Starting the eeveelutions here. I swear to Arceus, if they add Dirteon or Toxeon or whatever for 11Gen Pokemon Cheese & Pokemon Winston...
Eevee
Tiny Magical Beast, CR 1/2
9 12 11 4 12 11
1d8+1 (5 HP), Init +1, Speed 20'
BAB/Grab: +0/-9
-2 Claws +3 (1d2-1)
AC: 14 (+2 Size, +1 Dexterity, +1 Natural Armour), Flat 13, Touch 13
Fort +0 Ref +3 Will +3
Feats: Weapon Finesse (B), Toughness
Skills: Survival +5
Special Attacks: Covet, Sand Attack
Special Qualities: Normal Pokemon Traits, Adaptability, Helping Hand
Rare Traits: Anticipation, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Protect, Stored Power, Substitute, Take Down
Advancement: 2-7 hit dice (Tiny); almost always evolves into one of many different creatures at 8 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Ref and Will, 2 + Int skill points
The creature you see before you is basically a fox, except extra fluffy.
Normal Traits: Eevee can be affected as though an Animal, but does not get the usual traits of Animals. It is weak against [Fighting] attacks, and is considered Immune to [Ghost] attacks, always resisting them. Eevee is completely immune to the [Ghost] attacks of creatures that are not manifest on the same Plane as it is - Ethereal creatures must manifest in order to target it with [Ghost] attacks. It is also immune specifically to possession (but not simple mind control and domination).
Covet (Ex): upon succeeding with a natural weapon attack, Eevee may elect not to apply any other secondary effects from Special Attacks, and instead make a Steal Combat Maneuver check, as though its Base Attack Bonus equalled its hit dice, and with its choice of Strength or Dexterity. This is a [Normal] attack.
Sand Attack (Ex): with a Standard Action, an Eevee standing on the ground can kick sand and dust at a creature within 10 feet. They must succeed on a Reflex Save (DC 11) or be rendered Blind for 3 rounds. The Save DC is Dexterity-based. This is a [Ground] effect.
Adaptability (Ex): whenever Eevee uses a damaging attack, ability or natural weapon that shares a Type with it (typically a [Normal] attack), the attack's base damage is doubled - this includes static bonuses but not extra dice, and this base damage is still multiplied on a critical hit - for instance an attack that would deal 1d6+3 damage and has a x2 Critical would become 2d6+6 and, on a Critical hit, would deal 4d6+12 damage. This is a [Pokebility].
Helping Hand (Su): when Eevee uses the Aid Other action, it grants a +4 Bonus, and this applies to Attack rolls, opposed checks, Save DC and Caster Level for the first ability used by the recipient on their next turn, as well as Empowering any damage rolled. This is a [Normal] effect.
Rare Traits:
Anticipation (Su): the rare Eevee with this [Pokebility] is particularly aware of threats and dangers. In the first round of combat, or the first round after it emerges from its pokeball, it has a 50% Miss Chance against damaging effects. Additionally, it knows if any enemy within 60 feet possesses a Super-Effective attack or a [Death] effect.
Curse (Su): Curse (Su): an Eevee with this ability may curse itself - a strange idea, but one that can be of benefit. This is a Standard Action that can be performed once per hour, and causes Eevee to be
Slowed for ten minutes. For the same duration, it gains a +4 Enhancement Bonus to Strength, Constitution and Natural Armour. This is an actual curse so can be removed in the usual ways, but is also a [Ghost] effect. If it passes this to a [Ghost] creature, or indeed gains the [Ghost] Subtype, this works completely differently: it can cast
Bestow Greater Curse at will, but takes damage equal to double its hit dice total every time it does so.
Double Kick (Ex): with a Full Round Action, a rare Eevee may unleash a pair of kicks at a given foe. This is resolved as two primary Slams (1d3 + Strength Bonus for a Tiny creature) at its highest attack bonus, both against the same target. This is a [Fighting] attack.
Tickle (Ex): with a Standard Action, a rare Eevee may attempt a Touch Attack to tickle an adjacent creature, making their concentration a lot harder. For the purpose of Concentration checks and spellcasting, they are treated as Pinned during their next turn, and additionally, they suffer a -4 Morale Penalty to attack and damage rolls, and to their Armour Class, for three rounds. This is a [Normal] effect.
Yawn (Su): the rare Eevee may use a Standard Action to yawn, passing the yawn to another creature within 50 feet. The creature automatically becomes
Drowsy for three rounds, and if they do not spend a Full Round Action on their next action yawning and clearing their head, they then must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or fall
Asleep for one minute. This is a [Normal] effect.
At 2 hit dice, it learns Tail Wag and Quick Attack
Tail Wag (Ex): by using an Immediate Action at will in response to being attacked by a foe who flanks it, Eevee can wag its tail about and not only deny the foe the benefits of Flanking, but also gain a +5 Dodge Bonus to Armour Class against that attack. This is a [Normal] effect.
Quick Attack (Ex): once per three rounds, Eevee may make a Claw attack as a Swift or Immediate Action, whichever it chooses.
At 3 hit dice, it learns Baby-Doll Eyes and Cheer Up
Baby-Doll Eyes (Ex): Eevee may stare at an attacker with its innocent puppy eyes with an Immediate Action. If it does so, the attacker suffers a Morale Penalty on the attack and damage roll, of -1 per 4 hit dice Eevee has (round up). This is a [Fairy] effect.
Cheer Up (Su): once per day, Eevee may cast
Good Hope as a [Normal] effect.
At 4 hit dice, it learns Swift & Refresh
Swift (Su): with a Standard Action at will, Eevee can unleash multiple star-shaped beams of light that home unerringly on their target. Once per five rounds, it may produce an effect identical to
Magic Missile, save that it is not a [Force] effect and in fact is a [Normal] attack, so bad against ghosts.
Refresh (Su): once per hour, Eevee can use a Full Round Action to remove all harmful afflictions from itself that could be removed by a
Heal effect, aside from the hit point damage. This is a [Normal] effect.
At 5 hit dice, it learns Bite & Evoboost
Bite (Ex): Eevee gains a primary Bite attack one die type larger than normal for its Size (1d4 for Tiny), made as a [Dark] attack. Any time it bites a foe with an Attack of Opportunity, the target must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately.
Evoboost (Su): once per day, Eevee may draw power from those around it, awakening its evolutionary potential by resonating with nearby creatures that have already evolved from Eevee. With a Full Round Action, it powers up, gaining a +4 Enhancement Bonus, assigned to an ability score of its choice, for each of the following creatures (maximum 6 for all six ability scores) within 100 feet: Vaporeon, Flareon, Jolteon, Espeon, Umbreon, Glaceon, Leafeon, Sylveon. This lasts for ten minutes, unless all eight of the creatures are within range, in which case it lasts for one hour. This is a [Normal] effect, and when Eevee evolves, it loses this ability.
At 6 hit dice, it learns Copycat & Palette of Friends
Copycat (Su): once per hour, Eevee may think back to the previous round, and use whichever attack was used most recently - by anyone within 30 feet - in this timeframe. It uses the same action as the emulated ability, and uses its own ability scores etc. This is a [Normal] effect, although the ability copied might not be.
Palette of Friends (Su): once per minute, Eevee may use a Standard Action to unleash a special ray of energy out to Medium Range, resolved with a Ranged Touch Attack. This normally deals 1d6 damage as a [Normal] effect, however it is powered up by the presence of other pokemon within 30 feet: every other Type adds 1d6 and adds their Type to it (so being within 30' of a Charizard, a Pikachu with Trick or Treat used on it, Espeon and Haunter would add 6d6 damage and the [Fire], [Flying], [Electric], [Ghost], [Psychic] and [Poison] types). Against a given target, the damage is dealt as though it were the most effective of the given types. This attack is lost when Eevee evolves.
At 7 hit dice, it learns Baton Pass & Maximum Cuddle
Baton Pass (Su): at will, Eevee may use a Standard Action to pass the torch to an adjacent Pokemon, transferring all temporary effects. Any Bonus or Penalty it has that does not always apply, as well as any ongoing conditions that have a duration other than Permanent, Instantaneous or "until cured", is transferred from the Pokemon to the target. The durations continue as normal. This is a [Normal] effect.
Maximum Cuddle (Ex): at the end of any turn in which Eevee is in a grapple, whether as the attacker or defender, its foe suffers 1d12 points of Non-Lethal Damage per 4 full hit dice it has, or 1d12 per 2 hit dice against a Mega-Evolved Pokemon, and must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be
Fascinated for 1 round. This is a [Normal] attack, and is lost when Eevee evolves.
If Eevee does not evolve further, and just continues to advance as Eevee, then at 8, 11, 14, 17 and 20 hit dice, its Dexterity and Charisma increase by 2, at 9, 12, 15 and 18 hit dice, its Wisdom and Constitution increase by 2, and at 10, 13, 16 and 19 hit dice, its Natural Armour increases by 1 and its Strength increases by 2. Additionally, at 10, 15 and 20 hit dice it automatically learns one Tutor Move of choice, chosen from those it can normally learn.
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Vaporeon
Small Magical Beast [Amphibious], CR 8
9 12 17 4 14 17
8d10+32 (76 HP), Init +1, Speed 20' Swim 30'
BAB/Grab: +6/+1
-Bite +8 (1d6-1)
AC: 16 (+1 Size, +1 Dexterity, +4 Natural Armour), Flat 15, Touch 12
Fort +5 Ref +7 Will +10
Feats: Weapon Finesse (B), Toughness, Iron Will, Ability Focus: Water Pulse
Skills: Survival +13
Special Attacks: Covet, Sand Attack, Quick Attack, Swift, Bite, Water Pulse, Muddy Water
Special Qualities: Water Pokemon Traits, Water Absorb, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Haze
Rare Traits: Hydration, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Flip Turn, Chilling Water, Rain Dance
Advancement: 9+ hit dice (Small)
Hit Dice: 1d10 HP, Medium BAB, Good Ref and Will, 2 + Int skill points
This creature looks like a cross between a dog, a cat and a fish. It's really a cat-like face, but with a big fish tail and a certain dogginess all around. It could quite possibly be made of water.
Water Traits: Vaporeon is always treated as having the [Water] Subtype, but does not have the usual traits of it, or the Elemental Type. It is weak against [Electric] and [Grass] attacks, and resists [Fire], [Ice], [Steel] and [Water] attacks.
Water Pulse (Su): once per minute, Vaporeon can unleash a powerful burst of water that hits with incredible hydrostatic pressure. This uses a Standard Action, and targets the first target in a 30' long Line (60' if it grows to Medium or Large, 90' if it grows to Huge or Gargantuan, and 120' if it becomes bigger than that). The target takes 1d8 damage per 2 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target suffers any damage, they must also pass a Will Save (same DC) or become
Confused for one round per hit die. This is a [Water] attack.
Muddy Water (Su): once per hour, Vaporeon may use a Standard Action to unleash a wave of what is just about water, but could easily be called mud. The wave begins adjacent, and is 10 feet wider than Vaporeon (so extends five feet out either side) and twenty feet high. It then launches forward as a Line, out to forty feet before disippating. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail the save are also knocked backwards until they leave the Area, and knocked Prone. If they collide with an object that stops their movement, they suffer an additional 1d6 Bludgeoning damage for every 5' of movement prevented. Creatures damaged by this are also
Blinded for 3 rounds, though a Full Round Action can be spent wiping their eyes clear. This is a [Water] attack.
Water Absorb (Ex): instead of merely resisting [Water] attacks, Vaporeon is healed by them, as the water simply adds to its own watery body. Whenever Vaporeon is subject to such an attack, it suffers no damage, penalties or other effects and instead regains lost hit points equal to 1d12 plus its hit dice. Simply being in rain does not provide enough water to heal, but being submerged in water or a Torrential Downpour grants Fast Healing 5. This is a [Pokebility].
Haze (Su): once per five rounds, Vaporeon may use a Standard Action to exhale a gentle light haze across the field, either as a 60' Cone or everywhere in a 30' radius of itself. This clears away all magical hazards (as well as hazards created by Pokemon Attacks, such as
Web and
Stealth Rock), and also clears out any Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as
Nausea or
Burns) to creatures in the area that are neither permanent nor ongoing modifiers caused by equipment. For instance, drinking a potion of
Bull's Strength and having
Mage Armour cast on you would be wiped away, but wearing a belt of Strength would not be affected. This is an [Ice] effect.
Rare Traits:
Hydration (Su): if Eevee had Anticipation, then upon becoming Vaporeon its [Pokebility] becomes Hydration: whenever in rain or Torrential Downpour, or submerged in water, Vaporeon is completely healed of all status conditions and afflictions except for hit point damage, and cannot be given such conditions either.
At 9 hit dice, it learns Acid Armour & Aurora Beam
Acid Armour (Su): with a Standard Action once per minute, Vaporeon may change the elemental consistency of its body, increasing the acidity while not becoming a full-on Ooze. For the next five rounds, it gains a +5 Resistance Bonus to Reflex and Will Saves, a semi-amorphous form that grants a +10 Racial Bonus on Escape Artist checks, Acid Resistance 20, and the Engulf ability of a Gelatinous Cube, affecting creatures of equal or smaller size, dealing 1d6 Acid damage plus potential Paralysis. Every aspect of this ability is a [Poison] effect.
Aurora Beam (Su): with a Standard Action once per three rounds, Vaporeon may release an amazing ray of spectacular chilling light. This is resolved as a Ranged Touch Attack out to Close Range, and on a successful hit it deals 1d8 damage per 2 hit dice. A struck target must also succeed at a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or suffer 2 points of Strength Damage. This is an [Ice] attack.
At 10 hit dice, it learns Hydro Pump & Aqua Ring
Hydro Pump (Su): once per hour, Vaporeon may use a Full Round Action to fire a massive blast of high-pressure water from its mouth. This affects a 120' long Line, and deals 1d6 damage per hit die with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Struck targets are also subject to a Bullrush - with no Size bonus, but able to push targets of any Size (though they still gain a Size bonus or penalty of their own). It uses Vaporeon's Charisma Bonus in place of Strength for this, and can push more than 5 feet. The entire area is also soaked thoroughly, putting any fires out. This is a [Water] attack.
Aqua Ring (Su): once per hour, Vaporeon can summon a circle of healing water around itself like a wet halo. This remains in effect for one minute per hit die, restoring 1 HP every round for the duration. This is a [Water] ability.
At 11 hit dice, its Charisma increases by 2 and it learns Mist & Last Resort
Mist (Ex): with a Standard Action, Vaporeon can replicate an
Obscuring Mist effect. This can be used once per five rounds, and is an [Ice] effect.
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Vaporeon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.
At 12 hit dice, it learns Hypnosplash, Swamp Terrain & Yawn
Hypnosplash (Su): once per 3 rounds, Vaporeon may use a Standard Action to splash a creature within Close Range. This is resolved as a Ranged Touch Attack, dealing 1d6 damage plus its Charisma Bonus, and if hit, the target must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become
Drowsy for three rounds. This is a [Water] attack.
Swamp Terrain (Su): once per minute, Vaporeon may flood the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain,
Grease (or effects that reference
Grease in how they function), Web (mundane or magical), or plant-based terrain (mundane or magical). This instantly destroys the effect, and then causes the same area to be deluged in a swamp for three rounds, functioning as a Deep Bog (DMG, page 88), and increasing the DC of any Poison or Disease in the area by 2. If any of the above effects are cast on the area before the rounds expire, the effect fails and the three rounds reset. This is a [Water] effect.
Yawn (Su): Vaporeon may use a Standard Action to yawn, passing the yawn to another creature within 50 feet. The creature automatically becomes
Drowsy for three rounds, and if they do not spend a Full Round Action on their next action yawning and clearing their head, they then must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or fall
Asleep for one minute. This is a [Normal] effect.
At 13 hit dice, its Constitution increases by 2 and it learns Cleanse Away & Bouncy Bubble
Cleanse Away (Su): once per 5 rounds, Vaporeon may grant every adjacent creature besides itself a
Cure Serious Wounds effect, as a Standard Action.
Bouncy Bubble (Sp): with a Full Round Action once per minute, Vaporeon may unleash a powerful wobbly bubble of magical water at a target within Close Range. This is resolved with a Ranged Touch Attack, and if successful it deals 1d6 damage per hit die as a [Water] attack. Afterwards, providing it hit, Vaporeon makes a Ranged Touch Attack against
itself (and may deny itself its Dexterity Bonus if it wishes), and on a successful hit it regains lost hit points equal to half the damage dealt.
At 14 hit dice, it learns Refreshing Rain & Hyper Whirlpool
Refreshing Rain (Su): whenever the weather is raining, Vaporeon may use a Standard Action to enchant the rain and make it magical. All creatures exposed to the rain are granted a
Cure Moderate Wounds effect. This is a [Water] effect.
Hyper Whirlpool (Su): once per day, Vaporeon may use a Full Round Action to create a Minor or Major Maelstrom (its choice) in a body of water within Long Range, providing the body is big enough to contain it. At 18 hit dice, it may instead create a Greater Maelstrom, and at 20 hit dice it may create an Immense Maelstrom that ejects targets into the Elemental Plane of Water. This lasts for one round per hit die, and is a [Water] attack.
At 15 hit dice, its Wisdom increases by 2 and it learns Maximum Torrent
Maximum Torrent (Su): once per minute, Mega Vaporeon may unleash a special variation of Hydro Pump that covers the entire area, in addition to Mega Vaporeon's space, in Swampy Terrain for 3 rounds.
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Mega Evolution:
When Vaporeon becomes Mega Vaporeon, it becomes a sturdier, more resilient-looking ooze-blob, kind of like a seal perhaps. Its Constitution and Wisdom each increase by 6, and its Charisma and Natural Armour increase by 4 each. Its Pokebility becomes Deluge.
Deluge (Su): when underwater, or at least half-submerged in water, or standing in Swampy Terrain, Mega-Vaporeon has Damage Reduction 10/- and Regeneration 5 (overcome by [Electric] and [Grass] attacks). This is a [Pokebility].
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Flareon
Small Magical Beast [Fire], CR 8
17 12 9 4 17 14
8d8 (36 HP), Init +1, Speed 20'
BAB/Grab: +8/+7
-Bite +12 (1d6+4)
AC: 15 (+1 Size, +1 Dexterity, +3 Natural Armour), Flat 14, Touch 12
Fort +1 Ref +7 Will +11
Feats: Weapon Finesse (B), Toughness, Iron Will, Power Attack
Skills: Survival +14
Special Attacks: Fire Fang, Bite, Smog, Fire Spin, Covet, Sand Attack, Quick Attack, Swift
Special Qualities: Fire Pokemon Traits, Flash Fire, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass
Rare Traits: Guts, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Sunny Day, Scorching Sands, Fire Blast, Iron Tail
Advancement: 9-15 hit dice (Small); 16+ hit dice (Medium)
Hit Dice: 1d8 HP, Good BAB, Good Ref and Will, 2 + Int skill points
This fluffy-tailed dog resembles a fire, if you squint. Perhaps it's like a fox, or a pomeranian.
Fire Traits: Flareon is weak against [Ground], [Rock] and [Water] attacks, and resists [Bug], [Fairy], [Fire], [Grass], [Ice] and [Steel] attacks. It suffers no damage from being set on fire, suffers no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be
Burned.
Flash Fire (Su): if Flareon is hit by a [Fire] attack, whether or not the attack normally does damage, it deals the minimum possible damage to Flareon (before Resistance) and has no other effects on it, and additionally amplifies its own heat. If it unleashes a [Fire] attack on its own following turn, the attack deals an extra 2 points of damage per die rolled. This is a [Pokebility].
Fire Fang (Su): Flareon may augment its Bite attack to deal an additional 1d6 points of Fire damage for every 4 hit dice it has (round up). This will set combustible things on fire and even pre-cook a lot of meals. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or suffer a
Burn. A target will always catch fire on a Critical Hit. This is a [Fire] attack.
Smog (Ex): with a Standard Action once per 3 rounds, Flareon may unleash exhaust fumes at a target in Close Range. This deals 1d12 damage, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save the target is also poisoned, with Primary and Secondary damage of 3d6 additional hit point damage, as well as being
Sickened for one minute. This is a [Poison] attack and a gas.
Fire Spin (Su): once per hour, Flareon can use a Full Round Action to whirl up and unleash a fire tornado. This creates a blaze adjacent to Flareon that is the same Size, except twice as tall with a minimum of 10' (so 10' tall and filling a 5' square normally and when Medium). This then travels 20' directly away from Flareon, and will continue to do so every round for 1d4 rounds, plus one per 3 hit dice (round up) before petering out. If exposed to water, it ceases instantly. Anything that touches the flames suffers 1d8 Fire damage per 4 hit dice of Flareon (round up) and, if the same size as Flareon or smaller, must succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or be pulled in. Those that are pulled into the fire remain trapped until rescued by some stronger effect or the tornado ends. Flying creatures are allowed an additional Reflex Save each round to escape into an adjacent space (same DC) as a Move Action. Every round something remains trapped in the tornado, they suffer the Fire damage again, and while they can act normally (save for being unable to leave, carried with the flaming winds), they suffer a -4 Penalty to Dexterity, a -2 Penalty on attack rolls, and must succeed on a Concentration check (DC 10 + Flareon's hit dice + Spell Level) to cast a spell. A fire tornado can only hold as many creatures as actually fit in its area. This is a [Fire] attack, and pretty much incinerates plant-based terrain and melts snow and ice.
Rare Traits:
Guts (Ex): if Eevee had Anticipation, then upon evolving its [Pokebility] is Guts. It doesn't suffer the reduced damage output when Frostburned, although it still takes damage as normal. In addition, whenever it is
Burned, Drowsy, Asleep, Anchored, Paralyzed, Frostburned, Poisoned, Diseased, Confused, Charmed, Stunned, Fascinated, Dazed, Petrified, Sickened, Nauseated, Shaken, Cowering, Frightened, Panicked or
Cursed, or suffering Bleed damage, its Strength score is considered to be 8 points higher. Note that some of these conditions still prevent it from taking any kind of action.
At 9 hit dice, it learns Scary Face & Burst Tail
Scary Face (Ex): with a Standard Action once per minute, Flareon may activate a form of Gaze attack that works for one round - all creatures that can see it must pass a Will Save against a [Fear] effect (DC 10 + half its hit dice + its Charisma Bonus) or be
Slowed with fear for three rounds. This is a [Normal] ability.
Burst Tail (Su): whenever Flareon uses its Tail Wag ability, the attacker catches fire with no saving throw. This is a [Fire] attack.
At 10 hit dice, it learns Flare Blitz & Sizzly Slide
Flare Blitz (Su): at will, Flareon may use a Full Round Action to charge a foe, ending with a Slam that has a base damage of 1d6 Bludgeoning for a Small creature, plus one and a half times the user's Strength Bonus. Additionally, it deals 1d10 Fire damage per hit die, plus its Charisma Bonus as a flat bonus, and the target must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or suffer a
Burn. This causes Flareon to suffer "recoil" damage equal to the amount of Bludgeoning damage dealt, plus an amount equal to its hit dice total. This also releases an explosion on impact, incinerating most terrain within ten feet. This is a [Fire] attack.
Sizzly Slide (Ex): once per minute, when Flareon makes a 5' step, it may scorch a target that is adjacent to the square it moves to - the foe is instantly
Burned with no saving throw. This is a [Fire] attack.
At 11 hit dice, its Strength increases by 2 and it learns Last Resort & Play With Fire
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Flareon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.
Play With Fire (Sp): at will, Flareon may use a Standard Action to move and control any fires within Medium Range. Any ongoing [Fire] effect or area of flames within this range can be moved up to 5' away per hit die, likewise if one creature is on fire, the flames may be moved to a different target - the burning target is no longer on fire, and the new target catches fire if they fail a Reflex Save (DC 10 + half Flareon's hit dice + its Charisma Bonus).
At 12 hit dice, it learns Flame Screen & Superpower
Flame Screen (Su): once per hour, Flareon may cast
Wall of Fire, however it is even more defensive: any projectile that moves through the Wall is destroyed harmlesslyif it is nonmagical, and is Resisted if it is magical. Natural weapons with reach made through this are also Resisted, with the attacker taking damage normally from the Wall, and purely supernatural effects that pass through the Wall (such as spells and many Pokémon attacks) are Resisted - this is a single degree of Resistance, so cancels normally with Weakness. This is a [Fire] effect.
Superpower (Ex): with a Full Round Action at will, Flareon may slam into a foe at full force, putting all of its fighting spirit into one big attack. This is resolved as a Slam attack that deals 2d6 damage plus one and a half times its Strength Bonus (for a Small creature), and grants a free Bullrush attempt on a successful hit. Flareon does not move with the target when doing this, but may still knock the target further away than 5 feet. Upon performing this, Flareon becomes
Fatigued, or upgrades fatigue to
Exhaustion until it rests for an hour. This is a [Fighting] attack.
At 13 hit dice, its Wisdom increases by 2 and it learns Scorching Column & Temper Flare
Scorching Column (Sp): once per hour, Flareon can cast
Scorching Column as a [Fire] attack.
Temper Flare (Ex): once per three rounds, Flareon can unleash fire all around itself, angry about the unfairness of the universe. This hits every adjacent creature for 1d8 damage (for a Small creature) plus its Strength Bonus, plus an additional 1d6 damage per 4 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Strength Bonus). If Flareon attempted but failed to damage or otherwise afflict an opponent on its previous turn (such as missing with all attacks, all targets passing saving throws that Negate - including via Evasion or Mettle - enemies being completely immune, or Spell-Like Abilities failing to bypass Spell Resistance), the additional damage is instead 1d6 per hit die and everything that fails the saving throw suffers 1 point of Constitution Damage per 4 hit dice (round up). The added effects also apply if Flareon was unable to take any actions on its previous turn (such as from being
Stunned), or failed to attack an enemy due to
Confusion. This is a [Ground] attack.
At 14 hit dice, it learns Raging Fury & Burning Terrain
Raging Fury (Su): once per hour, Flareon may use a Swift Action to enter a fearsome fiery rage. The rage lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the exertion catches up with it and it becomes
Fatigued until it rests, and
Confused for three rounds. During the rage, it gains a +2 Morale Bonus to attack rolls and Fort and Will Saves, but takes a -2 Penalty to Armour Class and Ref Saves, it can make a Full Attack as a Standard Action, and each attack becomes a [Fire] attack and deals an extra 2d6 damage, +1d6 at 15 and 20 hit dice. It also gains a +10 Bonus on all Break Attempts, can make a single Break Attempt once per round as a Free Action, and is treated as one Size Category larger for the purpose of all Size-based manoeuvres. Entering a raging fury is a [Fire] effect.
Burning Terrain (Su): once per minute, Flareon may ignite the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain,
Grease (or effects that reference Grease in how they function[/i],
Web (mundane or magical),
Obscuring Mist, Fog Cloud, icy ground, snow drifts or plant-based terrain (mundane or magical). This instantly destroys the effect (in the case of snow or ice, melting it to create water and ending this effect instantly with no further effect), and then causes the same area to be on fire for three rounds, causing 1d6 damage (as though from a [Fire] attack) to all that enter the area. If any of the above effects are cast on the area before the flames go out, the effect fails and the three rounds reset. This is a [Fire] effect.
At 15 hit dice, its Charisma increases by 2 and it learns Maximum Detonation
Maximum Detonation (Ex): once per minute, Mega Flareon may unleash a Temper Flare that is unleashed in a 30' radius Blast, and causes Burning Terrain in the entire area. All in the area that take damage must then attempt a Reflex Save (same DC as the Fortitude Save), with success resulting in them being ejected from the Area and standing directly outside it, and failure resulting in them falling Prone within the area.
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Mega Evolution:
When Flareon becomes Mega Flareon, it grows even bigger and fluffier, with the tips of its fur and whiskers glowing with fire. Its Strength and Natural Armour each increase by 2, its Wisdom and Charisma each increase by 4, and its Dexterity increases by 8. Its Pokebility becomes Turboblaze.
Turboblaze (Su): The attacks of Mega Flareon completely ignore the [Pokebility] of the target when it would be beneficial to do so - its Fire attacks still deal more damage to those with Dry Skin, but would not do reduced damage to those with Flash Fire or Thick Fat, and its attacks would not trigger Cursed Body for instance. Additionally, Dragon Pokémon do not Resist its [Fire] attacks (although other Types resist it normally so a Water/Dragon one would still have Resistance). This is a [Pokebility].
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Jolteon
Small Magical Beast, CR 8
12 17 9 4 14 17
8d8 (36 HP), Init +7, Speed 30'
BAB/Grab: +6/+3
-Bite +8 (1d6+1)
AC: 16 (+1 Size, +3 Dexterity, +2 Natural Armour), Flat 13, Touch 14
Fort +1 Ref +11 Will +8
Feats: Weapon Finesse (B), Toughness, Improved Initiative, Lightning Reflexes
Skills: Survival +13
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Thunder Shock, Thunder Wave, Double Kick, Pin Missile
Special Qualities: Electric Pokemon Traits, Volt Absorb, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass
Rare Traits: Quick Feet, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Electric Terrain, Volt Switch, Shadow Ball, Rain Dance
Advancement: 9+ hit dice (Small)
Hit Dice: 1d8 HP, Medium BAB, Good Ref and Will, 2 + Int skill points
This spiky fox is bright yellow, almost like its hair is made of conductive wires.
Electric Traits: Jolteo is weak against [Ground] attacks, and resists [Electric], [Flying] and [Steel] attacks. It cannot be Staggered or Paralyzed. It can generate sufficient electricity to power machines up to Small Size, such as a desktop computer.
Thunder Shock (Su): with a Standard Action, Jolteon can electrify a nearby foe, dealing 1d6 Electricity damage to a target within 15 feet. This damage is halved on a successful Reflex Save (DC 10 + half its hit dice + its Charisma Bonus). This is an [Electricity] effect.
Thunder Wave (Su): with a Standard Action at will, Jolteon may unleash electromagnetic waves in a Cone that is 15' long (and therefore 15' wide at the furthest point). All in the area must succeed at a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be
Paralyzed for one round, plus 1 more round for every 5 points by which they fail the save. This is an [Electric] effect.
Double Kick (Ex): with a Full Round Action, Jolteon may unleash a pair of kicks at a given foe. This is resolved as two primary Slams (1d4 + Strength Bonus for a Small creature) at its highest attack bonus, both against the same target. This is a [Fighting] attack.
Pin Missile (Ex): with a Full Round Action, Jolteon may unleash a hail of needle-like hairs at targets within 30 feet. It makes three ranged attacks, plus one extra attack at eleven and sixteen hit dice respectively. Each one deals 1d4 Piercing damage (for a Small creature), plus half its Strength Bonus, and a 20/x2 Critical value, and damage is added together before applying Resistance or Weakness a single time. This is a [Bug] attack.
Volt Absorb (Su): Jolteon does not take damage or other harmful effects from [Electric] attacks. Instead, any time it is subject to such an attack, it regains hit points equal to its hit dice total, and it has Fast Healing 1 when standing on Electric Terrain. This is a [Pokebility].
Rare Traits:
Quick Feet (Ex): if Eevee had Adaptibility before evolving, as Jolteon it has Quick Feet for its [Pokebility]. Any time Jolteon suffers from a status condition, it is
Hasted.
At 9 hit dice, it learns Agility & Bug Buzz
Agility (Su): by focusing as a Full Round Action, Jolteon can cast
Cat's Grace on itself at will. This is a [Psychic] effect.
Bug Buzz (Ex): once per five rounds, Jolteon may buzz extra loud, unleashing a Cone out to Close Range as a Standard Action. All in the area suffer 1d6 Sonic damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This also deals 1 point of Wisdom damage per 3 hit dice (round up), which is also halved on a successful save. This is a [Sonic] [Bug] effect.
At 10 hit dice, it learns Thunder & Energize
Thunder (Su): once per hour, Jolteon may use a Full Round Action to summon a mighty blast of destructive lightning from the skies. This creates a 10' radius Column anywhere in Medium Range, with a height of "from the cloud level to the ground". All in the area suffer 1d10 Electricity damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Failure results in the targets being
Paralyzed for one round per hit die. In rain, the Save DC is 4 higher, but in harsh sunlight or a sandstorm, it is 4 lower. This is an [Electric] attack.
Energize (Su): with a Standard Action once per 5 rounds, Jolteon may add electrical energy to another Pokemon within 50 feet. They gain Electric Pokemon Traits for 3 rounds, and on their next turn, may act faster - if an ability requires a Full Round Action to use normally, it instead requires a Standard Action, and if an ability requires a Standard or Move-Equivalent Action to use normally, it instead requires a Swift Action. This is an [Electricity] effect.
At 11 hit dice, its Dexterity increases by 2 and it learns Last Resort & Stun Needle
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Jolteon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.
Stun Needle (Su): once per minute, Jolteon may partially electrify its Pin Missile. This changes the damage per needle to 1d6 plus half its Charisma Bonus (round down), and a creature hit by one or more needles suffers a -4 Penalty to Attack rolls, Armour Class and Saving Throws for one round. This is still a [Bug] attack.
At 12 hit dice, it learns Discharge & Attract Current
Discharge (Su): with a Standard Action at will, Jolteon may unleash a blast of lightning all around it. This extends out as a 30' radius Burst, dealing 1d6 Electricity damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw are
Staggered for one round. This is an [Electric] attack.
Attract Current (Su): with an Immediate Action once per minute, Jolteon may redirect electricity towards itself - if an [Electric] attack
could target it, it now
does, or if the Area of Effect
could be placed to include it, it now does (so it can cause something to rotate a cone in a different direction, but couldn't extend the cone further than its maximum range). If this successfully draws electricity to Jolteon, it gains a
Heroism effect for 3 rounds. This is an [Electric] effect.
At 13 hit dice, its Charisma increases by 2 and it learns Electromagnetic Wall & Rising Voltage
Electromagnetic Wall (Sp): once per hour, Jolteon can cast
Wall of Fire, except as an [Electric] effect, dealing Electricity damage instead of Fire. Additionally, all physical projectiles and [Steel] attacks are completely negated if they travel through it, and Steel Pokémon that move through are
Slowed for 3 rounds.
Rising Voltage (Su): once per five rounds, Jolteon may pull electrical power up from the ground into the sky. All creatures within a 5' radius 30' tall Column within Close Range suffer 1d4 Electricity damage per hit die, unless it targets an area of Electric Terrain, in which case the Column rises from the entire area of terrain and its Charisma bonus is added to every die of damage. Either way, a successful Reflex Save halves the damage (DC 10 + half its hit dice + its Charisma Bonus). This is an [Electric] attack.
At 14 hit dice, it learns High Voltage & Flash Ray
High Voltage (Su): once per hour, or at will by dismissing a
Heroism effect on itself, Jolteon may use a Swift Action to release extra energy into the surrounding atmosphere. Until the start of its next turn, everything with Ground Pokemon Traits within 100 feet loses those traits in regards to [Electric] attacks, and additionally, all [Electric] attacks in the area are treated as being in Electric Terrain - with the exception of the expanded Area of Rising Voltage. This is an [Electric] effect.
Flash Ray (Su): once per hour, Jolteon may use an Immediate Action to move up to 30 feet away via
Teleportation. This is an [Electric] effect.
At 15 hit dice, its Wisdom increases by 2 and it learns Maximum Thunder Rumble
Maximum Thunder Rumble (Sp): once per minute, Mega Jolteon may cast
Chain Lightning as an [Electric] attack (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the Reflex Save must then pass a Will Save (same DC) or be
Stunned for 1 round.
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Mega Evolution:
When Jolteon becomes Mega Jolteon, its hairs become longer and spikier, with its eyebrows looking more like antennae. Its Strength increases by 2, its Dexterity, Constitution and Wisdom each increase by 4 and its Charisma increases by 6. Its Pokebility becomes Electric Surge.
Electric Surge (Su): the area surrounding Mega Jolteon, out to thirty feet, becomes Electric Terrain. This lasts for as long as it is in the area, and for three rounds afterwards. This is a [Pokebility].
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Espeon
Small Magical Beast, CR 8
8 17 9 8 14 17
8d8-8 (28 HP), Init +7, Speed 30'
BAB/Grab: +3/-2
-Bite +7 (1d6-1)
AC: 15 (+1 Size, +3 Dexterity, +1 Natural Armour), Flat 12, Touch 14
Fort +1 Ref +9 Will +10
Feats: Weapon Finesse (B), Improved Initiative, Iron Will, Ability Focus (Psychic)
Skills: Survival +13, Concentration +10, Listen +13
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Confusion, Power Swap
Special Qualities: Psychic Pokemon Traits, Synchronise, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Morning Sun, Psych-Up
Rare Traits: Magic Bounce, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Psychic Terrain, Stored Power, Expanding Force, Psychic Noise, Gravity
Advancement: 9+ hit dice (Small)
Hit Dice: 1d8 HP, Poor BAB, Good Ref and Will, 4 + Int skill points
What stands before you is something between a cat, a fox, and an alien. It has wide black eyes, a red gem on its forehead, two tails, and radiates faint pinkish light.
Psychic Traits: Espeon is weak against [Bug], [Dark] and [Ghost] attacks, and resists [Fighting] and [Psychic] attacks. It can communicate with other intelligent creatures within 100 feet via Telepathy, and is considered to have the [Psionic] Subtype.
Synchronize (Su): any time another creature afflicts Espeon with any kind of status condition, they must also save against the effect (at the same DC). If there was no saving throw for the effect, they do not get one and are just affected. This does not bypass any immunities to conditions they might have. This is a [Pokebility].
Confusion (Sp): with a Standard Action once per hour, Espeon may unleash a psychic blast of energy that fries the synapses of all in a 10' radius Burst within Medium Range. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are
Confused for one round per hit die. This is a [Mind-Affecting] [Psychic] effect.
Power Swap (Su): once per hour, Espeon may target another creature in 60 feet with a Standard Action, and forcibly swap its offensive power with them. For the next minute, exchange Espeon's Strength score (
after any modifiers) with that of the target, and likewise exchange their Charisma scores. At the end of this, the scores are swapped back - any changes to the scores in the meantime (such as taking Ability Damage) are also swapped. The effects of this can be cancelled for one creature and not the other (such as by walking into an
Anti-Magic Field), reverting them to their normal scores but not affecting the other. This is a [Psychic] attack.
Morning Sun (Su): once per minute, Espeon may use a Full Round Action to focus on absorbing light and air to heal itself. In normal light, this restores 1d8 hit points per 2 hit dice. In rain, hail, snow or sandstorms, or indoors or heavily overcast conditions or shadowy illumination, it only restores 1d6 hit points per two hit dice. In total darkness, it only restores 1d8 hit points. In strong sunlight or better, it restores 1d6 hit points per hit die. This is a [Normal] effect.
Psych-Up (Su): with a Standard Action once per hour, Espeon may look at another creature within 60 feet and focus on them, working itself up to match them. Espeon then gains every Deflection, Resistance, Enhancement or Morale Bonus or Penalty that the target has, which remain for the next minute. This is a [Psychic] effect.
Rare Traits:
Magic Bounce (Su): if Eevee had Adaptability as its [Pokebility], then upon evolving, it has Magic Bounce. An Espeon with this is completely Immune to attacks and effects that do not directly cause damage, and indeed if the attack is not resolved as an Area of Effect, it bounces back at the attacker. If Espeon enters an ongoing Area of Effect, it is still unaffected.
At 9 hit dice, it learns Psychic & Confuse Ray
Psychic (Sp): once per minute, Espeon may use a Standard Action to target one creature within Medium Range and blast them with overwhelming psychic energy that hammers on their brain. They suffer 1d6 damage per hit die, as well as 4 points of Wisdom damage, with a Will Save to halve both of these (DC 10 + half its hit dice + its Charisma Bonus), and on a failed save they are also
Dazed for one round. This is a [Mind-Affecting] [Psychic] attack.
Confuse Ray (Su): with a Standard Action once per 3 rounds, Espeon may unleash an eerie light to disorient and overwhelm the mind of a foe. Being a ray, this is resolved with a Ranged Touch Attack out to 60 feet, and on a successful hit the opponent is rendered
Confused for 2d4 rounds. However, a creature confused by this may attempt a Will Save (DC 10 + half Espeon's hit dice + its Charisma Bonus) at the start of every turn to end the effects early. This is a [Ghost] attack.
At 10 hit dice, it learns Future Sight & Sunlight Veil
Future Sight (Sp): once per day, Espeon may cast
Final Destination. The Save DC is 8 + half its hit dice + its Charisma Bonus. This is a [Psychic] attack.
Sunlight Veil (Su): when the surrounding weather is strong sunlight, Espeon may use a Standard Action once per hour to conjure a magical wall of brilliant light. This functions as a
Wall of Light spell, however any creature attacking through it that cannot see through it deals half damage. Any effect that can destroy (or bypass) Reflect or Light Screen affects this the same. This is a [Fire] effect.
At 11 hit dice, its Charisma increases by 2 and it learns Last Resort & Psyshock
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Espeon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.
Psyshock (Sp): once per minute, Espeon may use a Standard Action to hammer a creature with telekinetic energy (and assorted hurled objects). This targets one foe within Medium Range, dealing 1d6 damage per hit die, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Force] [Psychic] attack.
At 12 hit dice, it learns Psychic Report & Glitzy Glow
Psychic Report (Sp): Espeon may cast
Arcane Sight at will, but can end the effect with a Full Round Action to instead cast
Identify or
Legend Lore. This is a [Psychic] effect.
Glitzy Glow (Sp): once per hour, Espeon can use a Standard Action to unleash a blast of bright psychokinetic energy. This creates a
Wall of Light effect, however any creature attacking through it that cannot see through it treats all targets as having half Cover. Furthermore, the instant it is placed, every creature adjacent to the wall suffers 1d6 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Psychic] attack that is affected by strong sunlight as though it were a [Fire] attack.
At 13 hit dice, its Wisdom increases by 2 and it learns Solar Revelation & Psychic Solaire
Solar Revelation (Sp): Espeon gains the following Spell-Like Abilities as [Psychic] effects: at will -
Invisibility Purge; 1/hour -
True Seeing, Symbol of Revelation; 1/day -
Find the Path, Scrying
Psychic Solaire (Su): once per minute, Espeon may grasp a foe with psionic energy and lift them helplessly into the air. This functions as
Grasping Hand (using its Charisma as though it were a Sorcerer), and any foe grappled by this is held above the ground and automatically fails all Reflex Saves for the duration. This is a [Psychic] attack.
At 14 hit dice, it learns Psychic Loop & Solar Flash
Psychic Loop (Su): once per hour, Espeon may cast
Chain Lightning with a Save DC of 10 + half its hit dice + its Charisma Bonus, and dealing damage as a [Force] effect. This is a [Psychic] attack.
Solar Flash (Sp): once per day, Espeon may cast
Sunburst with a Save DC of 10 + half its hit dice + its Charisma Bonus. This is a [Fire] attack.
At 15 hit dice, its Intelligence increases by 2 and it learns Maximum Mindstorm
Maximum Mindstorm (Su): once per minute, Mega Espeon may unleash a blast of powerful psionic energy out to a 60' radius. Everything (other than itself) in the area suffers 1d6 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This additionally creates Psychic Terrain in the area for 3 rounds, and those that fail the saving throw are
Stunned for one round. This is a [Psychic] attack.
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Mega Evolution:
When Espeon becomes Mega Espeon, its eyes grow even wider, with the forehead "gem" opening into another eye, and its ears grow even longer. It starts to radiate bright light as well. Its Charisma increases by 6, its Dexterity, Intelligence and Wisdom each increase by 4, and its Constitution increases by 2. Its [Pokebility] changes to Wit's End.
Wit's End (Ex): whenever Mega Espeon stands in Psychic Terrain, it gains a +5 Resistance Bonus on Reflex and Will Saves, and Improved Evasion.
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Umbreon
Small Magical Beast, CR 8
12 14 17 4 17 9
8d8+32 (68 HP), Init +2, Speed 30'
BAB/Grab: +6/+3
-Bite +9 (1d6+1)
AC: 17 (+1 Size, +2 Dexterity, +4 Natural Armour), Flat 15, Touch 13
Fort +9 Ref +4 Will +11
Feats: Weapon Finesse (B), Improved Toughness, Iron Will, Ability Focus (Snarl)
Skills: Survival +14
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Snarl, Assurance, Confuse Ray
Special Qualities: Dark Pokemon Traits, Synchronise, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Moonlight
Rare Traits: Inner Focus, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Moonlit Night, Thief, Foul Play, Lash Out, Reflect, Light Screen
Advancement: 9+ hit dice (Small)
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Will, 2 + Int skill points
You barely spot a small creature, like a cat crossed with a fox crossed with a shadow. It has big ears, and though most of the body is devoid of light, several circular marks on it glow like moonlight.
Dark Traits: Umbreon is weak against [Bug], [Fairy] and [Fighting] attacks, and resists [Dark] and [Ghost] attacks. It is considered Immune to [Psychic] attacks, always resisting them, and furthermore its mind cannot be read or influenced, as though it had a
Mind Blank effect that cannot be dispelled. However it can still be moved by
Telekinesis for instance.
Synchronize (Su): any time another creature afflicts Umbreon with any kind of status condition, they must also save against the effect (at the same DC). If there was no saving throw for the effect, they do not get one and are just affected. This does not bypass any immunities to conditions they might have. This is a [Pokebility].
Snarl (Su): with a Standard Action, Umbreon may snarl and rant at an enemy, making disconcerting loud noises. This is unleashed in a 20' Cone, dealing 1d4 damage per hit die to a maximum of 5d4, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). On a failed save, targets also suffer a -2 Morale Penalty to Charisma for three rounds. This is a [Noise] [Dark] attack.
Assurance (Ex): any time Umbreon threatens a foe, if the foe is damaged by anything that is not the Umbreon or an Attack of Opportuniy, it may take an Attack of Opportunity against the target. This is a [Dark] attack.
Confuse Ray (Su): with a Standard Action once per 3 rounds, Umbreon may unleash an eerie light to disorient and overwhelm the mind of a foe. Being a ray, this is resolved with a Ranged Touch Attack out to 60 feet, and on a successful hit the opponent is rendered
Confused for 2d4 rounds. However, a creature confused by this may attempt a Will Save (DC 10 + half Umbreon's hit dice + its Charisma Bonus) at the start of every turn to end the effects early. This is a [Ghost] attack.
Moonlight (Su): once per hour, Umbreon may call healing light down from the moon. This uses a Full Round Action, and if indoors it replicates a
Cure Light Wounds effect. If outdoors during the day, it replicates
Cure Serious Wounds, or
Cure Moderate Wounds if the weather isn't calm. At night, this instead heals 1d6 HP per hit die, downgraded to 1d4 per hit die if the weather isn't calm, upgraded to 1d8 per hit die if there is a full moon overhead (if both apply at the same time, it remains 1d6 per hit die). This is a [Fairy] effect.
Rare Traits:
Inner Focus (Ex): if Eevee had Adaptability before evolving, upon becoming Umbreon its [Pokebility] is Inner Focus. It is never
Staggered, cannot be Demoralised with the Intimidate skill, and it also automatically succeeds on any Concentration check it is required to make. This is a [Pokebility].
At 9 hit dice, it learns Guard Swap & Dark Pulse
Guard Swap (Su): once per hour, Umbreon may target another creature in 60 feet with a Standard Action, and forcibly swap its defensive power with them. For the next minute, exchange Umbreon's Constitution score (
after any modifiers) with that of the target, and likewise exchange their Wisdom scores, and their Natural Armour Bonuses. At the end of this, the scores are swapped back - any changes to the scores in the meantime (such as taking Ability Damage) are also swapped. The effects of this can be cancelled for one creature and not the other (such as by walking into an
Anti-Magic Field), reverting them to their normal scores but not affecting the other. This is a [Psychic] attack.
Dark Pulse (Su): once per five rounds, Umbreon may use a Standard Action to unleash a burst of malevolent energy out in a wave. This is an emanation out to Close Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the saving through is
Staggered for one round. This is a [Dark] [Ballistic] effect.
At 10 hit dice, it learns Baddy Bad & Mean Look
Baddy Bad (Su): once per hour, Umbreon may focus ill will against attackers with a Full Round Action, and in doing so cast
Wall of Force. Additionally, every creature adjacent to the wall when it is created suffers 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Dark] attack, and the wall is treated as that created by the Reflect special ability.
Mean Look (Su): with a Full Round Action, Umbreon can fix its spooky little eyes on a creature that has Line of Sight to it. That foe is then subject to a
Dimensional Anchor effect for 1 round per hit die, with no saving throw, and must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be unable to break Line of Sight of its own accord, and unable to move away from Umbreon unless compelled by magic - if afflicted with a [Fear] effect that would cause them to be
Frightened or
Panicked, they instead
Cower for the same duration. These effects also last for 1 round per hit die. This is a [Mind-Affecting] [Fear] [Normal] effect.
At 11 hit dice, its Wisdom increases by 2 and it learns Last Resort & Pursuit
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Umbreon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.
Pursuit (Ex): Umbreon may make an Attack of Opportunity against a target that leaves a threatened square even as a result of Teleportation or being returned to a Pokeball. When it makes an Attack of Opportunity that was provoked by leaving a threatened square, this deals an extra 4d6 damage and is treated as a [Dark] attack.
At 12 hit dice, it learns Dark Gaze & Shadow Cage
Dark Gaze (Su): once per 5 rounds, Umbreon may activate a Gaze Attack with a Free Action that lasts until the start of its next turn. The Reflex Save to avoid meeting its gaze has a DC of 10 + half its hit dice + its Charisma Bonus, and those that fail have their [Pokebility] disabled while in the area. This is a [Dark] effect.
Shadow Cage (Sp): once per day, Umbreon may cast a shadowy version of
Force Cage. It has a Will Save to disbelieve (DC 10 + half its hit dice + its Wisdom Bonus), but is still 50% real to those who disbelieve, thus having a 50% chance to stop their movement completely or block effects. If used to make a windowless cell, it is completely dark inside, as the
Utterdark spell. This is a [Dark] attack.
At 13 hit dice, its Natural Armour increases by 2 and it learns Moon Mirage & Shadow Drain
Moon Mirage (Su): once per hour, Umbreon may cast
Mirror Image, however the twisting mirages can befuddle those that attack. Any target that strikes one of the images must pass a Will Save (DC 10 + half its hit dice + its Wisdom Bonus) or be
Confused for 1d4 rounds. This is a [Dark] effect.
Shadow Drain (Su): once per 5 rounds, Umbreon may use a Standard Action to drain the strength and power from another creature in Close Range. If the target fails a Will Save (DC 10 + half its hit dice + its Wisdom Bonus), it suffers 2 points of Strength damage, and then Umbreon regains lost hit points equal to double the target's (newly reduced) Strength score. This cannot heal it above its maximum hit points. This is a [Dark] attack.
At 14 hit dice, it learns Moonlight Fang & Pitch-Black Blade
Moonlight Fang (Su): when using a Standard Action to deliver its Bite attack, Umbreon may elect to have its teeth gleam with ghostly light. The attack is resolved as a Melee Touch Attack, forces the target to revert to their true form if they are transformed in any way, and if the foe had used a Special Attack on their previous turn, that attack is disabled for their next turn. This is a [Dark] [Bite] attack.
Pitch-Black Blade (Sp): once per day, Umbreon may cast a Shadow version of
Black Blade of Disaster. It uses its Strength like with a normal weapon, and the Fortitude Save DC is 10 + half its hit dice + its Strength Bonus. The first time something is hit by the blade, they are allowed a Will Save to disbelieve (same DC as above), however it is still 50% real so still deals half damage to nonbelievers. This is a [Dark] [Blade] attack.
At 15 hit dice, its Constitution increases by 2 and it learns Maximum Darkness
Maximum Darkness (Su): once per minute, Mega Umbreon may use a Standard Action to cause the sky to fall, creating a Moonlit Night effect, and cause up to one target per hit die to be struck, suffering 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus).
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Mega Evolution:
When Umbreon becomes Mega Umbreon, it grows larger and bulkier, and becomes even more of a contrast of light and dark. Its Strength increases by 6, its Dexterity, Intelligence and Charisma each increase by 4, and its Wisdom increases by 2. Its [Pokebility] becomes Moonlight Veil.
Moonlight Veil (Su): while in a Moonlit Night effect, or under actual moonlight, Mega Umbreon suffers half damage from all direct attacks, and has no Weaknesses.
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Glaceon
Small Magical Beast, CR 8
9 12 17 4 14 17
8d8+32 (68 HP), Init +1, Speed 30'
BAB/Grab: +6/+1
-Bite +10 (1d6-1)
AC: 16 (+1 Size, +1 Dexterity, +4 Natural Armour), Flat 15, Touch 12
Fort +9 Ref +5 Will +8
Feats: Weapon Finesse (B), Lightning Reflexes, Improved Toughness, Ability Focus (Icy Wind)
Skills: Survival +13
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Ice Shard, Icy Wind, Cold Nose
Special Qualities: Ice Pokemon Traits, Snow Cloak, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Snowscape
Rare Traits: Ice Body, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Ice Beam, Weather Ball, Haze, Chilling Water
Advancement: 9+ hit dice (Small)
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Will, 2 + Int skill points
This delicate blue fox seems almost made out of ice and snow. It has a very cold nose.
Ice Traits: Glaceon is weak against [Fighting], [Fire], [Rock] and [Steel] atacks, and resists [Ice] attacks. It cannot be frozen solid or suffer frostbite, frostburn or hypothermia, and is also immune to Dexterity damage (but not drain). It suffers no damage or impediment from hail, ice storms, snow storms, naturally occurring blizzards, cold weather and similar - even things like Black Ice and Blood Snow - and enjoys DR 5/- in snow storms and 10/- in hail and heavy blizzards. It can move through slush at its normal speed without penalty, and does not slip over on ice. Indeed, it can move at double its normal movement speed when moving across ice.
Snow Cloak (Ex): any time Glaceon is in snowfall or hail, it is completely
Invisible.
Ice Shard (Su): once per minute, Glaceon can hurl shards of sharp ice with an Immediate Action. This is a Ranged Attack (a thrown weapon) with 10' range increments and a maximum of 3 increments, dealing 2d6 Cold damage, plus its Strength Bonus, and has a 19-20 threat range. This is an [Ice] attack.
Cold Nose (Ex): at will, Glaceon may use a Standard Action to poke an adjacent creature with its very cold nose. This deals 1d6 points of damage, plus its Charisma Bonus. Against a Sleeping creature, this is doubled but also causes them to wake up. It may be used as a Coup de Gras against a sleeping foe (typically increasing the attack time to a Full Round Action), in which case the critical hit results in the damage being tripled (3d6 + three times its Charisma Bonus). This is an [Ice] attack.
Icy Wind (Su): once per three rounds, Glaceon may use a Standard Action to exhale a chilling wave of air. This functions as a
Gust of Wind effect, however it also deals damage equal to its hit dice to all in the area (halved if they succeed on the Fortitude Save), and on a failed Save, afflicted creatures suffer a -4 Penalty to Dexterity for 3 rounds. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is an [Ice] attack and a [Wind] effect.
Snowscape (Su): once per day per 5 full hit dice, Glaceon may cast
Blizzard (It's Cold Outside) with a Save DC of 10 + half its hit dice + its Charisma Bonus. Keep in mind the various benefits it has in snow storms. This is an [Ice] effect.
Rare Traits:
Inner Focus (Ex): if Eevee's [Pokebility] was Adaptability, when it evolves it becomes Inner Focus. It is never
Staggered, cannot be Demoralised with the Intimidate skill, and it also automatically succeeds on any Concentration check it is required to make.
At 9 hit dice, it learns Freeze-Dry & Mirror Coat
Freeze-Dry (Su): with a Standard Action once per hour, Glaceon can direct its cold essence at a 30' radius spread in Medium Range, and freeze all the moisture out of the air - and the creatures within. This deals 1d6 Cold damage per hit die, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the save by more than 4 points (such as the Save DC being 20 and the target rolling 15 or lower) is
Frostburned unless they are Water Type Pokemon, in which case they are frozen solid as the
Entomb spell. This is an [Ice] attack, however this is Super-Effective against [Water] Pokemon instead of being Not Very Effective. As such, against Kingdra (Water/Dragon) it would be Super-Effective instead of Neutral, against Goldeen it would be Super-Effective instead of Not Very Effective, and against Lapras (Water/Ice) it would be Neutral instead of Not Very Effective.
Mirror Coat (Su): with a Standard Action once per 5 rounds, Glaceon can become incredibly reflective until the start of its next turn - until then, it reflects non-physical damaging attacks back at the attacker, as though by
Spell Turning. This only affects directly damaging effects (whether Spells or not), and not weapon (or natural weapon) attacks. This is a [Psychic] effect.
At 10 hit dice, it learns Blizzard & Aurora Dance
Blizzard (Su): once per hour, Glaceon can spend a Standard Action weaving a massive collection of ice and snow, and crush a 60' radius Blast within Medium Range. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail their saving throw are
Frostburned. In snow or hail, a Reflex Save merely halves the damage, and creatures that fail the save are frozen solid, as an
Icy Prison effect. In any other kind of weather that isn't clear skies, creatures get a +4 Bonus on the saving throw. This is an [Ice] attack.
Aurora Dance (Su): once per day, Glaceon can spend a Full Round Action dancing about, providing it is in snow or hail. This grants it a +2 Enhancement Bonus to every Ability Score, and to Natural Armour, for one hour. It may attempt a DC 20 Perform (Dance) check when doing this, and if successful, it also gains a +2 Resistance Bonus to Saving Throws and +2 Deflection Bonus to Armour Class for the same duration. This is a [Dance] [Ice] effect.
At 11 hit dice, its Charisma increases by 2 and it learns Last Resort & Frozen Terrain
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Glaceon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.
Frozen Terrain (Su): once per minute, Glaceon may flash-freeze the ground within Medium Range. This targets any one contiguous effect of Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain,
Grease (or effects that reference Grease in how they function),
Web (mundane or magical), or plant-based terrain (mundane or magical). This instantly destroys the effect, and then causes the same area to be frozen for three rounds, functioning as a
Frost Fall effect (DC 10 + half its hit dice + its Charisma Bonus). If any of the above effects are cast on the area before the rounds expire, the effect fails and the three rounds reset. This is an [Ice] effect.
At 12 hit dice, it learns Ice Bind & Freezy Frost
Ice Bind (Su): once per minute, Glaceon may call frost around something in an effort to hold it in place. It targets a creature within Close Range with a Standard Action, and if they fail a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) they are
Paralyzed for 1d4 rounds. This is an [Ice] attack.
Freezy Frost (Su): once per hour, Glaceon may create a 15' radius Burst of cold within Medium Range, as a Standard Action. All in the area suffer 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Everything within 50 feet of the central point of impact (so within 35' of the blast) is subject to a haze that clears magical hazards (as well as hazards created by Pokémon Attacks), and any temporary Bonuses or Penalties. This is an [Ice] attack.
At 13 hit dice, its Natural Armour increases by 2 and it learns Crystal Ray & Frosty Typhoon
Crystal Ray (Su): once per hour, Glaceon may cast
Polar Ray, and if a target is hit, they are partially crystalised. Such a creature suffers two points of Dexterity damage and, until the end of Glaceon's next turn, gain a Weakness to Fighting, Rock and Steel attacks. This is an [Ice] attack.
Frosty Typhoon (Su): once per day, Glaceon can cast
Greater Whirlwind with a Save DC of 10 + half its hit dice + its Charisma Bonus, and all damage taken (aside from landing after being ejected from it) is Cold damage. This is a [Wind] [Ice] attack.
At 14 hit dice, it learns Hypnotic Blizzard & Crystal Veil
Hypnotic Blizzard (Su): once per hour, Glaceon can cast
Ice Storm, and all in the area must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become
Drowsy, as well as being
Fascinated for one round. This is an [Ice] attack.
Crystal Veil (Sp): once per day, Glaceon can coat itself in magical shimmering light. This uses a Swift Action, and until the start of its next turn, it is completely immune to all forms of damage. This is an [Ice] effect.
At 15 hit dice, its Wisdom increases by 2 and it learns Maximum Icicle
Maximum Icicle (Su): once per minute, Glaceon can use a Standard Action to call massive icicles to fall from the sky and impale foes. This replicates a
Rain of Arrows effect, dealing Cold damage, and then causes hail in a 100' radius spread for 3 rounds. This is an [Ice] attack.
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Mega Evolution:
When Glaceon becomes Mega Glaceon, it shimmers, almost invisible like a block of ice, other than where it frosts over. Its Dexterity increases by 6, its Constitution, Wisdom and Charisma each increase by 4, and its Natural Armour increases by 2. Its [Pokebility] becomes Aurora Guard.
Aurora Guard (Su): whenever in snow or hail, Mega Glaceon is immune to all harmful status conditions such as Poison, Disease,
Confusion, Burns, Paralysis, Stunning, Dazing, Nausea, Sickening, Drowsiness, Sleep and [Fear] effects.
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Leafeon
Small Plant, CR 8
17 14 17 4 12 9
8d8+32 (68 HP), Init +6, Speed 30'
BAB/Grab: +6/+5
-Bite +10 (1d6+4)
AC: 16 (+1 Size, +2 Dexterity, +3 Natural Armour), Flat 14, Touch 13
Fort +9 Ref +8 Will +3
Feats: Weapon Finesse (B), Improved Toughness, Improved Initiative, Power Attack
Skills: Survival +12
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Razor Leaf, Magic Leaf, Leech Seed
Special Qualities: Grass Pokemon Traits, Leaf Guard, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Synthesis
Rare Traits: Chlorophyl, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Charm, Dig, Facade, Fake Tears, Hyper Beam, Protect, Stored Power, Substitute, Take Down, Grassy Terrain, Trailblaze, Sunny Day, Seed Bomb, X-Scissor, Grassy Glide, Solar Blade
Advancement: 9-15 hit dice (Small); 16+ hit dice (Medium)
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Ref, 2 + Int skill points
The foxlike creature standing before you is a pale yellow colour, with the ears and tail growing into green leaf-like extensions.
Grass Traits: Leafeon does not have any of the usual traits of Plants such as Immunity to Poison. Instead, it is weak against [Bug], [Fire], [Flying], [Ice] and [Poison] attacks, and resists [Electricity], [Grass], [Ground] and [Water] attacks. Leafeon cannot be affected by [Powder] attacks. It also cannot be affected by Spells and effects that are described as being powder, pollen or spores - such as
Gnome Blight.
Leaf Guard (Ex: whenever in bright or overwhelming sun, Leafeon is immune to all harmful status conditions such as Poison, Disease,
Confusion, Burns, Paralysis, Stunning, Dazing, Nausea, Sickening, Drowsiness, Sleep and [Fear] effects.
Razor Leaf (Ex): once per three rounds, Leafeon may use a Full Round Action to fire a spray of razor sharp leaves out to Close Range. It makes one ranged attack roll, with a successful hit dealing 1d6 Slashing damage per 3 hit dice (round up). It has a threat range of 15-20, with a x2 Critical Multiplier. This can be used to target objects and 5' cubes of terrain, slashing through things like bushes, snow clumps, packed earth and mud, small trees and heavy undergrowth. This is a [Grass] effect.
Magic Leaf (Sp): with a Standard Action at will, Leafeon may conjure leaves of a mystical, magical herb, and direct them unerringly against a target in Close Range. This automatically hits exactly in the same way as
Magic Missile (and similarly can be prevented in the same ways), and deals 1d6 damage per 2 hit dice (maximum 5d6). This is a [Grass] effect.
Leech Seed (Su): once per five rounds with a Standard Action, Leafeon can fire a magical seed at a foe within 30 feet as a Ranged Touch Attack. If it hits, the seed implants itself and takes root. As long as the target is within 60 feet of Leafeon, at the start of each of its turns it loses 1d8 hit points, ignoring DR and Resistances, and Leafeon recovers an equal amount of lost hit points. As soon as the target is reduced to zero hit points or is more than 60 feet from Leafeon, the effect ends and the seed crumbles into dust. This is a [Powder] [Grass] effect.
Synthesis (Su): once per minute, Leafeon may use a Full Round Action to focus on absorbing light and air to heal itself. In normal light, this restores 1d8 hit points per 2 hit dice. In rain, hail, snow or sandstorms, or indoors or heavily overcast conditions or shadowy illumination, it only restores 1d6 hit points per two hit dice. In total darkness, it only restores 1d8 hit points. In strong sunlight or better, it restores 1d6 hit points per hit die. This is a [Grass] effect.
Rare Traits:
Chlorophyll (Ex): if Eevee had Adaptability before evolving, it becomes Chlorophyll. When in Harsh Sunlight, its movement speeds are doubled, and it gains a +4 Circumstance Bonus to Initiative and Reflex Saves. This is a [Pokebility].
At 9 hit dice, it learns Swords Dance & Giga Drain
Swords Dance (Ex): with a Standard Action at will, Leafeon may perform the legendary Swords Dance, providing its movement is unobstructed. For the next minute, it enjoys a +8 Enhancement Bonus to Strength. Furthermore, it may make a Perform (Dance) check, even untrained, as part of using this, and if a 15 or more is rolled, its Natural Weapons deal grow by one virtual Size category for the duration, or two virtual Size categories if a 25 or more is rolled. Increases from using this multiple times do not stack. This is a [Dance] effect and a [Normal] effect.
Giga Drain (Su): once per hour, Leafeon may use a Standard Action to pull nutrients and life force from another creature within 50 feet. This causes 1d6 damage per hit die to a creature, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Leafeon's hit points are then restored by an amount equal to half the damage dealt - though this cannot raise it above the maximum. This is a [Grass] effect.
At 10 hit dice, it learns Leaf Blade & Sappy Seed
Leaf Blade (Ex): at will, Leafeon may attack with a sharpened blade, which functions as a Scimitar sized appropriately for it, with an Enhancement Bonus of +1 per 3 hit dice (round up). It benefits from all feats and abilities that apply to scimitars. This is a [Blade] [Grass] attack.
Sappy Seed (Ex): once per hour, Leafeon may slam an adjacent foe in the head with a gooey bundle of seeds. This is treated as a weapon attack, resolved as a Standard Action, and deals 1d6 damage per hit die on a successful attack roll. Additionally, the target is afflicted with Leech Seed (see above) if this hits. This is a [Grass] attack.
At 11 hit dice, its Natural Armour increases by 2 and it learns Last Resort & Garden of Energy
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Leafeon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.
Garden of Energy (Su): once per day, Leafeon may use a Full Round Action to cause greater growth and energy within an area of Grassy Terrain on which it is standing. All in the area gain a
Good Hope and
Haste effect for one round per hit die. This is a [Grass] effect.
At 12 hit dice, it learns Verdant Dance & Miasma Wind
Verdant Dance (Su): with a Full Round Action, Leafeon can unleash the full power of its vast leafy energy in a magic dance, turning its various temporary enhancements into even more damaging energy. This deals a variable number of d10 of damage to all adjacent enemies - or all enemies out to 15 feet if it succeeds on a DC 20 Perform (Dance) check as pert of using this ability. This number is equal to the total of all Enhancement, Resistance, Morale and Luck Bonuses it has to Ability Scores, attack rolls (not differentiating between different ones), damage rolls (not differentiating between different ones) and Saving Throws (whichever happens to be highest), minus the total of all Morale and Luck Penalties to the above. For instance, if it has a +2 Enhancement Bonus to two different ability scores, and a +1 Enhancement Bonus to attack and damage rolls, but a -2 Luck Penalty to saving throws, this equals 2+2+1+1-2 = 4d10. A successful Will Save (DC 10 + half its hit dice + its Strength Bonus) halves this. This is a [Dance] [Grass] attack.
Miasma Wind (Su): at will, Leafeon can cast
Gust of Wind as a breath weapon, with a Save DC of 10 + half its hit dice + its Constitution Bonus. All creatures that fail the saving throw suffer 3d6 points of damage, with another 2d6 for every affliction or negative status condition on them, and another 3d6 if they are in Swamp Terrain (or naturally occurring swamp) or a
Malevolent Miasma effect, all creatures in the area are also exposed to Mindfire disease, with the same Save DC as the initial save. This is a [Wind] [Poison] attack.
At 13 hit dice, its Strength increases by 2 and it learns Nature's Breath & Strength Sap
Nature's Breath (Su): once per hour, Leafeon may exhale a breath weapon out in a 15' cone, causing all in the area to regain 1d6 hit points per hit die - Leafeon also benefits from this, despite not being in the area. This also grants a
Cure Disease effect to all in the area. This is a [Wind] [Grass] effect.
Strength Sap (Su): once per 5 rounds, Leafeon may use a Standard Action to drain the strength and power from another creature in Close Range. If the target fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus), it suffers 2 points of Strength damage, and then Leafeon regains lost hit points equal to double the target's (newly reduced) Strength score. This cannot heal it above its maximum hit points. This is a [Grass] effect.
At 14 hit dice, it learns Leafy Cyclone & Grass Whistle
Leafy Cyclone (Su): once per day, Leafeon can cast
Greater Whirlwind with a Save DC of 10 + half its hit dice + its Charisma Bonus, and all damage taken (aside from landing after being ejected from it) is Grass damage. This is a [Wind] [Grass] attack.
Grass Whistle (Ex): once per minute, Leafeon can use a Standard Action to whistle through a leaf or blade of grass, and all creatures within 50 feet that can hear it must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or fall
Asleep for 3 rounds. This is a [Sonic] [Grass] effect.
At 15 hit dice, its Constitution increases by 2 and it learns Maximum Topiary
Maximum Topiary (Su): once per minute, Mega Leafeon may cause the plants to rise up and hamper everything nearby with a Standard Action. Everything within 50 feet of it is subject to an
Entangle effect, and surrounded by a
Wall of Thorns effect. Furthermore, it may instantly place holly bombs (as though through casting the Mythic version of
Fire Seeds) all throughout this area. All of these effects dissipate after five rounds, and it is immune to its own maximum topiary. The explosions of the holly bombs are Grass damage, and this entire attack is a [Grass] attack.
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Mega Evolution:
When Leafeon becomes Mega Leafeon, it grows larger and more intimidating, with the leafy extensions becoming rough and almost thorny. Its Strength, Dexterity, Wisdom, Charisma and Natural Armour each increase by 4 and its [Pokebility] becomes Grassy Surge.
Grassy Surge (Su): the area surrounding Mega Leafeon, out to thirty feet, becomes Grassy Terrain. This lasts for as long as it is in the area, and for three rounds afterwards.
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Sylveon
Small Fey, CR 8
9 12 14 4 17 17
8d10+24 (68 HP), Init +1, Speed 30'
BAB/Grab: +3/-2
-Bite +5 (1d6-1)
AC: 14 (+1 Size, +1 Dexterity, +2 Natural Armour), Flat 13, Touch 12
Fort +4 Ref +7 Will +9
Feats: Weapon Finesse (B), Improved Toughness, 3, 6
Skills: Survival +14
Special Attacks: Bite, Covet, Sand Attack, Quick Attack, Swift, Disarming Voice
Special Qualities: Fairy Pokemon Traits, Cute Charm, Helping Hand, Tail Wag, Baby-Doll Eyes, Cheer Up, Refresh, Copycat, Baton Pass, Light Screen, Misty Terrain, Skill Swap
Rare Traits: Pixilate, Curse, Double Kick, Tickle, Yawn
Tutor Moves: Alluring Voice, Body Slam, Calm Mind, Dig, Facade, Fake Tears, Protect, Stored Power, Substitute, Take Down, Moony Night, Reflect, Dazzling Gleam, Rest, Hyper Voice, Misty Explosion
Advancement: 9+ hit dice (Small)
Hit Dice: 1d10 HP, Poor BAB, Good Ref and Will, 2 + Int skill points
Is it a cat? Is it a fox? Well it's a dainty pink-and-white creature that appears to be growing its own ribbons with pale blue tips.
Fairy Traits: Sylveon can be affected as a Spirit (such as for Spirit Shaman abilities). It is weak against [Poison] and [Steel] attacks, and resists [Bug], [Dark] and [Fighting] attacks. It is considered Immune to [Dragon] attacks, meaning it always resists them, and has Evasion against anything described as a Breath Weapon, and immunity to the Frightful Presence ability of dragons.
Cute Charm (Su): Sylveon is really cute. Any creature that attacks it must first attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or fail to do so, instead being
Charmed for one round. This is a [Mind-Affecting] [Charm] effect, and a [Pokebility].
Disarming Voice (Su): with a Standard Action once per three rounds, Sylveon may shout loudly and startle its foes. All enemies within 30 feet that are not deaf suffer 1d6 Sonic damage, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Sonic] [Fairy] attack.
Light Screen (Su): once per hour, Sylveon may emit powerful light that forms an actual protective shield. This functions as a
Wall of Light spell, however any creature attacking through it that cannot see through it treats all targets as having half Cover. This is a [Psychic] effect.
Misty Terrain (Sp): once per hour, Sylveon may use a Full Round Action to release Misty Terrain in a 60' radius. This lasts for one minute, and is a [Fairy] effect.
Skill Swap (Sp): once per hour, Sylveon may use a Standard Action to target a foe within Close Range, and force them to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). If the save is failed, both Pokemon swap [Pokebility] with one another - if one of them has no [Pokebility], it merely donates it to the other and gains nothing in return. This lasts for one round per hit die, and is a [Psychic] effect.
Rare Traits:
Pixilate (Su): if Eevee had Adaptability before evolving, it instead has Pixilate when becoming Sylveon. Any [Normal] effect created by Sylveon is changed to a [Fairy] effect, and in the case of a damaging attack, the die size is increased one step - for attacks that simply deal a flat amount of damage per hit die, simply add 2 damage per hit die as though the flat damage were actually a maximised dice roll (so Hyper Beam would go from 10 per hit die to 12 per hit die). This is a [Pokebility]
At 9 hit dice, it learns Draining Kiss & Psych Up
Draining Kiss (Su): once per hour, Sylveon may cast
Vampiric Touch. This is a [Fairy] attack.
Psych-Up (Su): with a Standard Action once per hour, Sylveon may look at another creature within 60 feet and focus on them, working itself up to match them. Sylveon then gains every Deflection, Resistance, Enhancement or Morale Bonus or Penalty that the target has, which remain for the next minute. This is a [Psychic] effect.
At 10 hit dice, it learns Moonblast and Charm
Moonblast (Su): once per three rounds, Sylveon can unleash a powerful blast of magical energy from the moon, a 10' radius Blast anywhere in Medium Range that deals 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw also suffer 2 points of Charisma damage. When directly under the light of a full moon, the Blast is Widened. This is a [Fairy] attack.
Charm (Sp): once per day, Sylveon may cast
Charm Monster with a Save DC of 8 + half its hit dice + its Charisma Bonus. This is [Mind-Affecting] [Charm] [Fairy] effect.
At 11 hit dice, its Wisdom increases by 2 and it learns Last Resort & Tricky Ribbon
Last Resort (Ex): this is the absolute best attack available, but is kept in reserve for when everything else has been tried. If Sylveon has used each of its other Special Attacks at least once each in the same encounter, it may use a Standard Action to make a single melee attack. This deals 15 damage per hit die and is a [Normal] attack that can only be used once per hour.
Tricky Ribbon (Ex): Sylveon may use its natural ribbons to make Trip, Drag, Reposition and Dirty Trick attempts at a range of up to 15 feet. It treats its Base Attack Bonus as being equal to its hit dice, and uses its Dexterity instead of Strength for this. The various manoeuvres are treated as [Fairy] effects.
At 12 hit dice, it learns Magic Coat & Kaleidostorm
Magic Coat (Su): once per minute, Sylveon may use a Standard Action to shield itself in mystical energy. This grants it
Spell Turning, with no limit on the number of Spell Levels, for one round, but only against effects that do not directly deal damage. This is a [Psychic] effect.
Kaleidostorm (Sp): once per day, Sylveon may cast
Prismatic Spray with a Save DC of 10 + half its hit dice + its Charisma Bonus. Additionally, when performing this, it may "donate" any temporary spell effects or bonuses from itself to willing allies within 15 feet, without affecting their durations. This is a [Fairy] effect, but the resulting damage and effects are not: Red causes [Fire] damage, Orange causes [Poison] damage (and the Green effect is also [Poison]), and Yellow causes [Electricity] damage.
At 13 hit dice, its Charisma increases by 2 and it learns Dream Gift & Sparkly Swirl
Dream Gift (Sp): once per day, Sylveon may pluck a gift from someone's dream and make it come true - this creates any nonmagical object that costs up to 500 GP, or a magic item that costs up to 100 GP, or can temporarily change the target's [Pokebility] to the one offered as a Rare Trait (if any), lasting for 1 hour. The target chooses the benefit received, from those available. This is a [Fairy] effect, and works even if the target can't literally dream.
Sparkly Swirl (Su): once per hour, Sylveon can unleash a dazzling spray of sparkles in a dome around itself. Every enemy within a 20' radius of it suffers 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus) and is coated in
Glitterdust, and every ally within the area is cured of Poison, Disease, Stunning, Dazing, Burns, Frostburn, Paralysis, Sickening, Nausea, Confusion, Fascination, Blindness and all [Fear] effects. This is a [Fairy] effect.
At 14 hit dice, it learns Mystical Fire & Fairy Frolic
Mystical Fire (Sp): once per three rounds, Sylveon may call upon a magical flame to damage its foe, almost homing on their position. This deals 1d8 damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus), and any target that suffers damage from this also suffers a -4 Luck Penalty to Charisma for three rounds. This is a [Fire] attack.
Fairy Frolic (Su): once per hour, Sylveon may glow with a magical protective aura, using a Standard Action. Until the start of its next turn, it is Immune to all attacks and effects as it partially enters the land of dreams and harmony. Any attack that targets it (or includes it in the Area) during this time instead heals it for half of any damage that would normally be dealt. This is a [Fairy] effect.
At 15 hit dice, its Constitution increases by 2 and it learns Maximum Harmony
Maximum Harmony (Su): once per minute, Mega Sylveon may unleash a Moonblast effect that is resolved as a [Sonic] [Fairy] attack. Everything in the area that fails the Will Save is then subject to a
Hymn of Peace effect.
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Mega Evolution:
When Sylveon becomes Mega Sylveon, the ribbons become even longer and more entangling, and it sparkles with shiny light. Its Strength and Natural Armour each increase by 2, and its Dexterity, Constitution, Wisdom and Charisma each increase by 4. It also gains a +4 Bonus on Trip, Drag, Reposition and Dirty Trick checks. Its [Pokebility] becomes Misty Surge.
Misty Surge (Su): the area surrounding Mega Sylveon, out to thirty feet, becomes Misty Terrain. This lasts for as long as it is in the area, and for three rounds afterwards.
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Tutor Moves:
Alluring Voice (Su): once per three rounds, the Pokémon may sing out in such an angelic voice that it damages and befuddles foes. This targets a single non-deaf creature within Medium Range, and deals 1d10 damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Additionally, if the target had received any temporary bonus on their turn prior to receiving the damage, then whether they save or not, they are
Confused for five rounds. This is a [Sonic] [Fairy] attack.
Body Slam (Ex): at will, the Pokémon may either use a Standard Action to deliver a Slam, or Charge an opponent and use a Slam instead of any other attacks. This increases the damage by two steps (so typically 1d8 for a Tiny creature or 2d6 for a Small one). This adds one and a half times its Strength Bonus, and if the target takes any damage (after Resistance), they must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be
Stunned until the end of the attacker's next turn (during which time it cannot be stunned again). This is a [Normal] attack.
Calm Mind (Su): three times per day, the Pokémon may use a Full Round Action to grant itself a
Calm Emotions effect. Additionally, for the duration, it gains a +4 Enhancement Bonus to both Wisdom and Charisma. This is a [Psychic] effect.
Charm (Sp): once per day, the Pokémon may cast
Charm Monster with a Save DC of 8 + half its hit dice + its Charisma Bonus. This is [Mind-Affecting] [Charm] [Fairy] effect.
Chilling Water (Su): with a Standard Action at will, the Pokémon may unleash a rush of icy cold water at an opponent. This deals 1d6 Cold damage per hit die, to a maximum of 5d6, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). A failed saving throw also results in the target being
Fatigued, which can stack up to
Exhaustion. This is a [Water] attack.
Dazzling Gleam (Su): once per three rounds, the Pokémon may use a Standard Action to release a flash of bright magical light out in a 30' radius Burst from itself. This deals 1d10 damage per 2 hit dice, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Additionally, anything that fails its save is also rendered
Blind for 1 round, and then
Dazzled for 2 more rounds. Creatures that have no eyesight take the minimum damage from this and are not blinded or dazzled. This is a [Fairy] attack.
[b[Dig (Ex):[/b] the Pokémon gains a Burrow speed equal to its Base Speed minus ten (minimum five), unless it already has a better Burrow speed. While digging, the Pokémon has Tremorsense out to its Burrow Speed, and may use a Full Round Action to charge a creature that stands above it, even if the distance is less than ten feet. The foe is denied their Dexterity Bonus to Armour Class against this attack, which gains 1d6 Sneak Attack, +1d6 more at 6 hit dice, and every 5 hit dice thereafter. This is a [Ground] attack.
Electric Terrain (Sp): once per hour, the Pokémon may use a Full Round Action to release Electric Terrain in a 60' radius. This lasts for one minute, and is an [Electric] effect.
Expanding Force (Sp): once per five rounds, the Pokémon may unleash a widening bubble of telekinetic energy. This targets a single 5' square within Close Range, dealing 1d4 damage per hit die as a [Force] effect. However, if cast upon Psychic Terrain, it instead affects a 10' radius Burst, and deals 1d6 damage per hit die. All in the area are allowed a Reflex Save for half damage (DC 10 + half its hit dice + its Charisma Bonus). This is a [Psychic] attack.
Facade (Ex): once per three rounds, the Pokémon may unleash an attack that shocks foes with how powerful they really can be when allegedly at a disadvantage. Normally, this is a Slam attack that deals 1d8 damage for a Medium creature, plus their Strength Bonus, however if the Pokémon is suffering from any affliction or negative Status condition, the damage increases to 1d8 per 2 hit dice, plus their Strength
score. This is a [Normal] attack.
Fake Tears (Ex): once per minute, the Pokémon may pretend to cry, quivering and cowering in false fear directed at a target. It makes a Feint attempt against a foe, and if successful, this afflicts the target with a -4 Morale Penalty to Spell Resistance, Reflex and Will Saves for three rounds. This is a [Dark] effect.
Fire Blast (Su): once per hour, the Pokémon can unleash a 60' radius explosion of fire as a Blast in Medium Range. This deals 1d6 damage per hit die, with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Creatures that fail their saving throw are
Burned. In harsh sunlight, a Reflex Save merely halves the damage, and creatures that fail the save catch fire as well as being burned. In any other kind of weather that isn't clear skies, creatures get a +4 Bonus on the saving throw. This is a [Fire] attack that destroys most terrain.
Flip Turn (Ex): by changing the attack at the end of a charge to a [Water] attack, the Pokémon may move up to its base move speed away from the target after the charge, without provoking an attack of opportunity from the target, as though using the Spring Attack feat. If the attack hits, this also splashes the target's eyes such that they are rendered
Blind for one round. This is a [Water] attack.
Foul Play (Ex): at will, the Pokémon may turn an opponent's strength against them in an underhanded manner. With a Standard Action, it makes a melee attack roll against a foe within reach, and if it hits, it deals damage based on the target's Size (1d8 if they are Medium), plus one and a half times the target's Strength Bonus. This is a [Dark] attack.
Grassy Glide (Ex): at will, the Pokémon may Charge an opponent and deliver a Slam that deals 1d10 damage for a Medium creature. If the Pokémon is standing on Grassy Terrain when beginning the movement, this may be performed with a Swift or Immediate Action. This is a [Grass] attack.
Grassy Terrain (Sp): once per hour, the Pokémon may use a Full Round Action to release Grassy Terrain in a 60' radius. This lasts for one minute, and is a [Grass] effect.
Gravity (Su): once per hour, the Pokémon can create a field of enhanced gravity in a 60' emanation with a Standard Action. For the next minute, all in this area lose the ability to Fly, as well as Flying Pokémon Traits and the Levitate [Pokebility], nor can anything be launched into the air as the result of an attack. The result of any Jump check is halved (round down), as is the range (or range increment) of any ranged weapon (including Ray spells but not Area of Effect attacks). Everything within the area is treated as carrying twice as much weight as they are, and any Armour is treated as one grade heavier for the purpose of movement and mobility. This is a [Psychic] effect.
Haze (Su): once per five rounds, the Pokémon may use a Standard Action to exhale a gentle light haze across the field, either as a 60' Cone or everywhere in a 30' radius of itself. This clears away all magical hazards (as well as hazards created by Pokémon Attacks, such as Web and Stealth Rock), and also clears out any Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as Nausea or Burns) to creatures in the area that are neither permanent nor ongoing modifiers caused by equipment. For instance, drinking a potion of
Bull's Strength and having
Mage Armour cast on you would be wiped away, but wearing a belt of Strength would not be affected. This is an [Ice] effect.
Hyper Beam (Su): once per day, the Pokémon may use a Full Round Action to unleash a powerful beam of energy. This 5' wide, 100' long Line deals 10 damage per hit die to all creatures in the Area, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This leaves the Pokemon
Exhausted until it rests. If already
Fatigued, Drowsy or
Exhausted, the user collapses afterwards, falling
Asleep. This is a [Normal] attack.
Hyper Voice (Ex): at will, the Pokémon may shout extremely loudly. This is a 50' Cone, and deals 1d10 Sonic damage per 2 hit dice, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and a Fortitude Save (same DC) to resist being rendered
Deaf for one minute. This is a [Sonic] [Normal] attack.
Ice Beam (Su): once per three rounds, the Pokémon may use a Standard Action to unleash a beam of super-cold frosted air at a target in Long Range. This is resolved with a Ranged Touch Attack, and deals 1d6 Cold damage per hit die. A struck target must also succeed at a Fortitude Save (DC 8 + half its hit dice + its Charisma Bonus) or be encased in ice, as per the
Icy Prison spell. This is an [Ice] attack.
Iron Tail (Ex): the Pokémon gains a Secondary Tail natural weapon that deals 1d8 damage if Medium, plus one and a half times its Strength Bonus, and is a [Steel] attack. If it already has a Tail attack, this can be used in place of, but not in addition to, the existing one. This attack automatically Power Attacks (even if the Pokémon normally lacks the feat) as a two-handed weapon for a minimum of half the Pokémon's Base Attack Bonus, but on a successful hit, the target's defences are cracked, suffering a -4 Penalty to Armour Class for one minute.
Lash Out (Ex): if something dares to afflict the Pokémon with Ability Damage, Ability Drain, or a Penalty of any kind, it may lash out as an Immediate Action, unleashing all of its frustration about the unfair situation. It makes a single melee attack at the target, which is considered to be a Slam and on a successful hit deals 1d10 damage per hit die. This is a [Dark] attack.
Light Screen (Su): once per hour, the Pokémon may emit powerful light that forms an actual protective shield. This functions as a
Wall of Light spell, however any creature attacking through it that cannot see through it treats all targets as having half Cover. This is a [Psychic] effect.
Misty Explosion (Su): once per day, the Pokémon may super-compress all of the fey energy and mist inside itself and explode, deflating instantly with destructive force. Everything within Close Range (the Pokémon included) suffers damage equal to the Pokémon's full maximum hit points. On Misty Terrain, bonus damage equal to its hit dice multiplied by its Charisma Bonus, is also dealt. A Reflex Save (DC 10 + half its hit dice + its Constitution Bonus) halves the damage, but regardless of Temporary Hit Points, saving throws etc, the attacker can never remain with zero or more hit points - adjust it down to -1 if necessary. This is a [Fairy] attack.
Moonlit Night (Sp): once per hour, the Pokémon may darken the skies with a Standard Action, shrouding the area within 500 feet in shadowy illumination for one minute, suppressing any effects caused by sunlight. Additionally, the area is treated as being under a full moon for the purpose of all effects such as lycanthropy and certain [Fairy] abilities. This is a [Dark] effect.
Protect (Su): once per hour, the Pokémon may use strange magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a [Force] effect or
Wall of Force specifically, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.
Psychic Noise (Su): once per minute, the Pokémon may release devastating psychic waves that rattle cellular matter and cripple the body's healing capabilities. This uses a Standard Action, and affects a creature within Medium Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit die + its Charisma Bonus). Failure results in the target being unable to regain hit points or gain temporary hit points in any way for three turns, as well as deactivating Regeneration for that duration so that all damage suffered is actual hit point damage. This is a [Sound] [Psychic] attack.
Psychic Terrain (Sp): once per hour, the Pokémon may use a Full Round Action to release Psychic Terrain in a 60' radius. This lasts for one minute, and is a [Psychic] effect.
Rain Dance (Su): with a Full Round Action once per hour, the Pokémon may dance about and summon the rains. If there are already clouds overhead, this takes effect immediately, otherwise it starts raining at the end of its next turn as clouds must first gather. For the next three rounds (in naturally dry environments), one minute (in normal environments) or minute per hit die (in damp environments where it was likely to soon rain anyway), the weather becomes rain out to a one mile radius. This is a [Water] effect.
Reflect (Su): once per hour, the Pokémon may cast Wall of Force. This is a [Psychic] effect.
Rest (Ex): once per day, the Pokémon may simply fall
Asleep of its own accord with a Full Round Action. This functions as a
Heal effect, but also renders it asleep for its turn, and two more rounds afterwards. If anything prevents it from falling asleep, it also does not gain the benefits. This is a [Psychic] effect.
Scorching Sands (Su): once per minute, the Pokémon may unleash a burst of superheated sands that burn and abrade the skin. This functions as a
Scalding Mud effect, except instead of the ongoing damage, creatures that fail the Reflex Save must succeed at a Fortitude Save (same DC) or be
Burned. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Ground] attack.
Seed Bomb (Su): with a Full Round Action, the Pokémon can compress a cluster of seeds within the bulb on its back then launch it at high pressures. This is resolved with a Ranged Attack out to Medium Range, and on a successful hit it explodes apart, dealing 1d6 Bludgeoning damage per hit die. This is a [Ballistic] [Grass] attack, and can be used to plant clusters of actual seeds deep into the ground, allowing for various plants to grow later.
Shadow Ball (Sp): once per three rounds, the Pokémon may use a Standard Action to launch a sphere of terrifying spectral essence out to Medium Range. This hits all in a 10' radius Burst, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Furthermore, on a failed saving throw, targets suffer one temporary Negative Level (lasting one hour), or two if they are Weak against the attack. This is a [Ballistic] [Ghost] attack.
Solar Blade (Su): with a Full Round Action, the Pokémon can absorb light energy around it, providing it is not in utter darkness. In harsh sunlight or on the Plane of Radiance or Positive Energy Plane, or in the same round as being hit by [Light] damage, this only takes a Swift Action. Upon gathering the energy, this can be unleashed as a Standard Action before the end of its next turn. Unleashing this is resolved as a melee Touch Attack, dealing damage as a Keen Great Sword sized for the user but with an additional 1d10 damage per hit die as bonus damage (which is not multiplied on a critical hit). The target must make a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be
Blinded for one round. In snow, hail, rain, fog, partial darkness or sandstorms, this only deals 1d6 bonus damage per hit die. This is a [Grass] [Blade] effect.
Stored Power (Sp): with a Full Round Action, the Pokémon can unleash the full power of its psychic potential, turning its various temporary enhancements into even more damaging energy. This deals a variable number of d10 of damage to all enemies within 10 feet. This number is equal to the total of all Enhancement, Resistance, Morale and Luck Bonuses it has to Ability Scores, attack rolls (not differentiating between different ones), damage rolls (not differentiating between different ones) and Saving Throws (whichever happens to be highest), minus the total of all Morale and Luck Penalties to the above. For instance, if it has a +2 Enhancement Bonus to two different ability scores, and a +1 Enhancement Bonus to attack and damage rolls, but a -2 Luck Penalty to saving throws, this equals 2+2+1+1-2 = 4d10. A successful Will Save (DC 10 + half its hit dice + its Charisma Bonus) halves this. This is a [Psychic] attack.
Substitute (Sp): once per hour, the Pokémon may suffer Non-lethal damage equal to a quarter of its Maximum Hit Points, as a Standard Action, and in doing so create a
Project Image effect. Additionally, it is rendered
Invisible for the duration of this effect. If a creature disbelieves the illusion, they also see through the invisibility. This is a [Normal] effect.
Sunny Day (Su): once per day per 5 full hit dice, the Pokémon may change the weather to harsh sunlight out to a one mile radius, for one round per hit die. If it is night, this instead only affects a 10' radius spread, though it will still Dispel any magically created weather effects out to one mile. This is a [Fire] effect.
Take Down (Ex): the Pokémon can use a Slam attack at the end of a charge instead of other weapons, dealing damage as though three Size Categories larger (so 3d6 for a Medium creature), and as though its Strength were 10 points higher. It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d6 plus its normal Strength Bonus for a Medium creature). This is a [Normal] attack.
Thief (Ex): once per minute, the Pokémon may make a single melee attack as a Standard Action, and additionally attempt to steal an item, with its choice of a Steal Combat Maneuver or a Sleight of Hand check with a DC of the opponent's BAB plus 10. The attack becomes a [Dark] attack, and the entire move is a [Dark] effect.
Trailblaze (Su): at will, the Pokémon may Charge a foe using the normal rules and limitations for a charge - except when on Grassy Terrain, in which case it can move indirectly, turn corners and target foes other than the closest. It makes a single attack at the end of the charge, and then enjoys a +4 Enhancement Bonus to Dexterity for 3 rounds. This is a [Grass] attack.
Volt Switch (Su): with a Full Round Action once per five rounds, the Pokémon may cast
Lightning Leap (Save DC 10 + half its hit dice + its Charisma Bonus). If it ends the movement in the same square as, or adjacent to, its pokeball, it may retreat into it and end its turn that way. This is an [Electric] attack.
Weather Ball (Su): with a Standard Action at will, the Pokémon may unleash a compressed sphere of atmospheric energy with a Ranged Touch Attack to Medium Range. This deals 1d8 Bludgeoning damage per 2 hit dice and is a [Normal] effect. In harsh sunlight, it is a [Fire] attack that deals 1d6 damage per hit die. In heavy rain, it is a [Water] attack that deals 1d6 damage per hit die. In a sandstorm, it is a [Ground] attack that deals 1d6 damage per hit die. In snow or hail, it is an [Ice] attack that deals 1d6 damage per hit die. In overwhelming winds, it is a [Flying] attack that deals 1d6 damage per hit die. If no other weather applies and it is night time, this is a [Dark] attack that deals 1d6 damage per hit die. Theoretically, the planar hellscapes of D&D could create other effects such as [Poison] in acid rain, and any such transformation increases the damage to 1d6 per hit die.
X-Scissor (Ex): with a Standard Action, the Pokémon may make two Primary Sting attacks (1d6 for a Medium creature if it doesn't have a Sting attack normally) against the same target, without carrying any venom. These have a doubled Critical Threat range (17-20), and if either of the attacks is a Critical Hit, both of them are (providing they both actually hit). This is a [Bug] attack, and if it is Resisted, add the damage together before subtracting the defender's hit dice a single time.