I made a couple of small changes to the Rattata/Raticate post, mostly fixing a couple of numbers and added a Pokemon creature type info.
And now something new..
Growlithe
A canine based pokemon with orange and black fur with large fluffy tails and manes. These pokemon can be extremely friendly and work well with others, but also protective of their territories or those they consider family or partners. These pokemon have a number of fire based abilities, and become stronger from such attacks.
Due to their loyalty and protective nature, many police, security and even some para military groups use them as guard animals.
Growlithe
Type: magical beast, pokemon, Fire-subtype
Size: Small. (2 ft, 41 lbs)
CR: 2
Hit Points: 4d10+4, 26
Mas: 12
Init: +3
Speed: 40 ft
Defense: 14 (+1 Size, +3 Dex)
BAB/Grp: +4
FS/Reach: 5 ft x 5 ft/ 5 ft
Attacks: +5 melee Bite 1d4+1
Special Attacks: Intimidate, Ember
Special Qualities: Keen Sight, Evolve, Flash Fire, Justified, Scent, Agility, Evolve
Allegiances:
Saves: Fort +5, Reflex +9, Will +1
Reputation:
Abilities: Str 12, Dex 16, Con 12, Int 6, Wis 10, Cha 10
Skills: Intimidate +3, Jump +3, Listen +2, Search +2, Spot +3, Survival +2 (+6 when tracking by Scent)
Feats: Alertness, Lightning Reflexes
Possessions:
Advancement: 8 HD (Medium), 9+ HD Evolve
Combat
Growlithes are protective of their territories or people they work with, making them ideal for police work, but are generally otherwise friendly creatures. Due to their immunity to fire, and become more powerful when strike by fire, they can be found in areas where there is fire, or they make their homes near fire generating creatures and help protect them for a boost in power.
Skill Bonus
The Growlithe gains a +2 species bonus to Jump, and +4 species bonus to Survival checks when tracking by Scent.
Keen Sight (Ex)
Growlithe's have darkvision 60 ft and low-light vision.
Scent (Ex)
The Growlithe can track by scent.
Fire Subetype (Ex)
Growlithe's are immune to fire damage, and take 50% more damage from cold attacks.
Flash Fire (Su)
Whenever the Growlithe suffers fire damage, instead all of the Growlithe's attacks deal 50% more damage, and all DCs are increased by +2 for 2 rounds + 1/2 Con modifier. Further fire attacks increase the duration by 2 rounds.
Justified (Su)
Whenever the Growlithe suffers damage from Dark type Pokemon, or Dark type attacks, the Growlithe gains +4 Strength and Con for 1d4 + 1/2 Con modifier rounds, with additional damage from Dark attacks/creatures increases the duration by 1 round.
Agility (Ex)
For short periods of time, the Growlithe can increase its speed and reflexes, gaining +10 ft to speed, +4 Dex, +4 Reflex that lasts for 2 + Con modifier rounds. Useable 3 times per day.
Evolve
When the Growlithe becomes powerful, and large enough, it can evolve into Arcanine. Evolving requires the Growlithe to eat enough food equal to double its weight, a hot location that it can be safe in, and 6 hours as it shape changes into Arcanine.
Intimidate (Su)
The Growlithe can, as a free action, attempt to intimidate a target with a +4 bonus. As a full round action, the Growlithe can target a single target within 50 feet of it with an effect similar to the Fear spell, caster level 5 Will Save 14). A creature that successful saves cannot be affected again by that Growlithe's Intimidate. Using it this way the Growlithe can only use it once every 1d4 rounds.
Ember (Su)
The Growlithe shakes itself causing sparks to fly all around it, damaging all near it, as a standard action. All within 15 feet of the Growlithe must make a Reflex save DC 13 + 1/2 Con modifier (13), or suffer 1d4 fire damage, with a 50% chance of setting combustible material on fire.
Variable Attacks/Abilities
All Growlithe's have 1d4 additional abilities from the following list:
Roar (Su, Special Attack)
The Growlithe lets out a loud roar, increasing it's Intimidate ability, both to Intimidate, granting an additional +4 to Intimidate, or increasing the Will save DC by +5. However this makes the Intimidate ability sonic based and creatures with hearing protection gain +4 bonus to save, and those who are deaf or incapable of hearing are immune.
Leer (Su, Special Attack)
Leer alters the Growlithe's Intimidate ability into a gaze attack, requiring a touch attach with a range of 200 ft and increases the DC by +5. However this makes the Intimidate ability visual and not affective against creatures with no normal means of seeing.
Flamethrower (Su, Special Attack)
The Growlithe can release a cone of fire, dealing 4d6 fire damage in a 30 foot long cone, Reflex save DC 13 + 1/2 Con modifier (13) for half damage. Useable every 1d4+1 rounds.
Flame Wheel (Su, Special Attack)
The Growlithe is able to, for a short period of time, engulf itself in flames, curl up in a ball and charge a target. The Growlithe makes a charge attack, gaining +2 damage to the melee strike and +1d6 fire damage. Usable 2 + Con Modifier times per day.
Fire Fang (Su, Special Ability)
The Growlithe can coat its teeth in flames, increasing its bite damage. The flames add +1d6 fire damage to the Growlithe's bite attacks for 3 + 1/2 Con modifier rounds. Usable every 1d4+1 rounds.
Crunch (Ex, Special Attack)
As a full round attack, the Growlithe bites and gnaws on the target, tearing and damaging armour, both artificial and natural, deals 1d4 damage and reduces the target's bonus to Defense from equipment or Natural armour by 1. Natural armour will heal at 1 point per day, while equipment will have to be repaired as normal. Usable every 1d4 rounds.
Heat Wave (Su, Special Attack)
The Growlithe is able to release a 30 foot burst of intense heat, dealing 2d4 fire damage, Reflex save 15 + 1/2 Con modifier. Usable every 1d4 rounds.
Flare Blitz (Su, Special Attack)
The Growlithe charges a target and releases a powerful burst of fire on the target, dealing +2d6 fire damage to the attack, however the Growlithe is Dazed for 1 round. Usable 2 times per day.
Flame Burst (Su, Special Attack)
The Growlithe is able to spit a ball of fire that bursts on impact. Able to spit with a range increment of 60 ft, out to 5 range increments as a touch attack, dealing 2d6 points of fire to the target, and all within 5 feet suffer half damage, unless they make a successful Reflex save DC 10 + 1/2 Con modifier. Usable every 1d4+1 rounds.
Special Breeding Moves
Some moves can only be acquired by breeding a female Growlithe with males of certain other species of pokemon. The following are some of these abilities, these are part of the list of 1d4 extra Special Abilities/Attacks available to a Growlithe.
Burn Up (Su, Special Attack) (Father Cyndaquil, Quilava, Typhlosion)
The Growlithe pours all of its magic into a potent area fire attack, but afterwards temporarily leaves the pokemon vulnerable. The Growlithe releases a burst of fire in a 30 ft radius, dealing 8d6 fire damage, Reflex save DC 15 + 1/2 Con modifier, however the Growlithe loses its fire immunity for 1d4+1 hours. Usable twice per day.
Fire Spin (Su, Special Attack) (Father Vulpix, Ponyta, Rapidash, Flareon, Torchic, Torkoal, others)
The Growlithe is able to encase the target with a ring of fire that burns for almost a minute, dealing constant damage and can interfere with the target's ability to fight effectively.
Howl (Ex, Special Ability) (Fathers
The Growlithe lets out a rallying howl that boosts its allies, granting a +2 to attack rolls and melee damage to all allies within 50 feet.
Iron Tail (Ex, Special Attack) (Fathers Ekans, Nidoran, Meowth, Rhyhorn, others)
The tail of the Growlithe is much stronger than normal, allowing it to make a tail strike that can damage armour. As a full round attack, the Growlithe swings its tail striking all around it, damaging armour, both artificial and natural, deals 1d4 damage and reduces the target's bonus to Defense from equipment or Natural armour by 1. Natural armour will heal at 1 point per day, while equipment will have to be repaired as normal. Usable every 1d6+1 rounds.
Morning Sun (Su Special Ability) (Fathers Espeon)
This ability allows the Growlithe to heal, based on the time of day and weather. During day or night, with no weather conditions can restore 1/4 its max HP. During sunny clear days can restore 1/2 max hit points. During cloudy days or other poor weather conditions, restores 1/4 max hit points. Usable twice per day.
Thrash (Ex Special Attack) (Fathers Nidoking, Mankey, Primeape, Tauros, others)
The Growlithe thrashes about, clawing and biting at all within melee reach, however leaves it the Growlithe open to attacks. As a full round attack, the growlithe deals 2d4 damage to all within 5 feet of it, however the growlithe suffers -2 to Defense until the start of its next turn.
Double Kick (Ex Special Attack) (Fathers
As a full attack, the growlithe can kick a target twice, making two attack rolls at -2, each dealing 2d4, plus the target must succeed a strength check or be knocked prone. A successful save the target is only Dazed for 1 round. Usable every 1d4 rounds.
Arcanine
Arcanine is a larger, more powerful version of Growlithe, with extra fur tuffs above its feet. Arcanines are significantly faster than Growlithes, and can usually be found in areas with large fields or plains nearby for them to run.
Arcanine
Type: magical beast, pokemon, Fire-subtype
Size: Medium. (6' 3", 302 lbs)
CR: 5
Hit Points: 9d10+18, 68 HP
Mas: 14
Init: +3
Speed: 60 ft
Defense: 14 (+1 Size, +3 Dex)
BAB/Grp: +9/+4
FS/Reach: 5 ft x 5 ft/ 5 ft
Attacks: +11/+6 melee Bite 1d6+2
Special Attacks: Intimidate, Ember, Extreme Speed
Special Qualities: Keen Sight, Flash Fire, Justified, Scent, Evolved Abilities
Allegiances:
Saves: Fort +8, Reflex +11, Will +3
Reputation:
Abilities: Str 14, Dex 16, Con 14, Int 6, Wis 10, Cha 10
Skills: Intimidate +4, Jump +4, Listen +4, Search +4, Spot +3, Survival +2 (+6 when tracking by Scent)
Feats: Alertness, Lightning Reflexes, Run
Possessions:
Advancement: 12 HD (Large)
Combat
Arcanines have the same abilities as the Growlithe, only a little more powerful due to its greater strength and size.
Evolved Abilities
All abilities that have a DC have the DC increased by +2, and all with limited uses increase by 2 uses per day. All abilities that have a variable time before their next used are -1 to the delay, so an ability that can only be used once every 1d4 rounds can be used in 1d4-1 rounds. All variable damage is increased by 1 die. The Arcanine also gains one additional ability or special ability on top of the 1d4 it gained as a Growlithe.
Extreme Speed (Su Special Attack)
The Arcanine makes a lightning fast charge attack as a full round, using its speed to deal increased damage, dealing 4d6 damage. Unlike a normal charge, this charge is so fast that the target doesn't get its Dex or Dodge bonus to Defense. Also the Arcanine moves up in the initiative order to before the target struck by this attack, if the target has a higher initiative. If the target's initiative was lower than the Arcanine's the Arcanine gains a +1 Dodge bonus to the target struck for the next 1 round.
New Arcanine Variable Abilities
Thunder Fang (Su Special Ability)
The fangs of the pokemon are surrounded by electricity. This ability lasts for 3 + 1/2 Con modifier rounds, adding 2d4 electrical damage plus the target must make a Fort save DC 11 + Con modifier or be Stunned. Usable 1d4+1 rounds.
Wild Charge (Su Special Attack)
The Arcanine charges a target and releases a powerful burst of electricity on the target, dealing +2d4 fire damage to the attack, plus the target must make a Fort Save DC 12 + 1/2 Con modifier or be Stunned for 1d4 rounds, however the Arcanine is Dazed for 1 round. Usable 2 times per day.
Special Breeding Moves
Some moves can only be acquired by breeding a female Arcanine with males of certain other species of pokemon. The following are some of these abilities, these are part of the list of 1d4 extra Special Abilities/Attacks available to a Growlithe and Arcanine.
Safeguard (Su Special Ability) (Fathers Vulpix, Ninetails)
The Arcanine uses its magical powers to roar and imbue its allies within 50 feet greater resistances. As a full round action, the Arcanine roars and grants all allies within 50 ft +4 to all saves, Damage Reduction 1 and Fire Resistance 2. This lasts for 2 + 1/2 Con modifier rounds. Usable 3 + Con modifier times per day.