Pokemon as D&D monsters

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Surgo
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Post by Surgo »

Thing about Groudon and other 'ubers' is that they're as close to gods as you can really get in the Pokemon universe. Well, Groudon and Kyogre are more like demigods but still.
Koumei
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Post by Koumei »

Yeah, I know, but I'm playing with things a little to put most of the ubers within reach of a really high level party.

After all, they could still be captured in Pokemon.

Dratini

Image
Medium Dragon [Water]
Hitdice: 5d12+5 (37 hp)
Init: +1 (+1 Dex)
Speed: 30 ft. Swim 60 ft.
AC: 16 (+1 Dex, +5 natural), Touch 11, Flat-footed 15
Base Attack/Grapple: +5/+7
Attacks: Tail Slap +7
Face/Reach: 5 ft. /5 ft.
Damage: Tail Slap 1d8+3 and Improved Grab
Special Attacks: Improved Grab, Constrict, Dragon Dance
Special Qualities: Spell-like Abilities, Shed Skin
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 14, Dex 13, Con 12, Int 13, Wis 12, Cha 17
Feats: Luck of Heroes (B), Alertness, Power Attack
Climate/Terrain: Oceans, mountain lakes
Organization: Solitary or pair
CR: 5
Treasure: Double.
Alignment: Usually Neutral
Advancement: 6-12 HD (medium) 13-16 (large)

Combat:
Constrict (Ex): On a successful Grapple attack, Dratini
deals automatic slam damage plus double its strength
modifier.

Dragon Dance (Su): By spending a standard action, Dratini
can initiate a strange dance that conjures up powerful
ancient energies. Sustaining the dance requires a move
action, and the effect lasts while sustained, and a
number of rounds afterwards equal to its Charisma bonus.
While the effects last, Dratini gains a +6 enhancement
bonus to Strength and Dexterity, and its slam attack
deals damage as though one size larger.

Spell-like Abilities (CL 5, DC 15):
At will: fireball, gust of wind
3/day: greater dispel, air walk

Shed Skin (Su): With a move action, Dratini can shed off
a thin layer of skin, emerging fresh and new. This restores
1d6 HP, plus its Charisma modifier, and also removes any
effects that Dratini considers harmful, such as stunning,
paralysis, nausea, negative levels or being on fire. It
does not prevent effects of the area that Dratini happens to
be in, such as darkness, time or weather. This is considered
a purely mental action.

Dragonair

Image
Large Dragon [Water]
Hitdice: 9d12+18 (76 hp)
Init: +6 (+2 Dex, +4 Improved Initiatve)
Speed: 40 ft. Swim 80 ft.
AC: 20 (-1 size, +2 Dex, +9 natural), Touch 11, Flat-footed 18
Base Attack/Grapple: +9/+17
Attacks: Tail Slap +12
Face/Reach: 10 ft. /10 ft.
Damage: Tail Slap 2d6+6 and Improved Grab
Special Attacks: Improved Grab, Constrict, Dragon Dance,
Dragon Rush, Aqua Tail
Special Qualities: Spell-like Abilities, Shed Skin
Saves: Fort +9, Ref +9, Will +9
Abilities: Str 18, Dex 15, Con 14, Int 15, Wis 14, Cha 21
Feats: Luck of Heroes (B), Alertness, Power Attack,
Improved Initiative, Snatch
Climate/Terrain: Oceans, mountain lakes
Organization: Solitary or pair
CR: 9
Treasure: Double.
Alignment: Usually Neutral
Advancement: 10-14 HD (large) 15-20 (huge)

Combat:
Constrict (Ex): as Dratini
Dragon Dance (Su): as Dratini
Shed Skin (Su): as Dratini

Dragon Rush (Ex): Dragonair gains additional power when
charging, and can slam its body into foes in a most
devastating manner. When charging, if it hits, the foe
takes an additional 1d6 points of damage per hit die
and is knocked prone if they fail a balance check (the
DC is equal to the damage dealt). If the foe is knocked
prone, Dragonair can continue the charge to another foe
as long as it has movement left.

Aqua Tail (Su): With a full round action, Dragonair
can call up a wave of water to engulf it, and sweep its
tail around. This allows it to make a single attack roll,
comparing it against the AC of every target it can reach.
It cannot make useof Improved Grab, however every target
hit is damaged as though hit, and is knocked prone as well
as being knocked back 2d6*5 feet.

Spell-like Abilities (CL 9, DC 19):
At will: fireball, gust of wind, call lightning
3/day: greater dispel, air walk, control winds

Dragonite

Image
Huge Dragon [Water]
Hitdice: 15d12+60 (157 hp)
Init: +6 (+2 Dex, +4 Improved Initiatve)
Speed: 50 ft. Swim 60 ft. Fly 60 ft. (clumsy)
AC: 29 (-2 size, +1 Dex, +20 natural), Touch 9, Flat-footed 28
Base Attack/Grapple: +15/+31
Attacks: Tail Slap +21 Stomp +21
Face/Reach: 15 ft. /15 ft.
Damage: Tail Slap 2d8+12 and Improved Grab, Stomp 2d6+6 (20/x3)
Special Attacks: Improved Grab, Constrict, Dragon Dance,
Dragon Rush, Aqua Tail, Hyper Beam, Outrage
Special Qualities: Spell-like Abilities, Shed Skin
Saves: Fort +14, Ref +11, Will +13
Abilities: Str 26, Dex 13, Con 18, Int 17, Wis 16, Cha 25
Feats: Luck of Heroes (B), Alertness, Power Attack,
Improved Initiative, Snatch, Improved Snatch, Swallow Whole
Climate/Terrain: Deep oceans
Organization: Solitary or pair
CR: 15
Treasure: Double.
Alignment: Usually Neutral
Advancement: 16-20 HD (huge) 21+ (gargantuan)

Combat:
Constrict: as Dratini
Dragon Dance: as Dratini
Dragon Rush: as Dragonair
Aqua Tail: as Dragonair
Shed Skin: as Dratini

Hyper Beam (Su): as Gyarados, once per minute

Outrage (Su): Sometimes, Dragonite gets extremely angry. When
this happens, it enters an Outrage, lasting for three rounds.
During the Outrage, it increases the save DC of all of its
abilities by +2, and gains a +2 bonus to hit foes with attacks.
Additionally, any damage it delivers (physical, spell-like or
otherwise) is increased by 1d6 per two hit dice.

Entering an Outrage is a Swift action. It cannot be cut short.
When Outrage ends, it becomes fatigued and confused for one
minute.

Spell-like Abilities (CL 15, DC 22):
At will: fireball, gust of wind, call lightning, icestorm
3/day: greater dispel, control winds, cometfall, gr. mighty whallop
1/day: iceberg, meteor swarm, storm of vengeance, whirlwind
I have always been a fan of the Dratini family of pokemon. So here they are, ready to kick arse.
Koumei
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Post by Koumei »

Let's take a look at some other favourites...

Lapras
Large Magical Beast [Cold, Water]
Hitdice: 7d10+14 (52 hp)
Init: +6 (+2 Dex, +4 Improved Initiative)
Speed: 10 ft. Swim 100 ft.
AC: 18 (-1 size, +2 Dex, +7 natural), Touch 11, Flat-footed 16
Base Attack/Grapple: +7/+13
Attacks: Slam +8, Bite +8
Face/Reach: 10 ft. /5 ft.
Damage: Slam 2d6+2, Bite 1d8+2 (20/x3)
Special Attacks: perish song, sheer cold
Special Qualities: spell-like abilities, egg move
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 14, Dex 15, Con 14, Int 15, Wis 14, Cha 15
Feats: Luck of Heroes (B) Power Attack, Iron Will,
Improved Initiative
Climate/Terrain: Oceans, mountain lakes
Organization: Solitary or cluster (4-8)
CR: 7
Treasure: Double.
Alignment: Usually Neutral
Advancement: 8-11 HD (large) 12-17 HD (huge) 18-20 HD (gargantuan)

Combat:
Perish Song (Su): The song of a Lapras foretells a great loss,
and those who hear it risk death itself. All who hear the song
must make a Will save (DC 15). If they fail, they become shaken
as they realise their life is going to be cut short. If, two
rounds later, they can still hear the song, they are instantly slain.

A Lapras can end this by no longer singing, and can sing to counter
another perish song. To begin singing this requires a standard action,
but to continue merely takes a Swift action.

Lapras must stop singing after three consecutive rounds, or else it too
passes away from its own song.

Sheer Cold (Su): As a full-round action, Lapras can cast Flesh-to-Ice.
The save DC is Wisdom based (15 for the sample Lapras), and if the
target fails the save, there is a 20% chance the spell will fail
anyway. If the weather is cold enough for hail/nonlethal damage, there
is no failure-chance.

Spell-like Abilities (CL 7, DC 15):
At will: control weather, freezing ray, ice storm
3/day: freezing fog

Egg Move: Lapras hatches knowing one of the following:
-Dragon dance: as Dratini
-Curse (Sp): Bestow Curse at will
-Tickle: as Omanyte
-Ancient power: as Omanyte
-Fissure: Abyssal Rift 1/day

Kangaskhan
Medium Magical Beast
Hitdice: 8d10+24 (68 hp)
Init: +0 (+0 Dex)
Speed: 30 ft.
AC: 18 (+0 Dex, +8 natural), Touch 10, Flat-footed 18
Base Attack/Grapple: +8/+11
Attacks: Tail Slap +11, 2 slams +11
Face/Reach: 5 ft. /5 ft.
Damage: Tail Slap 2d6+4, Slam 1d6+1
Special Attacks: Focus Punch, Fake-Out, Outrage
Special Qualities: Egg Move, DR 5/magical slashing
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 16, Dex 11, Con 16, Int 11, Wis 14, Cha 13
Feats: Power Attack (B), Multi-Attack,
Improved Multi-Attack, Leap Attack
Climate/Terrain: Temperate fields
Organization: Solitary or herd (4-8)
CR: 6
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 9-13 HD (medium) 14-16 HD (large) 17-20 (large Dragon)

Combat:
Focus Punch (Su): As a full-round action, Kangaskhan can charge up
a powerful ball of energy to throw into a punch. If Kangaskhan is
damaged while charging it up, she must make a Concentration check
(DC 10 + damage suffered) or lose the charge. A Focus Punch deals
1d6 extra damage per hit die. Her Concentration is +14

Fake-Out (Ex): As an Immediate action, once per foe per day,
Kangaskhan can attempt to fake her opponent out, by making a Bluff
check. Her Bluff modifier is +12, and if she beats their Sense Motive
check, their action fails.

Outrage (Su): Kangaskhan does have draconic features, and holds
a deep rage just waiting to break out and destroy shit. If she enters
an Outrage, everything within 50 feet takes 1d6 fire damage per level.
This leaves a smoking crater in the ground. The following round, she
automatically uses the ability again, this time hitting for 1d8
damage per level. Finally, on the third round she deals 2d6 damage per
level, then becomes exhausted for one minute. This cannot be used while
fatigued or exhausted.

A Ref save (DC 15) halves the damage on the second and third round.

Egg Move: Kangaskhan gains one of the following.
-Substitute: Kangaskhan can cast Mirror Image and Simulacrum at will
-Hammer Arm: Kangaskhan learns a single Monk Fighting Style

Croagunk
Small Magical Beast [Amphibious] CR 3, 4 HD
Hitdice: 4d10+4 (26 hp)
Init: +2 (+2 Dex)
Speed: 30 ft. Swim 20 ft.
AC: 15 (+1 size, +2 Dex, +2 natural), Touch 13, Flat-footed 13
Base Attack/Grapple: +4/+2
Attacks: 2 Slams +7, Snap Kick +5
Face/Reach: 5 ft. /5 ft.
Damage: Slam 1d6+2, Snap Kick 1d4+1
Special Attacks: Poison, Hurl Mud
Special Qualities: Fighting Style, Egg Move, Psychic Weakness
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 14, Dex 15, Con 12, Int 11, Wis 14, Cha 11
Feats: Improved Grapple (B), Power Attack, Snap Kick
Climate/Terrain: Swamps, lakes
Organization: Solitary or gang (4-8)
CR: 3
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 5-8 HD (small), 9-15 HD (medium)

Combat:
Poison (Ex): As a standard action, Croagunk may spit a
gob of poison out to 20 feet. If it hits with a ranged
touch attack, the target must save against poison. The
DC is 15 (Con-based with a +2 racial bonus) and deals
1d6 Con damage as primary and secondary damage.

Hurl Mud (Ex): As a move action, Croagunk can hurl a
handful of mud (providing the ground is muddy) as a
20 foot ranged touch attack. If it hits, the foe is
blinded for one round.

Fighting Style (Ex): Croagunk has one Monk Fighting Style

Egg Move (Ex): Croagunk can choose one of the following.
-Fighting Style: Croagunk gains another Fighting Style.
At 10 HD, it also gets a Master Fighting Style, and at
15 HD, it gains a Grand Master Style.
-Sneak Attack: Croagunk gains Sneak attack dice as a Rogue
of its level, but no other benefits. This only applies to
its Slam attacks, nothing else.

Psychic Weakness (Su): Croagunk is particularly weak
against Psychic effects. It gains a -10 penalty to
save against Psychic/Psionic effects. If there is no
save, it takes double damage and gets angry.

Due to its psychic sensitivity, it can detect psionic
creatures within 100 feet. When one is within that
distance, it begins to shiver with anticipation.

Toxicroak
Medium Magical Beast [Amphibious]
Hitdice: 10d10+20 (75 hp)
Init: +3 (+3 Dex)
Speed: 30 ft. Swim 30 ft.
AC: 26 (+3 Dex, +4 natural, +9 armour)
Touch 22, Flat-footed 23
Base Attack/Grapple: +10/+14
Attacks: 2 Slams +14, Snap Kick +12
Face/Reach: 5 ft. /5 ft.
Damage: Slam 1d8+4, Snap Kick 1d6+2
Special Attacks: Poison, Hurl Mud, Sludge Bomb,
Poison Jab
Special Qualities: Fighting Style, Egg Move, Swords Dance,
Armoured In Life, Psychic Weakness
Saves: Fort +9, Ref +10, Will +6
Abilities: Str 18, Dex 17, Con 14, Int 13, Wis 16, Cha 11
Feats: Improved Grapple (B), Power Attack, Snap Kick,
Expertise, Improved Trip
Climate/Terrain: Swamps, lakes
Organization: Solitary or gang (4-8)
CR: 8
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 11-18 HD (medium), 19+ HD (large)

Combat:
Poison: as Croagunk, DC 19
Hurl Mud: as Croagunk
Fighting Style: as Croagunk
Egg Move: as Croagunk
Armoured in Life: just like a Monk
Psychic Weakness: as Croagunk

Swords Dance (Ex):
As a standard action, Croagunk can initiate a Swords Dance.
This greatly increases its combat power, and for the following
three rounds, it strikes as though its fists were one size
larger, and with a +4 bonus to Strength.

Poison Jab (Ex):
This sneaky move requires a standard action. Croagunk spits
venom onto its fist, then makes a punch. As the spitting can
be a distraction to foes, it can make a free feint attempt
(Bluff +13), then punch. If it hits, it deals +2d6 Acid
damage and the foe must save against Poison. The DC is increased
by 4, due to an injury being made so conveniently.

Sludge Bomb (Su):
Once per 3 rounds, Croagunk can produce enough acidic sludge to
spit up a huge glob. This works like an Acid Ball within 40 feet,
with only a 15 foot radius, and any targets injured must also
save against its poison.
Calibron
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Post by Calibron »

I've always been kind of fond of Arkanine/Growlithe. I'd appreciate it if you statted them.
Koumei
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Post by Koumei »

They are indeed awesome. But Frank already did them: http://www.geocities.com/eco_mono/Pkmnd ... lithe.html

And it looks pretty good to me, so I don't feel the need to cover them unless it's important that they get some of the newer attacks like Heatwave.
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Maxus
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Post by Maxus »

Koumei wrote:They are indeed awesome. But Frank already did them: http://www.geocities.com/eco_mono/Pkmnd ... lithe.html

And it looks pretty good to me, so I don't feel the need to cover them unless it's important that they get some of the newer attacks like Heatwave.
How about Houndour and Houndoom?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Koumei
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Post by Koumei »

Sounds good to me. They are pretty awesome, after all.

Because they look evil and demonic (and MD: Time's Dusknoir taught me that if it looks evil/demonic/spooky, then it is), I decided to go with that angle - Evil subtype Outsiders, and usually Evil unless tamed. Because you can train them to be of any alignment, and they'll be loyal.

Houndour
Small Outsider [Fire, Evil]
Hitdice: 4d8+8 (26 hp)
Init: +2 (+2 Dex)
Speed: 30 ft.
AC: 17 (+2 Dex, +1 size, +4 nat), Touch 13, Flat-footed 15
Base Attack/Grapple: +4/+1
Attacks: Bite +6
Face/Reach: 5 ft./5 ft.
Damage: Bite 1d6+1 plus 1d6 Fire
Special Attacks: Leer, Beat-Up, Ember, Spell-like Abilities
Special Qualities: Nasty Plot, Egg Move, Scent
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 13, Dex 14, Con 14, Int 9, Wis 11, Cha 14
Feats: Skill Focus: Intimidate, INA: Bite
Climate/Terrain: Hot places, dry grass
Organization: Single or pack (4-16)
CR: 3
Treasure: Standard.
Alignment: Usually Neutral Evil unless tamed
Advancement: 5-10 HD (small), 11-15 HD (medium)

Combat:
Leer: As a Swift action, Houndour can make a Demoralise attempt.
Its Intimidate bonus is +12, although many put ranks into Bluff
and Sense Motive as well, so it could be as high as +16.

Beat-Up: As Weavile
Scent: Just like everything else with it.
Ember: As Charmander

Spell-like Abilities (CL 4, DC 14):
At will: Scare, Fog Cloud
1/hour: Stinking Cloud, Fire Shield

Nasty Plot (Ex): Houndour can spend a full-round action plotting.
This causes it to discover evil tricks and tactics, granting it
a +4 Enhancement bonus to Intelligence and Charisma for three
rounds. Additionally, during those three rounds, its Bite attack
gains the benefits of "Trip" (Trip bonus +2) and +2d6 Sneak
Attack damage.

Egg Move: Houndour hatches with one of the following moves:
Punishment: as Sneasel.
Fire Spin: Ember clings to targets, dealing half damage for 3 rounds.
Will O Wisp: Dancing Lights (Sp) at will, Faerie Fire (Sp) 1/3 rounds.

Houndoom
Medium Outsider [Fire, Evil]
Hitdice: 8d8+32 (68 hp)
Init: +1 (+1 Dex)
Speed: 40 ft.
AC: 19 (+1 Dex, +8 nat), Touch 11, Flat-footed 18
Base Attack/Grapple: +8/+11
Attacks: Bite +11
Face/Reach: 5 ft./5 ft.
Damage: Bite 1d8+4 plus 2d6 Fire
Special Attacks: Leer, Beat-Up, Flamethrower,
Spell-like Abilities, Crunch, Howl, Thunder Fang
Special Qualities: Nasty Plot, Egg Move, Scent,
Flashfire
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 17, Dex 12, Con 18, Int 11, Wis 13, Cha 18
Feats: Skill Focus: Intimidate, INA: Bite, Power Attack
Climate/Terrain: Hot places, dry grass
Organization: Single or pack (4-16)
CR: 7
Treasure: Standard.
Alignment: Usually Neutral Evil unless tamed
Advancement: 9-13 HD (medium), 14-20 HD (large)

Combat:
Leer: as Houndour, Intimidate +18 (up to +22 with Synergy)
Beat-up: as Weavile
Flamethrower: as Charmeleon, DC 18
Nasty Plot: as Houndour, +2d6 more Sneak Attack
Scent: as Houndour

Crunch (Ex): All foes bitten by Houndoom must make a Fortitude
save (DC 17) or be Stunned with pain for one round, flinching.
The save DC is Strength-based.

Howl (Ex): Houndoom may, as a full-round action, howl eerily,
making a Demoralise attempt against all who can hear it. Those
affected Cower for one round if they can actually see Houndoom.

Thunder Fang (Su): As a standard action, Houndoom may imbue its
fangs with lightning and make a bite attack. This attack ignores
metal armour, and deals 4d6 electricity damage instead of the
Fire damage.

Flashfire (Su): Whenever hit by an effect that would normally
deal Fire damage to Houndoom, unless the effect originated
from Houndoom itself, it becomes even more powerful, Empowering
any fire effects it unleashes in the next round. If the effect
continues over multiple rounds, it remains Empowered for each
round.

Egg Move: The egg move upgrades to still be level-appropriate.
Punishment: remains the same
Fire Spin: Flamethrower clings to targets, dealing half damage for 5 rounds.
Will O Wisp: Faerie Fire (Sp) at will, Blackfire (Sp) 1/3 rounds.
Koumei
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Post by Koumei »

Hey, it's everyone's favourite balloon-type Pokemon!

Yes, they're evil. Not because they're ghosts, but because the Pokedex has this to say about Drifloon:
It tugs on the hands of children to steal them away. However, it gets pulled around instead.
That being said, there seem to be plenty of non-Evil ones, and Drifblim seems to be more of a general helper.

Drifloon
Small Aberration [Air]
Hitdice: 8d8+8 (44 hp)
Init: +2 (+2 Dex)
Speed: Fly 20 ft. (average)
AC: 17 (+2 Dex, +1 size, +4 MA), Touch 13, Flat-footed 15
Base Attack/Grapple: +6/-3
Attacks: Slam +9 or 2 Tail Slaps +9
Face/Reach: 5 ft./5 ft.
Damage: Slam 1d3-5 or Tail Slap 1 plus Grapple (both hitting gives +4)
Special Attacks: Ominous Wind, Spell-like Abilities, Improved Grab
Special Qualities: Unburden, DR 10/Ghost Touch
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 1, Dex 14, Con 12, Int 9, Wis 9, Cha 16
Feats: Improved Initiative, Weapon Finesse,
Ability Focus: Ominous Wind
Climate/Terrain: Anywhere damp and humid, or gaps in time. Or near windmills on Fridays.
Organization: Usually Solitary.
CR: 5
Treasure: Standard.
Alignment: Usually Neutral Evil
Advancement: 9-13 HD (small) 14-18 HD (medium)

Combat:

Ominous Wind (Su): as Spiritomb

Spell-like Abilities (CL 6, DC 17):
1/4 rounds: Shadow Ball, Damning Darkness
At will: Darkness, Hypnotise, Mage Armour

Unburden (Ex): As long as Drifloon is not carrying
anything, not wearing any armour (how could it?) and
not engaged in a grapple, it gets a +4 Enhancement
bonus to Dexterity and a +30 foot Enhancement bonus
to its movement speed. This ends as soon as it holds
an item, wears armour or grapples (or is grappled by)
someone.

Drifblim
Medium Aberration [Air]
Hitdice: 12d8+36+12 (102 hp)
Init: +2 (+2 Dex)
Speed: Fly 30 ft. (poor)
AC: 16 (+2 Dex, +4 MA), Touch 12, Flat-footed 14
Base Attack/Grapple: +9/+7
Attacks: Slam +14 or 3 Tail Slaps +14
Face/Reach: 5 ft./5 ft.
Damage: Slam 1d4-2 or Tail Slap 1d2-2 plus Grapple (+4 if 2-3 hit)
Special Attacks: Ominous Wind, Spell-like Abilities,
Aftermath, Explosion, Improved Grab
Special Qualities: Unburden, DR 10/Ghost Touch, Strength of Air
Etherealness, Spell Resistance 19, Stockpiled SLAs
Saves: Fort +7, Ref +6, Will +8
Abilities: Str 7, Dex 14, Con 16, Int 9, Wis 11, Cha 18
Feats: Improved Initiative, Weapon Finesse,
Ability Focus: Ominous Wind, Sudden Ability Focus,
Improved Toughness
Climate/Terrain: They tend to drift anywhere...
Organization: Usually Solitary.
CR: 9
Treasure: Standard.
Alignment: Usually Neutral (they settle down at this stage)
Advancement: 13-15 HD (medium) 16-20 HD (large)

Combat:
Ominous Wind (Su): as Drifloon
Unburden (Ex): as Drifloon

Spell-like Abilities (CL 10, DC 20):
At will: Damning Darkness, Mage Armour, Hypnotise
1/4 rounds: Shadow Ball, Deep Slumber

Stockpiled: these spell-like abilities require
Mage Armour to be in effect. Using any of them
ends the effect.
Swallow: Regain 1d6 HP per caster level (10d6)
Spit up: 60' ranged attack deals 1d6 Force/level (10d6)

Etherealness (Su): Up to one minute per day can be
spent Ethereal

Explosion (Su): As a standard action, Drifblim can elect
to explode, falling to -1 HP and stable. All within 50
feet of Drifloon take fire damage equal to the amount of
damage it suffered to reach -1, plus 3d6. A Ref save
(DC 19) halves this. The DC is Con-based. This is only
used as a last resort - they are not in a habit of
exploding themselves just out of spite.

Aftermath (Ex): Drifblim is filled with tightly compressed
air. If it ever is reduced below 0 HP, it unleashes this
air in a powerful blast. All within 30 feet take 1d6
bludgeoning damage per hit die and are knocked prone. A
Ref save (DC 19) halves the damage and negates the Prone
status. Explosion activates this on top of its own damage.

Strength of Air (Ex): Thanks to the air within in, Drifblim
has a carrying capacity as though its Strength was ten
points higher than it actually is. It can now actually carry
people about the place.
For the record, Drifloon is cute enough to be allowed into Amity square. That's pretty cool, for an Evil pokemon.
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Post by Koumei »

Now it's time for the Nido- family. Simply because I've been fighting a lot of them in Mystery Dungeon.

Incidentally, thanks to FR/LG I was tempted to give Nidorina a [Fear] effect such as Phantasmal Killer, simply because of the "come hither" look she's giving. I don't want any Pokemon to give me that look.


Nidoran
Tiny Magical Beast
Hitdice: 1d10+1+1 (7 hp)
Init: +1 (+1 Dex)
Speed: 20 ft.
AC: 14 (+2 size, +1 dexterity, +1 natural), Touch 13, Flat-footed 13
Base Attack/Grapple: +1/-7
Attacks: Bite +3 (female) or Gore +3 (male)
Face/Reach: 5 ft./5 ft.
Damage: Bite 1d3 plus Poison (female) or Gore 1d2 plus poison, 20/x3 (male)
Special Attacks: Poison
Special Qualities: Poison Point, Egg Move
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 11, Dex 12, Con 13, Int 6, Wis 11, Cha 10
Feats: Improved Toughness
Climate/Terrain: Temperate plains
Organization: Solitary or herd (up to 12)
CR: 1/2
Treasure: Standard.
Alignment: Neutral
Advancement: 2-5 HD (tiny), 6-8 HD (small)

Combat:

Poison (Ex): Injury, DC 11, Damage: Sickened 1 minute/1d6 HP

Poison Point (Ex): anyone who strikes a Nidoran of either gender with an unarmed
or natural attack, or grapples/is grappled by one, takes one point of damage and
must save against the poison.

Egg Move: a single ability is gained from the following list
-Charm Person (Sp, CL 1, DC 10) at will
-Beat Up (Ex): attacks gain a +1 to hit and +1d4 damage for every adjacent ally.
-Lesser Confusion (Sp, CL 1, DC 10) at will

Note: males evolve into Nidorino (and then to Nidoking).
Females evolve into Nidorina (and then to Nidoqueen).


Nidorina
Small Magical Beast
Hitdice: 5d10+15+5 (47 hp)
Init: +1 (+1 Dex)
Speed: 20 ft.
AC: 17 (+1 size, +1 dexterity, +5 natural), Touch 12, Flat-footed 16
Base Attack/Grapple: +5/+2
Attacks: Bite +7 or Poison Dart +7 ranged (30')
Face/Reach: 5 ft./5 ft.
Damage: Bite 1d4+1 plus Poison, Poison Dart 1d2 plus Poison
Special Attacks: Poison, Poison Darts
Special Qualities: Poison Point, Egg Move, Substitute
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 13, Dex 12, Con 17, Int 8, Wis 13, Cha 12
Feats: Improved Toughness, Iron Will
Climate/Terrain: Temperate plains
Organization: Solitary or posse (up to 6)
CR: 4
Treasure: Standard.
Alignment: Neutral
Advancement: 6-11 HD (small), 12-15 HD (medium)

Combat:

Poison (Ex): Injury, DC 15, Damage: 2 Con/1d6 Con

Poison Darts (Ex): Small venomous barbs can be fired out up to 30 feet.
These regrow every day, allowing up to 4 to be fired per day.

Poison Point (Ex): as Nidoran

Substitute (Sp): Nidorina can cast Mirror Image at will

Egg Move: the egg move upgrades
-Lesser Confusion -> Confusion (Sp, CL 5, DC 13) at will
-Charm Person -> Charm Monster (Sp, CL 5, DC 13) at will
-Beat Up -> allies within 10 feet add the bonus, and the damage is +1d6

Nidoqueen
Medium Magical Beast [Earth]
Hitdice: 12d10+72+12 (150 hp)
Init: +2 (+2 Dex)
Speed: 30 ft.
AC: 24 (+2 dexterity, +12 natural), Touch 12, Flat-footed 22
Base Attack/Grapple: +12/+14
Attacks: Bite +14 or Poison Dart +14 ranged (30')
Face/Reach: 5 ft./5 ft.
Damage: Bite 1d6+3 plus Poison or Poison Dart 1d3 plus Poison
Special Attacks: Poison, Poison Darts, Fire Punch, Earthquake,
Body Slam, Stone Edge
Special Qualities: Poison Point, Egg Move, Substitute, Sandstorm
Saves: Fort +17, Ref +13, Will +11
Abilities: Str 15, Dex 14, Con 23, Int 10, Wis 19, Cha 18
Feats: Improved Toughness, Iron Will, Ability Focus: Poison,
Great Fortitude, Lightning Reflexes
Climate/Terrain: Temperate plains
Organization: Solitary or posse (up to 4)
CR: 11
Treasure: Standard.
Alignment: Neutral
Advancement: 13-16 HD (medium), 17-20 HD (large)

Combat:

Poison: Injury, DC 24, Damage: 2d6 Con and Nauseated 1 minute/3d6 Con
Poison Darts: as Nidorina
Poison Point: as Nidorina
Substitute: as Nidorina, plus Simulacrum (Sp) once per day

Fire Punch (Su): Once per 3 rounds, as a Standard action, Nidoqueen may
make a Fire punch attack. This is a slam that deals 1d4+3 damage, plus
1d6 Fire damage per hit die. Additionally, the target must pass a
Reflex save (DC 18) or catch fire, taking 2d6 Fire damage per round.

Earthquake (Sp): Nidoqueen can cast Earthquake (CL 12) once per 4 rounds.

Body Slam (Ex): If Nidoqueen successfully damages a foe with a grapple
attack, they must make a Fortitude save (DC = Grapple check) or be
Stunned for 1d4 rounds.

Stone Edge (Su): Nidoqueen can cast Stone Spikes at will.

Sandstorm (Su): As a Standard action, Nidoqueen can summon a sandstorm,
as per the Sandstorm spell.

Nidorino
Hitdice: 5d10+10+5 (42 hp)
Init: +1 (+1 Dex)
Speed: 20 ft.
AC: 17 (+1 size, +1 dexterity, +5 natural), Touch 12, Flat-footed 16
Base Attack/Grapple: +5/+2
Attacks: Gore +8 or Poison Dart +7 ranged (30')
Face/Reach: 5 ft./5 ft.
Damage: Gore 1d3+3 (20/x3) plus Poison, Poison Dart 1d2 plus Poison
Special Attacks: Poison, Poison Darts
Special Qualities: Poison Point, Egg Move, Substitute
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 15, Dex 12, Con 15, Int 8, Wis 11, Cha 12
Feats: Improved Toughness, Iron Will
Climate/Terrain: Temperate plains
Organization: Solitary or posse (up to 6)
CR: 4
Treasure: Standard.
Alignment: Neutral
Advancement: 6-11 HD (small), 12-15 HD (medium)

Combat:

Poison (Ex): Injury, DC 14, Damage: 2 Con/1d6 Con

Poison Darts (Ex): Small venomous barbs can be fired out up to 30 feet.
These regrow every day, allowing up to 4 to be fired per day.

Poison Point (Ex): as Nidoran

Substitute (Sp): Nidorino can cast Mirror Image at will

Egg Move: the egg move upgrades
-Lesser Confusion -> Confusion (Sp, CL 5, DC 13) at will
-Charm Person -> Charm Monster (Sp, CL 5, DC 13) at will
-Beat Up -> allies within 10 feet add the bonus, and the damage is +1d6

Nidoking
Medium Magical Beast [Earth]
Hitdice: 12d10+48+12 (126 hp)
Init: +1 (+1 Dex)
Speed: 30 ft.
AC: 23 (+1 dexterity, +12 natural), Touch 11, Flat-footed 22
Base Attack/Grapple: +12/+17
Attacks: Gore +17 or Poison Dart +13 ranged (30')
Face/Reach: 5 ft./5 ft.
Damage: Gore 1d6+7 (19-20/x4) plus Poison or Poison Dart 1d3 plus Poison
Special Attacks: Poison, Poison Darts, Flamethrower, Earthquake,
Megahorn, Stone Edge
Special Qualities: Poison Point, Egg Move, Substitute, Sandstorm
Saves: Fort +12, Ref +9, Will +10
Abilities: Str 21, Dex 12, Con 19, Int 10, Wis 17, Cha 20
Feats: Improved Toughness, Iron Will, Ability Focus: Poison,
Power Attack, Ability Focus: Flamethrower
Climate/Terrain: Temperate plains
Organization: Solitary or posse (up to 4)
CR: 11
Treasure: Standard.
Alignment: Neutral
Advancement: 13-16 HD (medium), 17-20 HD (large)

Combat:

Poison: Injury, DC 22, Damage: 2d6 Con and Nauseated 1 minute/3d6 Con
Poison Darts: as Nidorino
Poison Point: as Nidorino
Substitute: as Nidorino, plus Simulacrum (Sp) once per day

Flamethrower (Su): As Charizard

Earthquake (Sp): Nidoking can cast Earthquake (CL 12) once per 4 rounds.

Megahorn (Ex): Nidoking's gore attack is treated as though having
Augment Critical and Improved Natural Attack.

Stone Edge (Su): Nidoking can cast Stone Spikes at will.

Sandstorm (Su): As a Standard action, Nidoking can summon a sandstorm,
as per the Sandstorm spell.
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Post by Koumei »

I wonder if we'll actually end up statting up every single Pokemon.

Anyway, time for some rather cool ghosts.

Shuppet
Diminutive Outsider [Incorporeal]
Hitdice: 5d8 (22 hp)
Init: +7 (+3 Dex, +4 Improved Initiative)
Speed: Fly 20 ft. (perfect)
AC: 20 (+4 size, +3 dexterity, +3 deflection), Touch 20, Flat-footed 17
Base Attack/Grapple: +5/-7
Attacks: incorporeal touch attack +12
Face/Reach: 5 ft./0 ft.
Damage: incorporeal touch attack 1d6+3 Cold damage
Special Attacks: Night Shade, Curse
Special Qualities: Insomnia, Spell-like Abilities, Egg Move
Saves: Fort +5, Ref +8, Will +5
Abilities: Str -, Dex 16, Con 11, Int 8, Wis 10, Cha 17
Feats: Improved Initiatve, Luck of Heroes
Climate/Terrain: Dark places
Organization: Solitary or Pair
CR: 5
Treasure: Standard.
Alignment: Neutral
Advancement: 6-8 HD (diminutive), 9-13 HD (tiny)

Combat:
Night Shade (Su): As a standard action, Shuppet can unleash a burst of
shadows in a 5' spread centred on itself. All within the area take
damage as though hit by the touch attack and spend one round fatigued.
A successful DC 15 Fortitude save negates the fatigue and the damage.

Curse (Su): as Ghastly, offers a save every round to delay, DC 15

Insomnia (Ex): Shuppet never sleeps, and cannot be made to sleep or fall
comatose. It is immune to fatigue and exhaustion as well.

Spell-like Abilities (CL 5, DC 15):
At will: Bestow Curse, Hypnotise, Silent Image
1/hour: Deep Slumber, Nightmare Terrain

Egg Move: Shuppet gains one of the following on hatching.
-Forcecage (Sp) once per hour
-Confusion (Sp) at will
-Destiny Bond (Su): one target is selected. If, during the next round,
Shuppet is knocked out, the target is also knocked out. If it is
killed, the target is also killed unless they can succeed on a DC 15
Will save. Success renders them Stunned for 2d4 rounds.

Banette
Small Outsider [Incorporeal]
Hitdice: 10d8+20 (65 hp)
Init: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 30 ft. (good)
AC: 18 (+1 size, +2 dexterity, +5 deflection), Touch 18, Flat-footed 16
Base Attack/Grapple: +10/+6
Attacks: Incorporeal touch attack +13
Face/Reach: 5 ft./5 ft.
Damage: Incorporeal touch attack 1d6+5 Cold
Special Attacks: Night Shade, Curse, Screech, Dream Eater
Special Qualities: Spell-like Abilities, Frisk, Thievery,
Insomnia, Egg Move
Saves: Fort +10, Ref +10, Will +9
Abilities: Str -, Dex 14, Con 15, Int 12, Wis 12, Cha 21
Feats: Luck of Heroes, Improved Initiative,
Ability Focus: Shriek, Deft Fingers
Climate/Terrain: Dark places, creepy toy stores
Organization: Solitary
CR: 10
Treasure: Standard
Alignment: Often Evil
Advancement: 11-20 HD (small)

Combat:
Nightshade: as Shuppet, DC 20
Curse: as Gengar
Insomnia: as Shuppet

Screech (Ex): as a standard action once per minute, Banette can
create an eerie shriek that frightens those nearby. All who are
within 50 feet and can hear it must make a Will save, DC 22, or
Cower for 3 rounds, then be Shaken for one hour.

Dream Eater: as Gengar

Frisk (Su): So quickly does Banette move and examine things that
it can frisk a foe and determine what the entirety of their
equipment is simply by being within 5 feet of them. As long as
Banette is aware of the foe and they are that close, it can
automatically know what they have equipped, even items held in
a bag of holding. This doubles as an Identify effect.

Thievery (Ex): When making a touch attack (not Nightshade),
Banette can also attempt to steal an item. It has a +20 modifier
on Sleight of Hand checks unless, for whatever reason, it
doesn't put enough ranks in Bluff for Synergy. Most do. If the
skill check beats their regular AC and the attack roll hit, then
it can steal any single item within reason.
Buy accepting a -10 penalty and making this a Supernatural ability
that makes use of being incorporeal, it can even steal an item
deemed unreasonable. Most Banettes, even non-Evil ones, are jerks
that find it funny to steal people's pants.

Spell-like Abilities (CL 10, DC 20):
At will: Bestow Curse, Hypnotise, Silent Image, Deep Slumber,
Shadow Ball, Faerie Fire
1/minute: Eternal Slumber, Nightmare Terrain, Black Fire

Egg Move: It still has an egg move
-Forcecage (Sp) once per three rounds
-Mass Confusion (Sp) at will
-Destiny Bond (DC 20) is now a Swift action
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Post by Koumei »

Some more ghosts, and a legendary that isn't a ghost but is cool because of "Mystery of Time/Darkness".

Misdreavus
Tiny Outsider [Incorporeal]
Hitdice: 6d8+6 (33 hp)
Init: +3 (+3 Dex)
Speed: Fly 20 ft. (perfect)
AC: 17 (+2 size, +3 dexterity, +2 deflection), Touch 17, Flat-footed 14
Base Attack/Grapple: +6/-2
Attacks: incorporeal touch attack +11
Face/Reach: 5 ft./5 ft.
Damage: incorporeal touch attack 1d6+2 Negative Energy
Special Attacks: Growl, Spell-like Abilities, Pain Split
Special Qualities: Egg Move, Fear Eater
Saves: Fort +7, Ref +9, Will +6
Abilities: Str -, Dex 17, Con 12, Int 8, Wis 10, Cha 15
Feats: Luck of Heroes, Ability Focus: Growl, Sudden Ability Focus
Climate/Terrain: Dark, spooky places
Organization: Solitary or tag-team
CR: 6
Treasure: Standard.
Alignment: Neutral, though often pranksters
Advancement: 7-10 HD (tiny), 11-15 HD (small)

Combat:
Growl (Ex): Those who hear Misdreavus' eerie growl become very
unnerved, especially those who cannot see the source of it.
All within 30 feet who can hear when Misdreavus growls must
make a DC 17 Will save against fear or become Shaken for one
minute. If already Shaken, they become Frightened. If already
Frightened, they Panic. Successfully saving grants immunity to
this ability for 24 hours.

Spell-like Abilities (CL 6, DC 15):
At will: Confusion, Whelm
1/hour: Perish Song ([Sonic] effect, 3-round delayed Wail of the Banshee)

Pain Split (Su):
Once per 5 rounds, as a standard action, Misdreavus can focus on an
enemy and share pain and injuries with them. Add their combined hit points
together, then divide it evenly (if it is an odd number, Misdreavus gets
the extra point) between them. This can be negated with a DC 15 Fort save.
Misdreavus can, if feeling nice, use this to heal injured people.

Fear Eater (Ex):
Misdreavus eats fear for nourishment. It is immune to [Fear] effects,
and can absorb such spells and effects for a day's supply of nutrition,
and if it scares someone with an effect, it is also fed. It can spend
a full round action actually absorbing the fear of another, removing
the effect and getting enough nutrition for a week. It feels happy and
bloated afterwards.

Egg Move: One of the following is gained upon hatching.
-Ominous wind (Su): as Spiritomb
-Bestow Curse (Sp) at will
-Shriek (Su): the range of Growl doubles, and the DC increases by another +2

Mismagius
Small Outsider [Incorporeal]
Hitdice: 12d8+24 (78 hp)
Init: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 30 ft. (good)
AC: 17 (+1 size, +2 dexterity, +4 deflection), Touch 17, Flat-footed 15
Base Attack/Grapple: +12/+8
Attacks: incorporeal touch attack +15
Face/Reach: 5 ft./5 ft.
Damage: incorporeal touch attack 1d6+4 Negative Energy
Special Attacks: Growl, Spell-like Abilities, Pain Split
Special Qualities: Egg Move, Fear Eater, Chant
Saves: Fort +11, Ref +11, Will +10
Abilities: Str -, Dex 15, Con 14, Int 10, Wis 12, Cha 19
Feats: Luck of Heroes, Ability Focus: Growl, Sudden Ability Focus,
Improved Initiative, Skill Focus: Intimidate (that's +22 total w/o synergy)
Climate/Terrain: Dark, spooky places
Organization: Solitary or tag-team
CR: 12
Treasure: Standard.
Alignment: Neutral, though often pranksters
Advancement: 13-17 HD (small), 18-20 HD (Medium)

Combat:
Growl: as Misdreavus, DC 22
Pain Split: as Misdreavus, DC 20
Fear Eater: as Misdreavus

Chant (Su): Mismagius can chant, requiring a Swift action every turn to keep
chanting. Doing so enables it to provide one of the following effects:
-A +3 Morale bonus to saving throws for all allies within 50 feet
-Immunity to Sonic effects to all allies within 50 feet
-Nightmare Terrain centred on itself (DC 20)
-Fever Dream affecting every foe within 30 feet (DC 20)
-Mildly distracting headaches Staggering foes within 30 feet (Will DC 20 negates)

Spell-like Abilities (CL 12, DC 20):
Spell-like Abilities (CL 6, DC 15):
At will: Confusion, Whelming burst, magic missile
1/hour: Perish Song ([Sonic] effect, 3-round delayed Wail of the Banshee),
Missile Storm, Overwhelm

Egg Move: Mismagius retains the Egg move, though it does not change

Celebi
Tiny Fey [Extraplanar, Good]
Hitdice: 30d6+60 (165 hp)
Init: +11 (+7 Dex, +4 Improved Initiative)
Speed: 10 ft., Fly 30 ft. (good)
AC: 41 (+2 size, +7 dexterity, +12 deflection), Touch 41, Flat-footed 29
Base Attack/Grapple: +15/+7
Attacks: Slam +17
Face/Reach: 5 ft./5 ft.
Damage: Slam 1d2 plus Leech Seed
Special Attacks: Ancient Power, Natural Gift, Leech Seed
Special Qualities: Spell-like Abilities, Natural Cure, Heal Bell,
Baton Pass, Healing Wish, Time Travel
Saves: Fort +12, Ref +24, Will +25
Abilities: Str 11, Dex 25, Con 14, Int 12, Wis 26, Cha 35
Feats: Improved Initiative, 3, 6, 9, 12, 15, 18, *21, *24, *27, *30
Climate/Terrain: Grassy places during times of peace
Organization: Solitary (only one in existence)
CR: 20
Treasure: Standard.
Alignment: Neutral Good
Advancement: 31-50 HD (tiny)

Combat:

Ancient Power (Su): just like Aerodactyl

Natural Gift (Su): Celebi can infuse a berry with magical
power and hurl it as a grenade-like weapon. In general,
this will deal 1d6 damage per level of any energy type,
in a 5 foot radius explosion, with a Reflex save for half.
The DC is Charisma-based (37).

Leech Seed (Ex): anything hit by Celebi's slam attack has a seed
implanted within them. Every round for 10 rounds, they lose 2d6
hit points, and Celebi regains half this amount.

Natural Cure (Su): If a full round goes by without Celebi making
an attack or taking damage, she loses any harmful effects on her
such as poison, disease, stunning, sleep (other than natural
sleep), nausea, fatigue, negative levels or ability damage.

Heal Bell (Sp): As a standard action, Celebi can ring a small,
magical bell. This removes any harmful effects (as listed above)
from all targets she chooses within 30 feet.

Baton Pass (Su): As a Swift action, Celebi can shift all beneficial
effects on her over to an ally within 30 feet.

Healing Wish (Su): If reduced to 0 HP or less, Celebi unleashes a
special magical Wish. All allies are effected by a Heal spell, and
Celebi automatically stabilises, even if she would normally have died.
This also works if an effect would automatically kill her. This only
works once per day, and once stabilised she can still be slain.

Time Travel (Su): Celebi has incredible powers of time. She can cast a
Gate (travel version) ability as a Supernatural ability at will, except
it links to the same place and plane, in a different time period. She
can also cast Foresight at will, and always has an additional standard
action available, much like the old Haste granted.

Spell-like Abilities (caster level 20, DC 37):
At will: Magical Leaf (Missile Storm), Confusion, Poison, Control Weather,
Energy Ball (fireball changed to deal bullshit Light damage), Entangle,
Stealth Rock (Cometfall set as a trap that triggers when someone enters
the targeted square), Delayed (3 rounds) Wail of the Banshee,
Delayed (2 rounds) Final Rebuke, Telekinesis, Slow, Timestop
3/day: Leaf Storm (50' radius, 200' tall cylinder area takes 2d6 slashing
per level, Ref half with no Evasion, cannot be used again for 3 rounds)
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Post by Koumei »

Mawile
Small Magical Beast [Earth]
Hitdice: 8d10+16 (60 hp)
Init: +2 (+2 Dex)
Speed: 20 ft.
AC: 17 (+1 size, +2 dexterity, +4 natural), Touch 13, Flat-footed 15
Base Attack/Grapple: +8/+6
Attacks: Bite +11
Face/Reach: 5 ft./5 ft.
Damage: Bite 2d6+3
Special Attacks: Fake Tears, Tickle, Flash Cannon
Special Qualities: Rock Polish, Egg Move
Saves: Fort +9, Ref +9, Will +2
Abilities: Str 15, Dex 14, Con 14, Int 9, Wis 8, Cha 15
Feats: Luck of Heroes, INA: Bite, Skill Focus: Bluff
Climate/Terrain: Caves
Organization: Solitary
CR: 6
Treasure: Standard.
Alignment: Neutral
Advancement: 9-11 HD (small), 12-15 HD (medium)

Combat:

Fake Tears (Ex): As a full-round action, Mawile can pretend to cry,
fooling the target into lowering their defences. She makes a Bluff
check (at +16), and if it beats their Sense Motive check or Will
save, she fools them and, regardless of how they would normally act,
they lose a partial action on their next turn. Additionally, the
targeted foe takes a -4 penalty to AC and all saving throws for one
minute.

Tickle (Ex): as Omanyte

Flash Cannon (Su): As a full-round action, Mawile can focus sunlight
to shine off her metal skin and direct it at an enemy in a blast.
This is a 60 ft. long line, and deals 2d6 Light damage per hit die.
This damage is halved on a successful Reflex save (DC 16), and
cannot be used again for 1 minute. If a light-sensitive creature
fails the saving throw, they are blinded for one minute. If an
undead is struck, they take double damage (or half damage on a save).

Rock Polish (Su): As a standard action, she can polish herself
to shine magnificently. This somehow increases her speed, granting
the benefits of a Haste effect for three rounds.

Egg Move: Mawile gains one of the following upon hatching.
-Punishment (Ex): as Weavile
-Poison Fang (Ex): The bite attack gains a poison (DC 16, 1d6 Con/1d6 Con)
-Swords Dance (Su): Bull's Strength and Divine Favour can be cast at will (CL 8)
-Thunder Fang (Su): As a Standard action, she can bite for +4d6 Fire. The
target must make a Reflex save (equal to the attack roll) or catch fire, taking
2d6 fire damage per round.
-Fire Fang (Su): as a Standard action, she can bite for +4d6 Electricity. The
target must make a Fortitude save (equal to the attack roll) or be Stunned for
one round.

Mawile is very cool.
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Post by Koumei »

Aaaaand another legendary, one who gets to be the star of the upcoming Pokemon Platinum.

Giratina
Gargantuan Dragon [Incorporeal, Evil]
Hitdice: 20d12+140 (270 hp)
Init: +0 (+0 Dex)
Speed: 40 ft. Fly 100 ft. (clumsy)
AC: 37 (-4 size, +6 deflection +25 natural), Touch 12, Flat-footed 37
Base Attack/Grapple: +20/+44
Attacks: Bite +28, 2 Claws +28/+28/+23/+23/+23, Tail +28, 2 Wings +28/+28
Face/Reach: 20 ft./20 ft.
Damage: Bite 3d6+12, Claws 2d6+6, Tail 4d6+18, Wings 1d8+6
Special Attacks: Breath Weapon, Shadow Force, Aura Sphere
Special Qualities: Spell-like Abilities, Cold Immunity, Pressure
Saves: Fort +19, Ref +12, Will +14
Abilities: Str 35, Dex 10, Con 25, Int 14, Wis 14, Cha 23
Feats: Multi-Attack, Improved Multi-Attack, Rapid Strike: Claw,
Improved Rapid Strike: Claw, INA: Tail, Empower Breath,
Heighten Breath (up to +7)
Climate/Terrain: a split between worlds
Organization: Solitary
CR: 20
Treasure: Triple.
Alignment: Neutral Evil
Advancement: 21-30 HD (gargantuan), 31-40 HD (colossal), 41+ HD (effin enormous)

Combat:

Breath Weapon (Su): Giratina can breathe a 100' line of dark fire once every 1d4+1
rounds. This deals 2d6 fire damage per hit die, with a Ref save (DC 27) for half
damage. Failing the save by 5 or more renders a victim paralysed for 1d4 rounds.
Incorporeal foes automatically pass their saving throws, and dragons take a -5
penalty on the save and take half damage if immune to fire. No other creatures
need worry if immune to fire.

This can be Empowered (3d6 fire damage per hit die), increasing the recharge time
by 3 rounds. It can also be Heightened, adding +1 to the DC for every round added
to the recharge time, up to a maximum of +7. In other words, what happens is it
starts the combat with a DC 34 breath weapon of 60d6 Fire damage, and can't use it
for 1d4+11 rounds (ie. the rest of the battle). The moral of the story is "Be
immune to fire at level 20".

Shadow Force (Su): As a Standard action, Giratina can fully move into the plane of
Shadows, or the Ethereal plane, becoming immune to any effects. It still knows
what is going on on the plane it vanished from, and can reappear with a Swift
action. If it does not elect to do so within 5 rounds, it is automatically shunted
back as a free action at the end of its turn.

Upon returning, for the rest of its turn any attacks made by it automatically deny
the target their Dexterity bonus, and deal an additional 10d6 Negative Energy damage.

Aura Sphere (Su): As a full-round action once per minute, Giratina can expand its aura
into a sphere of powerful destructive energy. All within 30 feet are automatically
struck for 20d6 Force damage. There is no way at all to avoid this effect, although
the rare resistance or immunity to Force damage can still apply to the damage.

Spell-like Abilities (CL 20, DC 26):
At will: Earthquake, Shadow Ball, Planeshift, Nightmare, Earth to Lava, Entangle
3/day: Wraithstrike, Teleport Without Error, Mass Harm

Pressure (Su): Anyone who makes an attack against Giratina must make a Will save after
the attack is resolved, DC 26. If they fail, they become Fatigued for 3 rounds. If
already fatigued, they become Exhausted instead. This applies to any harmful ability,
whether it be a regular attack, a spell, a supernatural ability or anything else that
targets Giratina or includes it in the area of effect.

For reasons that will never be explained, Cranidos and Rampardos are immune to this.
Scholars and loremasters, if they even know of this, would be puzzled for many years.
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Post by Koumei »

I'm not even sure if people are paying attention any more, but I'm going to keep putting these up here, if only so I know where to grab them from when I need to use them.

Now, I hear Salamence is pretty popular in competitive play, so...

Bagon
Small Dragon
Hitdice: 5d12+10 (42 hp)
Init: +0 (+0 Dex)
Speed: 20 ft.
AC: 17 (+1 size, +0 dexterity, +6 natural), Touch 11, Flat-footed 17
Base Attack/Grapple: +5/+2
Attacks: Bite +7
Face/Reach: 5 ft./5 ft.
Damage: Bite 1d6+1
Special Attacks: Dragon Breath, Rage
Special Qualities: Egg Move, Rock Head
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 13, Dex 10, Con 15, Int 8, Wis 9, Cha 10
Feats: INA: Bite, Luck of Heroes
Climate/Terrain: Cold places
Organization: Solitary or gathering (3-5)
CR: 5
Treasure: Double.
Alignment: Neutral
Advancement: 6-8 HD (small), 9-12 HD (medium)

Combat:

Dragon Breath (Su): Bagon has a breath weapon, a 30' cone. It can be used
once per 1d4+1 rounds, and deals 1d8 Fire damage per hit die, with a Ref
save (DC 14) for half. Those who fail the save by 5 or more are paralysed
for 1d4 rounds.

Rage (Ex): Bagon can Rage like a second level Barbarian

Egg Move: Bagon hatches knowing a single Egg Move
-Dragon Dance: as Dratini
-Dragon Rush: as Dragonair
-Thrash (Ex): Bagon may thrash about as a full action, attacking all
ajacent creatures. This leaves it fatigued for one round.

Rock Head (Ex): Bagon has a thick, rocky head, so takes no falling damage
unless paralysed or otherwise unable to land head first. I'm not even
kidding.


Shelgon
Medium Dragon
Hitdice: 9d12+36 (94 hp)
Init: +0 (+0 Dex)
Speed: 20 ft.
AC: 25 (+0 dexterity, +15 natural), Touch 10, Flat-footed 25
Base Attack/Grapple: +9/+11
Attacks: Bite +11 or Ram +11
Face/Reach: 5 ft./5 ft.
Damage: Bite 1d8+3 or Ram 1d6+3
Special Attacks: Dragon Breath, Rage, Zen Headbutt
Special Qualities: Egg Move, Damage Reduction 5/-, Armoured
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 15, Dex 10, Con 19, Int 8, Wis 11, Cha 12
Feats: INA: Bite, Luck of Heroes, Heighten Breath, AF: Dragon Breath
Climate/Terrain: Cold places
Organization: Solitary or gathering (3-5)
CR: 9
Treasure: Double.
Alignment: Neutral
Advancement: 10-12 HD (medium), 13-15 HD (large), 16-20 HD (huge)

Combat:

Dragon Breath (Su): as Bagon, DC 20, can be heightened by up to +4
Rage (Ex): as Bagon, level 4

Zen Headbutt (Su): Shelgon can use its Ram attack against even
ethereal and incorporeal foes, and never incurs a miss chance when
using the Zen headbutt, for any reason.

Armoured (Ex): Due to the stupidly thick layers of natural armour,
Shelgon negates all critical hits, turning them into regular
hits. However, it is still subject to sneak attack damage. It is
also immune to any falling damage.

Egg Move: Shelgon retains the Egg move it had as Bagon


Salamence
Large Dragon
Hitdice: 13d12+65 (149 hp)
Init: +0 (+0 Dex)
Speed: 40 ft., Fly 80 ft. (clumsy)
AC: 24 (-1 size, +0 dexterity, +15 natural), Touch 9, Flat-footed 24
Base Attack/Grapple: +13/+22
Attacks: Bite +17 and Tail Slap +17, or Ram +17
Face/Reach: 10 ft./10 ft.
Damage: Bite 2d6+7, Tail Slap 1d8+7, Ram 1d8+7
Special Attacks: Dragon Breath, Rage, Zen Headbutt,
Lightning Fang, Terrifying Aura
Special Qualities: Egg Move, Damage Reduction 5/-
Saves: Fort +14, Ref +9, Will +10
Abilities: Str 21, Dex 10, Con 21, Int 10, Wis 13, Cha 14
Feats: INA: Bite, Luck of Heroes, Heighten Breath,
AF: Dragon Breath, Skill Focus: Intimidate
Climate/Terrain: Cold places
Organization: Solitary or gathering (3-5)
CR: 13
Treasure: Double.
Alignment: Neutral
Advancement: 14-15 HD (large), 16-20 HD (huge)

Combat:

Dragon Breath: as Bagon, DC 23, heighten up to +5
Rage: as Bagon, level 6
Zen Headbutt: as Shelgon

Lightning Fang (Su): As a Swift action, Salamence can cause
lightning to leap from tooth to tooth, ready to be unleashed.
All bite attacks it makes during that round, including attacks
of opportunity, deal an additional 4d6 electricity damage and
require the target to make a Fortitude save (DC 21) or flinch,
being Stunned for one round. If they fail by 5 or more, they
are paralysed for 1d4 rounds instead.

The save DC is Strength-based.

Terrifying Aura (Su): a 50' aura extends from Salamence, inspiring
dread in all who step in. Salamence may, as a free action, make
an Intimidate check once per round (+21 before Synergy). All who
are within the area must beat its result with a Wis + level check,
or become shaken until they can no longer see or hear Salamence.
If already shaken, they become frightened. If frightened they cower.

Egg Move: Salamence retains the Egg move it had previously
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Post by Koumei »

Buneary
Small Magical Beast
Hitdice: 3d10+3 (19 hp)
Init: +6 (+2 Dex, +4 Imp. Init.)
Speed: 30 ft.
AC: 14 (+1 size, +2 dexterity, +1 natural), Touch 13, Flat-footed 12
Base Attack/Grapple: +3/-3
Attacks: Kick +6
Face/Reach: 5 ft./5 ft.
Damage: Kick 1d4-2
Special Attacks: Jump Kick, Charm, Splash
Special Qualities: Endure, Egg Move
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 6, Dex 14, Con 13, Int 7, Wis 8, Cha 15
Feats: Luck of Heroes, Improved Initiative, Weapon Finesse (B)
Skills: +4 to Jump checks and uses Dex instead of Str
Climate/Terrain: Temperate plains, grassy areas
Organization: Solitary, pair or family (3-9,001)
CR: 2
Treasure: Standard.
Alignment: Often Good
Advancement: 4-7 HD (small), 8-12 HD (medium)

Combat:

Jump Kick (Ex): If Buneary charges a foe and makes a DC 15 Jump check,
it deals an additional 1d6 points of damage. If it succeeds by 5 or
more, this improves to +2d6, and if it succeeds by 10 or more, it
improves to +3d6. If it completely fails this check, Buneary falls prone
and cannot attack. Buneary's Jump modifier is 12

Charm (Sp): Buneary can cast Charm Monster at will, with a caster level
equal to its hit dice and a save DC of 10 + half its hit dice + its
Charisma modifier (13). Only one creature at a time can be charmed.

Splash (Ex): As long as it is at least up to its ankles in water or mud,
Buneary can, as a Swift action, splash water/mud/whatever at an
adjacent foe. It makes a "ranged" touch attack, and if it succeeds,
the foe becomes flat-footed until they next act.

Endure (Ex): Buneary can spend a standard action bracing itself. Doing
so grants it immunity to critical hits (and similar effects) and DR 13/-
until its next turn. Furthermore, any damage actually taken ends up being
nonlethal damage. Every round, there is a 10% chance that this ability
will fail.

Egg Move: Buneary hatches with one of the following moves.
-Fake Tears: as Mawile
-Sweet Kiss (Su): As a melee touch attack that does not provoke, Buneary
can place a kiss on a foe, forcing a Will save (DC 13) against Confusion
for 1 round per it die.
-Low Kick (Ex): whenever Buneary kicks a foe, they must make a Balance check.
If they do not match or beat the attack roll, they fall prone.


Lopunny
Medium Magical Beast
Hitdice: 8d10+16 (60 hp)
Init: +6 (+2 Dex, +4 Imp. Init.)
Speed: 40 ft.
AC: 16 (+4 dexterity, +2 natural), Touch 14, Flat-footed 12
Base Attack/Grapple: +8/+8
Attacks: 2 Kicks +12
Face/Reach: 5 ft./5 ft.
Damage: Kick 1d6
Special Attacks: Jump Kick, Charm, Bounce
Special Qualities: Endure, Cute Charm, Egg Move
Saves: Fort +9, Ref +10, Will +4
Abilities: Str 10, Dex 18, Con 15, Int 11, Wis 12, Cha 19
Feats: Luck of Heroes, Improved Initiative, Weapon Finesse (B),
Ability Focus: Cute Charm
Skills: +4 to Jump checks and uses Dex instead of Str
Climate/Terrain: Temperate plains, grassy areas
Organization: Solitary, pair or family (3-9,001)
CR: 6
Treasure: Standard.
Alignment: Often Good
Advancement: 9-15 HD (medium)

Combat:

Jump Kick: as Buneary, Jump +19
Charm: as Buneary, DC 18
Endure: as Buneary, DR 18/-
Egg Move: the Egg move remains the same

Cute Charm (Su): any foe who physically strikes Lopunny must
make a Will save (DC 20). If they fail, they are affected as
though by a Charm Monster effect, for one round per hit die.

Bounce (Ex): Lopunny is really good at jumping. With a DC 25 Jump
check, it can leap into the air as though making a double move up,
but only taking a single move action that does not provoke.

On the following round, it falls and lands, taking no falling damage.
It can choose where to land anywhere within a move action of its
original location. If it lands on a foe, it can make a single Kick
attack as a free action, and deals an additional 1d6 damage per hit die.

*At 15 HD, it gains the Hyper Beam attack. This is a Supernatural
ability that can be used once per minute. It is fired in a 50 foot
line, 5 fet wide, dealing 1d8 Force damage per hit die to everyone
in the area, with a Ref save (Cha-based) for half damage.

Despite being a Force effect, Incorporeal creatures are somehow
immune to this.


Meditite
Small Aberration [Psionic]
Hitdice: 4d8 (18 hp)
Init: +1 (+1 Dex)
Speed: 20 ft.
AC: 14 (+1 size, +1 dexterity, +2 natural), Touch 12, Flat-footed 13
Base Attack/Grapple: +3/+0
Attacks: Slam +5
Face/Reach: 5 ft./5 ft.
Damage: Slam 1d6+4
Special Attacks: Monk Fighting Style, Pure Power
Special Qualities: Psionics, Meditate, Egg Move
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 13, Dex 12, Con 11, Int 12, Wis 11, Cha 10
Feats: Great Fortitude, Lightning Reflexes
Climate/Terrain: Mountains and caves
Organization: Solitary or dojo (2-8)
CR: 2
Treasure: Standard.
Alignment: Neutral
Advancement: 5-7 HD (small), 8-12 HD (medium)

Combat:

Monk Fighting Style (Ex): Meditite has a single fighting style like a Monk.
At 8 HD, it gains a second one. At 12 HD, it gains a Master Fighting Style.

Pure Power (Ex): Meditite deals damage as though its Strength were 4 points
higher. No other Strength-dependant feature (save DCs, grapple checks etc.)
changes.

Psionics (Sp): Caster Level 4, DC 13 (Int-based)
At will: Detect Good, Detect Evil, Detect Law, Detect Chaos, Detect Magic
1/minute: Detect Thoughts, Calm Emotions, Confusion

Meditate (Su): As a Standard action, Meditite can meditate to gain a +2
Enhancement bonus to Strength for 3 rounds. If it meditates for 2 rounds
in a row, this increases to +4 and lasts for 4 rounds. If it meditates for
3 rounds in a row, this increases to +6 and lasts for 5 rounds.

Egg Move: Meditite hatches knowing one of the following moves.
-Fire Punch: as Trickpuncher Abra
-Baton Pass (Su): as a Standard action, Meditite can move twice its move rate
without provoking an attack of opportunity, even stepping through occupied
squares, and can at any point in this movement hand over all Enhancement bonuses
to an adjacent ally.
-Psycho Cut (Su): By meditating as a Swift action, Meditite can make its Slam
attack strike as though it had the Ghost Touch quality, and add its Int modifier
to damage.

Medicham
Medium Aberration [Psionic]
Hitdice: 8d8+16 (52 hp)
Init: +2 (+2 Dex)
Speed: 30 ft.
AC: 16 (+2 dexterity, +4 natural), Touch 12, Flat-footed 14
Base Attack/Grapple: +6/+9
Attacks: Slam +9
Face/Reach: 5 ft./5 ft.
Damage: Slam 1d8+7
Special Attacks: Monk Fighting Styles, Pure Power
Special Qualities: Psionics, Meditate, Egg Move, Recover
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 17, Dex 14, Con 13, Int 16, Wis 13, Cha 12
Feats: Great Fortitude, Lightning Reflexes, Improved Toughness
Climate/Terrain: Mountains and caves
Organization: Solitary or dojo (1-2 plus 3-10 meditites)
CR: 5
Treasure: Standard.
Alignment: Neutral
Advancement: 9-18 HD (medium)

Combat:

Fighting Styles: Medicham has two Monk Fighting Styles. At 12 HD,
it gains a Master Fighting Style. At 16 HD, it gains a Grand
Master Fighting Style.

Pure Power: as Meditite
Meditate: as Meditite
Egg Move: the Egg move stays the same

Recover (Su): With a Standard action, Medicham can restore HP equal
to half its maximum hit points. In effect, if it is at half HP or
more, it is restored to full health. This can be performed once per
minute.

Psionics (Sp): Caster Level 8, DC 17
At will: Detect Good/Evil/Law/Chaos/Magic/Poison/Thoughts
1/4 rounds: Calm Emotions, Confusion, Vampiric Touch, Reaving Dispel
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Post by Bigode »

Do you think it'd be hard to make all of them conform to HD = CR = ECL? Also, you said you had some others done, like Alakazam and Gengar - what happened?
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by JonSetanta »

Taken: should we mail you for the files? There are other filesharing sites than that, you know.
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
Nobody gives a flying fuck about Tordek and Regdar.
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Post by Koumei »

Bigode: That was originally my idea, but here and there I deviated from that, I guess because some racial HD, despite being the most fitting, are really shit (see: anything that isn't Magical Beast, Dragon or Outsider), and because Frank already did quite a few that didn't conform.

In general I try to keep to that, although there are quite a few that are just too weak for that.

As for the others, when I saw that they were already done on the site, I figured I didn't need to put my own versions up. For instance, my version of Gyarados is largely inferior, although it does have more abilities that a Gyarados would have if played competitively.

Of course, I could still put my versions up, if only because I have the benefit of looking at Serebii to get up-to-date moves for them.
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Post by Bigode »

Koumei wrote:Bigode: That was originally my idea, but here and there I deviated from that, I guess because some racial HD, despite being the most fitting, are really shit (see: anything that isn't Magical Beast, Dragon or Outsider), and because Frank already did quite a few that didn't conform.
Screw Frank. Er, I mean ...
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by JonSetanta »

http://www4.atwiki.jp/hitec/pages/60.html

This would make a fantastic setting.
Polymorphing into pokemon.
Or rather, were-pokemon.
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Post by Koumei »

True. I should generally try to keep it to HD = CR.

And Sigma, that could work providing it is bite-induced, and does not, I repeat, does not involve anyone fucking a pokemon.
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Post by JonSetanta »

Koumei wrote: And Sigma, that could work providing it is bite-induced, and does not, I repeat, does not involve anyone fucking a pokemon.
Note that I left that proposal out and yet you still thought of it.
I want that on record; I did not write 'pokefuck' OH SHIT
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Post by Koumei »

I didn't think of it, more... remembered. Know how I used to put pictures of the Pokemon there? I found them with a quick Google Image search of the Pokemon name. That can be a really bad idea, sometimes.

Anyway, who here likes Tyranitar?

Larvitar
Tiny Magical Beast [Earth]
Hitdice: 2d10+2 (13 hp)
Init: +1 (+1 Dex)
Speed: 20 ft., Burrow 10 ft.
AC: 15 (+2 size, +1 dexterity, +2 natural), Touch 13, Flat-footed 14
Base Attack/Grapple: +2/-7
Attacks: Bite +3
Face/Reach: 5 ft./5 ft.
Damage: Bite 1d4-1 plus Flinch (19-20/x3)
Special Attacks: Flinch, Augmented Critical: Bite
Special Qualities: Egg Move, Guts
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 8, Dex 13, Con 13, Int 7, Wis 10, Cha 10
Feats: INA: Bite
Climate/Terrain: mountainous areas
Organization: Solitary
CR: 2
Treasure: Standard.
Alignment: Neutral
Advancement: 3-5 HD (tiny), 6-8 HD (small)

Combat:

Flinch (Ex): Any target bitten must make a DC 10 Fort save or be Stunned
for one round. The save DC is Strength-based.

Guts (Su): Larvitar merely gets stronger when afflicted with status problems.
It is immune to Strength damage/drain/penalty, and never takes a penalty to
melee attack or damage rolls. Whenever suffering from poison, blindness, disease,
sickening or other detrimental effects, it gains a +4 Morale bonus to Strength.

Egg Move: Larvitar hatches knowing one egg move.
-Curse (Su): This grants a +2 profane bonus to AC, attacks and damage for three
rounds, but for the duration, Initiative is at -5 and speed is halved.
-Outrage (Su): As Kangaskhan
-Iron Defence (Su): As a standard action, Larvitar can grant itself DR 5/- and
+2 natural armour for three rounds.

Pupitar
Medium Magical Beast [Earth]
Hitdice: 8d10+32+8 (84 hp)
Init: +0 (+0 Dex)
Speed: 20 ft., Burrow 10 ft.
AC: 18 (+0 dexterity, +8 natural), Touch 10, Flat-footed 18
Base Attack/Grapple: +8/+9
Attacks: Bite +9
Face/Reach: 5 ft./5 ft.
Damage: Bite 1d8+1 plus Flinch (19-20/x3)
Special Attacks: Flinch, Stone Spikes, Aug. Crit: Bite
Special Qualities: Egg Move, Shed Skin, DR 4/-
Saves: Fort +13, Ref +6, Will +3
Abilities: Str 12, Dex 11, Con 19, Int 7, Wis 12, Cha 10
Feats: INA: Bite, Great Fortitude, Improved Toughness
Climate/Terrain: mountainous areas
Organization: Solitary
CR: 8
Treasure: Standard.
Alignment: Neutral
Advancement: 9-11 HD (medium), 12-14 HD (large), 15-17 HD (huge)

Combat:

Flinch: as Larvitar, DC 15
Shed Skin: as Dratini
Stone Spikes (Su): at will, CL 8, DC 14

Egg Move: the egg move advances:
-Curse: the Profane bonus improves to +3
-Outrage: this already scales with level
-Iron Defence: +4 natural armour, DR 8/-, 25% crit negation

Tyranitar
Large Magical Beast [Earth]
Hitdice: 12d10+48+12 (126 hp)
Init: +0 (+0 Dex)
Speed: 40 ft., Burrow 20 ft.
AC: 23 (-1 size, +0 dexterity, +12 natural), Touch 9, Flat-footed 23
Base Attack/Grapple: +12/+21
Attacks: Bite +16 and Tail Slap +16
Face/Reach: 10 ft./10 ft.
Damage: Bite 2d6+7 plus Flinch (19-20/x3), Tail Slap 1d8+7
Special Attacks: Flinch, Stone Spikes, Earthquake, Stone Edge,
Fire Fang, Augmented Critical: Bite
Special Qualities: Egg Move, Sandstream, Terrible Weak Point
Saves: Fort +13, Ref +6, Will +3
Abilities: Str 20, Dex 11, Con 19, Int 7, Wis 14, Cha 14
Feats: INA: Bite, Great Fortitude, Improved Toughness,
AF: Flinch, Power Attack
Climate/Terrain: mountainous areas
Organization: Solitary
CR: 12
Treasure: Standard.
Alignment: Neutral
Advancement: 9-11 HD (medium), 12-14 HD (large), 15-17 HD (huge)

Combat:

Flinch: as Larvitar, DC 23
Stone Spikes: as Pupitar, CL 12, DC 18

Earthquake (Sp): 1/minute, CL 12, DC 18

Stone Edge (Su): As a standard action, Tyranitar can cause hardened granite to
form around its tail in an unusually sharp "blade" of stone and strike a foe.
It makes a regular tail attack, and if it hits, it deals an additional 10d6
damage. It threatens a critical hit on a 16-20 (11-20 if it takes Imp. Crit),
but the bonus damage is of course not multiplied. If it hits, the stone shatters
so the ability must be activated again with a Standard action. If it misses, it
remains in effect for future attacks, until it successfully hits.

Fire Fang (Su): As a Standard action, Tyranitar can make a Bite attack that deals
an additional 4d8 points of Fire damage. The target, if bitten, must also make a
Ref save (same DC as Flinching) or catch fire, taking 2d6 Fire damage per round
until they put it out.

Egg Move: the egg move improves.
-Curse: the Profane bonus increases to +4
-Outrage: continues to advance with HD
-Iron Defence: DR 10/-, +8 natural armour, 50% critical hit negation

Sandstream (Su): A 50 foot radius sandstorm constantly swirls around Tyranitar.
Tyranitar cannot suppress this ability. All creatures in the area with the [Earth]
subtype are unaffected, but everything else takes 2d6 points of damage each round.
Additionally, it grants Concealment to all creatures within 5 feet, or Total
Concealment beyond that, although Tyranitar are not affected by this aspect either,
seeing through the sand as though it was not even there.

Terrible Weak Point (Ex): Unfortunately, Tyranitar was built in a very vulnerable way.
All Slam attacks (such as those made by monks) gain a +4 bonus to hit, and deal
double damage if they do hit.

Next on my list, unless a request comes in, are Gible-Gabite-Garchomp, Poochyena-Mightyena, Happiny-Chansey-Blissey and the three pixies (Uxie, Mesprit and Azelf).
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Post by JonSetanta »

Wooper, Mime Jr., Mudkip, Lucario, and Arceus plox.
The Adventurer's Almanac wrote:
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Post by Cynic »

Scyther and Scizor!

I really don't care about Scizor actually but since he/she is the evolution so I suppose you should do scizor as well.

I had some sort of scyther fanboyism going in my pokemon heyday.


That news shall not leave this...err internet.

EDIT: err this all said with the addendum of "Pretty please with a cherry on top." sorry, it seemed a little demanding.
Last edited by Cynic on Thu Jul 31, 2008 2:32 am, edited 1 time in total.
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