks - for the purpose of this pokemon, Ghosts simply suffer neutral hits from its Normal and Fighting attacks, though they may still be resisted by other types (for instance a Ghost/Psychic pokemon would still resist its Fighting attacks). Additionally, while not completely fearless, it is immune to any use of the Intimidate skill.

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Sirfetch'd
Small Magical Beast, CR 9 (CR 10 when wielding a leek)
24 11 15 2 15 6
9d8+18 (58 HP), Init +0, Speed 20' Fly 30' (Average)
BAB/Grab: +9/+12
-Bite +17 (1d3+7) or Leek +18/+18/+13 (1d6+9, 17-20) or Leaf Blade +20/+15 (1d4+10, 18-20)
AC: 19 (+1 Size, +2 Shield, +6 Natural Armour), Flat 19 Touch 11
Fort +5 Ref +3 Will +8
Feats: Weapon Focus (Leek), Power Attack, Cleave, Improved Critical (Leek)
Skills: Sense Motive +11
Special Attacks: Leer, Peck, Giga Leek, Sand Attack, Fury Cutter, Leek Rush, Cut, Aerial Ace, Saucepan Slap, Air Cutter, Knock-Off, False Swipe, Slash, Leaf Blade
Special Qualities: Fighting Pokemon Traits, Low-Light Vision, Steadfast
Rare Traits: Scrappy, Feather Dance, Feint, Final Gambit, Night Slash
Tutor Moves: Acrobatics, Facade, Focus Energy, Great Flight, Laser Focus, Protect, Revenge, Solar Blade, Steel Wing, Swords Dance, Thief, U-Turn, X-Scissor
Advancement: 10+ HD (Small)
Hit Dice: 1d8 HP, Good BAB, Good Will, 2 + Int skill points

Hang on a minute, this duck is carrying a shield made of leaves and what looks like a lance formed from a leek. This one means business, I'm out of here.

Fighting Traits: Sirfetch'd is weak against [Fairy], [Flying] and [Psychic] attacks, and resists [Bug], [Dark] and [Rock] attacks.

Giga Leek (Ex): Sirfetch'd can use a leek or stick as a Longsword with reach, and is treated as proficient with it. It also gets Weapon Specialisation with it. When wielding an actual leek, it doubles any Enhancement Bonus it would normally receive to Strength, attack rolls or damage rolls. Also it can fashion a Heavy Shield out of leaves, is proficient with this, and can hold it just fine.

Leaf Blade (Ex): at will, Sirfetch'd 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.


At ten hit dice, it learns First Impression and Upper Hand
First Impression (Ex): once per hour, in the first round of combat after Initiative is rolled or when it joins an existing combat, Sirfetch'd may use this to cut ahead, atacking 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. This uses any natural or wielded weapon, but deals 1d6 damage per hit die instead of the normal amount, as a [Bug] attack.

Upper Hand (Ex): Sirfetch'd 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 Sirfetch'd, resolved as a Slam that has a base damage of 1d4 for a Small creature. This is a [Fighting] attack.

At eleven hit dice, it learns Cross Chop and No Retreat
Cross Chop (Ex): once per three rounds, Sirfetch'd 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.

No Retreat (Ex): once per hour, Sirfetch'd may put its foot down and take a stand. This uses a Full Round Action, and grants it a +2 Morale Bonus to all attack rolls, damage rolls, saving throws and armour class for one minute. However, during this time, it is unable to return to its pokeball, and cannot move from its square through any means other than a Charge or using an attack which states it moves as part of making the attack. This is a [Fighting] effect.

At twelve hit dice, its Strength increases by 2 and it learns Sacred Sword and Brutal Swing
Sacred Sword (Su): once per hour, Sirfetch'd may attack with a sword (or leek/stick) it is holding, and if it isn't holding one, may manifest one out of pure fighting spirit, just for this one attack. It makes one attack with a Standard Action, treated as a Holy Avenger Longsword wielded by a Lawful Good Paladin, and it ignores any Miss Chance the target has (but not those suffered innately by Sirfetch'd), as well as all Damage Reduction and Hardness. This is a [Blade] [Fighting] attack.

Brutal Swing (Ex): at will, Sirfetch'd may swing its limbs or held weapon around at all foes within its reach, using a Standard Action. It makes one attack roll and compares it against the Armour Class of everything within this area. The resulting attack, whether by a natural or wielded weapon, is [Dark] type.

At thirteen hit dice, its Dexterity increases by 2 and it learns Resolute Spear and Defog
Resolute Spear (Ex): once per minute, a Sirfetch'd wielding a leek or stick may unleash a grand charge attack with it, treating it as a Lance with which it is proficient (and still gaining its usual bonuses for being a leek or stick), and as though it were on horseback with the Spirited Charge feat. If this hits, the rush of fighting spirit refreshes the cooldown of any one other attack, not including Resolute Spear itself. This is a [Fighting] attack.

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

At fourteen hit dice, it learns Close Combat and Brave Bird, and also becomes Immune to [Fear] effects
Close Combat (Ex): once per minute, Sirfetch'd 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.

Brave Bird (Ex): when making a Charge, Sirfetch'd may deliver a Slam instead of any other attacks, dealing 1d4 damage for a Small 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.

At fifteen hit dice, its Strength increases by 2 and it learns Meteor Assault and Maximum Leek Soup
Meteor Assault (Ex): once per day, Sirfetch'd may use a Full Round Action to leap into the air then crash its body into nearby stuff - both creatures and objects. This is resolved as a Charge, but it unleashes the attack out to a 10' radius Blast centred on the target (but exempting Sirfetch'd). This deals 10 damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Strength Bonus). If it succeeds on the attack roll for the charge, the charged target does not get a saving throw and the attack instead deals 12 damage per hit die. This leaves Sirfetch'd Exhausted until it rests. If already Fatigued, Drowsy or Exhausted, Sirfetch'd collapses afterwards, falling Asleep. This is a [Fighting] attack.

Maximum Leek Soup (Su): once per minute, Mega Sirfetch'd may strike a foe and then channel the healthy power of its leek into itself, healing up. This functions as its choice of Resolute Spear (ignoring the normal cooldown) or Sacred Sword (ignoring the normal cooldown), except Mega Sirfetch'd then regains 5 lost hit points per hit die and is cured of all Diseases, Poisons, and the Sickened or Nauseated conditions. This is still a [Fighting] attack.

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Mega Evolution: when Sirfetch'd becomes Mega Sirfetch'd, it does grow taller and stronger but it also becomes more magnificent, somehow finding a flowing cape from a large leaf, and seemingly clad in armour of leaves. It's Strength increases by 6, its Dexterity and Natural Armour each increase by 4, it always is treated as wielding an actual leek for the purpose of its other special abilities, it gains a +6 Armour Bonus to Armour Class, and its [Pokebility] becomes Defiant.

Defiant (Ex): any time any of Mega Sirfetch'd's Ability Scores suffers a Penalty (other than a Racial modifier or one caused by its own actions such as using Curse or causing itself to become Fatigued), it also benefits from a +4 Morale Bonus to Strength.

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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.

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.

Focus Energy (Ex): with a Standard Action at will, the Pokemon 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.

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.

Laser Focus (Su): with a Standard Action, the Pokemon may focus on something as though with a laser guidance system. The next successful attack it makes against that target, provided it is made before the end of its next turn, is upgraded to a confirmed critical hit.

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.

Revenge (Ex): with a Full Round Action at will, the Pokemon may enter a revenge stance. Until the start of its next turn, anybody who damages the Pokemon 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.

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.

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.

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.

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.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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