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<blockquote data-quote="kronos182" data-source="post: 9335456" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Slugma</span></strong></span></p><p><span style="font-family: 'Calibri'">Slugma is a limbless gastropod mollusk pokemon composed of magma. Its body is a bright red, fading to a duller red along its extremities. It has large, round, yellow eyes with small pupils. The head is ovoid with flame-like extensions spreading outward from its eyes. Its circulatory system is composed entirely of magma, which delivers vital nutrients and oxygen to its organs. In order to prevent its body from cooling and hardening, slugma neither sleeps nor stops moving. If its body does being to cool, it will become brittle and may break apart. They constantly seek warm places and gathers with others of its species in mountains and volcanos. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Slugma</strong></span></p><p><span style="font-family: 'Calibri'">Type: magical beast, Pokemon, fire subtype</span></p><p><span style="font-family: 'Calibri'">Size: small</span></p><p><span style="font-family: 'Calibri'">CR: 1</span></p><p><span style="font-family: 'Calibri'">Hit Points: 2d10+4, hp 18</span></p><p><span style="font-family: 'Calibri'">Mas: 15</span></p><p><span style="font-family: 'Calibri'">Init: -1</span></p><p><span style="font-family: 'Calibri'">Speed: 20 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 11 (+2 natural -1 Dex +1 Size)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp:+2 / +2</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 1/2 ft / 0 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: bite +2 melee (1d4 +1d4 fire)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Yawn (Will DC 10), Smog (DC 13)</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Evolve, Magma Armour, Flame Body, Weak Armour</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +5, Reflex +2, Will +0</span></p><p><span style="font-family: 'Calibri'">Reputation: </span></p><p><span style="font-family: 'Calibri'">Abilities: Str 10, Dex 9 (-1), Con 15 (+2), Int 6 (-2), Wis 10, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Listen +2, Search +2, Spot +2, Survival +4</span></p><p><span style="font-family: 'Calibri'">Feats: </span></p><p><span style="font-family: 'Calibri'">Advancement: 6 HD (small), 8 HD+ Evolve</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">Slugmas generally avoid combat, just moving about in warm areas, but will defend themselves, as their hot bodies prevent unwanted contact, and can put foes asleep or release poisonous gas to hide from and hurt persistent foes. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Keen Sight (Ex)</strong></span></p><p><span style="font-family: 'Calibri'">pokemons's have darkvision 60 ft and low-light vision.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Fire Subtype (Ex)</strong></span></p><p><span style="font-family: 'Calibri'">slugma's are immune to fire damage, and take 50% more damage from cold attacks.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Magma Armour (Ex)</strong></span></p><p><span style="font-family: 'Calibri'">This pokemon is immune to freezing (cold effects that deal continual damage or holds it in place due to cold effects, but still suffers damage). </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Flame Body (Ex, Fire)</strong></span></p><p><span style="font-family: 'Calibri'">The flames from this pokemon's body shine dim light in a 15 ft radius. In addition, when hit by a melee attack, the attacker suffers 1d6 fire damage.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Weak Armour</strong></span></p><p><span style="font-family: 'Calibri'">When an attack hits this pokemon, its speed increases by 5 ft, but its Defense is temporarily reduced by 1 until end of combat (for a maximum of -5 to Defense and +25 to speed).</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Smog (poison)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon releases a fog of poisonous smog in a 15 foot radius sphere centered on a point within 30 feet of it. Creatures that are within the smog can't see, even thermal (heat vision) is useless past 5 feet, must make a Fort save DC 11 + Con modifier, or suffer 1d4 points of Constitution damage, a successful save suffers only 1 point of Constitution damage. Cloud lasts for 2 + Con modifier rounds, dissipates in a strong wind</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Yawn (visual, sonic)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon lets out a big yawn that causes an opponent to become very drowsy. Choose a target within 30 ft and must make a Will save DC 10 + Con modifier or fall asleep immediately.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Evolve</strong></span></p><p><span style="font-family: 'Calibri'">When the Slugma becomes powerful, and large enough, it can evolve into Magcargo. Evolving requires the Slugma eat enough food equal to double its weight, an area with lots of heat, magma and preferably with obsidian, and goes to sleep for 6 hours as it body produces lots of heat. It gains an additional +2 hit points for how many HD it has at the time of evolving.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Advancement</strong></span></p><p><span style="font-family: 'Calibri'">As the Slugma gains hit die, it can gain one additional ability (if one ability at a level isn't selected, can be selected upon next level instead of that level's abilities), which it keeps upon evolving.</span></p><p><span style="font-family: 'Calibri'">4 HD gains one of the following: Ember Rock, Rock Throw, Harden</span></p><p><span style="font-family: 'Calibri'">6 HD gains one of the following: Ancient Power</span></p><p><span style="font-family: 'Calibri'">8 HD can swap ability including from the following: Rock Slide</span></p><p><span style="font-family: 'Calibri'">10 HD can swap ability including from the following: Lava Plume, Amnesai, Body Slam</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Magcargo</span></strong></span></p><p><span style="font-family: 'Calibri'">Magcargo is the evolved form of Slugma, a limbless, gastropod mollusk pokemon, that looks like a slugma with a gray, spherical shell composed of hardened, but brittle magma, forming irregular lumps and plates. While the shell is brittle, magcargo can reform its shell by dipping itself in magma relatively quickly. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Magcargo</strong></span></p><p><span style="font-family: 'Calibri'">Type: magical beast, Pokemon, fire subtype, rock subtype</span></p><p><span style="font-family: 'Calibri'">Size: medium</span></p><p><span style="font-family: 'Calibri'">CR: 8</span></p><p><span style="font-family: 'Calibri'">Hit Points: 10d10+40, hp 77</span></p><p><span style="font-family: 'Calibri'">Mas: 18</span></p><p><span style="font-family: 'Calibri'">Init: +0</span></p><p><span style="font-family: 'Calibri'">Speed: 25 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 16 (+6 natural +0 Dex)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp:+10/+5 / +13</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 1/2 ft / 0 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: bite +13 melee (1d6+6 +1d4 fire) and bite +8 melee (1d6+6 +1d4 fire) or Rock Throw +10 ranged (3d8, 100 ft)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Yawn (Will DC 14), Smog (DC 15), Ember (Reflex DC 15), Ancient Power (3d10+6), Harden</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Evolve, Magma Armour, Flame Body, Weak Armour, DR 3</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +11, Reflex +7, Will +4</span></p><p><span style="font-family: 'Calibri'">Reputation: </span></p><p><span style="font-family: 'Calibri'">Abilities: Str 17 (+3), Dex 11, Con 18 (+4), Int 6 (-2), Wis 12 (+1), Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Listen +5, Search +5, Spot +5, Survival +8</span></p><p><span style="font-family: 'Calibri'">Feats: </span></p><p><span style="font-family: 'Calibri'">Advancement: 14 HD (medium), 15 HD (large)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">LIke Slugmas, Magcargos generally avoid combat, just moving about in warm areas, but will defend themselves, as their hot bodies prevent unwanted contact, and can put foes asleep or release poisonous gas to hide from and hurt persistent foes. With their increased defenses, Magcargos are the guardians of their groups.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Keen Sight (Ex)</strong></span></p><p><span style="font-family: 'Calibri'">pokemons's have darkvision 60 ft and low-light vision.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Fire Subtype (Ex)</strong></span></p><p><span style="font-family: 'Calibri'">slugma's are immune to fire damage, and take 50% more damage from cold attacks.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Rock Subtype (Ex)</strong></span></p><p><span style="font-family: 'Calibri'">Rock type have hardened bodies with good defenses, gaining DR 3, which can stack with other sources of DR, and melee attacks add double Str modifier to damage. Dealing 50% more damage to bug, fire, flying and ice types, while suffer 50% more damage from fighting, grass, steel and water types. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Magma Armour (Ex)</strong></span></p><p><span style="font-family: 'Calibri'">This pokemon is immune to freezing (cold effects that deal continual damage or holds it in place due to cold effects, but still suffers damage). </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Flame Body (Ex, Fire)</strong></span></p><p><span style="font-family: 'Calibri'">The flames from this pokemon's body shine dim light in a 15 ft radius. In addition, when hit by a melee attack, the attacker suffers 1d6 fire damage.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Weak Armour</strong></span></p><p><span style="font-family: 'Calibri'">When an attack hits this pokemon, its speed increases by 5 ft, but its Defense is temporarily reduced by 1 until end of combat (for a maximum of -5 to Defense and +25 to speed).</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Smog (poison)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon releases a fog of poisonous smog in a 15 foot radius sphere centered on a point within 30 feet of it. Creatures that are within the smog can't see, even thermal (heat vision) is useless past 5 feet, must make a Fort save DC 11 + Con modifier, or suffer 1d4 points of Constitution damage, a successful save suffers only 1 point of Constitution damage. Cloud lasts for 2 + Con modifier rounds, dissipates in a strong wind</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Yawn (visual, sonic)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon lets out a big yawn that causes an opponent to become very drowsy. Choose a target within 30 ft and must make a Will save DC 10 + Con modifier or fall asleep immediately.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Ember (Su, fire)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon shakes itself causing sparks to fly all around it, damaging all near it, as a standard action. All within 15 feet of the pokemon must make a Reflex save DC 13 + 1/2 Con modifier, or suffer 1d4 fire damage, with a 50% chance of setting combustible material on fire.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Rock Throw (rock)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon launches a rock with a range of 100 ft, dealing 1d8 / 3 HD damage, half piercing and half bludgeoning.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Harden (Su)</strong></span></p><p><span style="font-family: 'Calibri'">As a move action, the pokemon can increase its bonus to Natural Defense by +1 for 2 + Con modifier rounds, which can stack with uses to a maximum of +5. Usable 1 + Con modifier times per day.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Ancient Power (Su, rock)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon draws upon its innate magical power to make a melee strike drawing strength from rocks. Dealing 1d10 / 3 HD + Str modifier points of bludgeoning damage on a successful strike. A critical attack roll of 19 or 20, and each of the pokemon's ability scores go up by 1 until end of combat. The bonus to abilities can be stacked a total of +5 if this power is used multiple times. Usable 1 + Con modifier times per day.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Advancement</strong></span></p><p><span style="font-family: 'Calibri'">As the Marcargo gains hit die, it can gain one additional ability (if one ability at a level isn't selected, can be selected upon next level instead of that level's abilities).</span></p><p><span style="font-family: 'Calibri'">12 HD gains one of the following: Rock slide</span></p><p><span style="font-family: 'Calibri'">14 HD gains one of the following: Lava Plume, Amnesia, Body Slam</span></p><p><span style="font-family: 'Calibri'">16 HD can swap ability including from the following: Recover, Flamethrower, Earth Power</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Rock Slide (SU, Rock, special attack)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon causes several large rocks to appear above an enemy within 80 ft to come crashing down on top of them, making a ranged attack, dealing 1d12 / 3 HD, plus make a Reflex save DC 12 + Con modifier or be knocked prone, a successful save the target is only dazed for 1 round. Usable 3 + Con modifier times per day.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Lava Plume (Su, Fire, special attack)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon releases an inferno of hot flames at all creatures in a 20 foot long cone as an attack action, which have to make a Reflex save DC 11 + Con modifier, or suffer 2d6 / 3 HD fire damage, or half on a successful save. Targets that fail the save by more than 5 suffer half damage the following round.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Amnesia (Su, psychic, special)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon's mind elevates to a new level of focus. The pokemon adds +2 to any save for 1 minute, but selects one of its moves that is not Amnesia, and forgets that move for 1 minute.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Body Slam</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon thrusts itself towards an opponent in an attempt to crush them with its physical size. Make a melee touch attack, dealing 2d6 +1d6 / 3 HD of bludgeoning damage. On a successful hit, the target must make a Strength check, a failed check it is knocked prone, while a successful check it is only pushed back 5 feet.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Recover (Su, special)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon uses its innate magical abilities to create a healing energy to recover hit points of any one pokemon within 30 ft, or itself if none selected, for 1d6 / 3 HD. Usable 1 + Con modifier times per day.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Flamethrower (Su, Special Attack)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon 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.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Earth Power (Su, Ground)</strong></span></p><p><span style="font-family: 'Calibri'">The pokemon causes the ground beneath an opponent to erupt with power. Making a ranged attack within 40 ft, dealing 2d8 / 4 HD bludgeoning damage, critical on a natural roll of 19 and 20, plus the target must make a Reflex save DC 12 + half HD or be knocked prone. A successful save the target is only dazed for 1 round. </span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9335456, member: 6668634"] [FONT=Calibri][B][SIZE=7]Slugma[/SIZE][/B] Slugma is a limbless gastropod mollusk pokemon composed of magma. Its body is a bright red, fading to a duller red along its extremities. It has large, round, yellow eyes with small pupils. The head is ovoid with flame-like extensions spreading outward from its eyes. Its circulatory system is composed entirely of magma, which delivers vital nutrients and oxygen to its organs. In order to prevent its body from cooling and hardening, slugma neither sleeps nor stops moving. If its body does being to cool, it will become brittle and may break apart. They constantly seek warm places and gathers with others of its species in mountains and volcanos. [B]Slugma[/B] Type: magical beast, Pokemon, fire subtype Size: small CR: 1 Hit Points: 2d10+4, hp 18 Mas: 15 Init: -1 Speed: 20 ft Defense: 11 (+2 natural -1 Dex +1 Size) BAB/Grp:+2 / +2 FS/Reach: 1/2 ft / 0 ft Attacks: bite +2 melee (1d4 +1d4 fire) Special Attacks: Yawn (Will DC 10), Smog (DC 13) Special Qualities: Evolve, Magma Armour, Flame Body, Weak Armour Allegiances: Saves: Fort +5, Reflex +2, Will +0 Reputation: Abilities: Str 10, Dex 9 (-1), Con 15 (+2), Int 6 (-2), Wis 10, Cha 10 Skills: Listen +2, Search +2, Spot +2, Survival +4 Feats: Advancement: 6 HD (small), 8 HD+ Evolve [B]Combat[/B] Slugmas generally avoid combat, just moving about in warm areas, but will defend themselves, as their hot bodies prevent unwanted contact, and can put foes asleep or release poisonous gas to hide from and hurt persistent foes. [B]Keen Sight (Ex)[/B] pokemons's have darkvision 60 ft and low-light vision. [B]Fire Subtype (Ex)[/B] slugma's are immune to fire damage, and take 50% more damage from cold attacks. [B]Magma Armour (Ex)[/B] This pokemon is immune to freezing (cold effects that deal continual damage or holds it in place due to cold effects, but still suffers damage). [B]Flame Body (Ex, Fire)[/B] The flames from this pokemon's body shine dim light in a 15 ft radius. In addition, when hit by a melee attack, the attacker suffers 1d6 fire damage. [B]Weak Armour[/B] When an attack hits this pokemon, its speed increases by 5 ft, but its Defense is temporarily reduced by 1 until end of combat (for a maximum of -5 to Defense and +25 to speed). [B]Smog (poison)[/B] The pokemon releases a fog of poisonous smog in a 15 foot radius sphere centered on a point within 30 feet of it. Creatures that are within the smog can't see, even thermal (heat vision) is useless past 5 feet, must make a Fort save DC 11 + Con modifier, or suffer 1d4 points of Constitution damage, a successful save suffers only 1 point of Constitution damage. Cloud lasts for 2 + Con modifier rounds, dissipates in a strong wind [B]Yawn (visual, sonic)[/B] The pokemon lets out a big yawn that causes an opponent to become very drowsy. Choose a target within 30 ft and must make a Will save DC 10 + Con modifier or fall asleep immediately. [B]Evolve[/B] When the Slugma becomes powerful, and large enough, it can evolve into Magcargo. Evolving requires the Slugma eat enough food equal to double its weight, an area with lots of heat, magma and preferably with obsidian, and goes to sleep for 6 hours as it body produces lots of heat. It gains an additional +2 hit points for how many HD it has at the time of evolving. [B]Advancement[/B] As the Slugma gains hit die, it can gain one additional ability (if one ability at a level isn't selected, can be selected upon next level instead of that level's abilities), which it keeps upon evolving. 4 HD gains one of the following: Ember Rock, Rock Throw, Harden 6 HD gains one of the following: Ancient Power 8 HD can swap ability including from the following: Rock Slide 10 HD can swap ability including from the following: Lava Plume, Amnesai, Body Slam [B][SIZE=7]Magcargo[/SIZE][/B] Magcargo is the evolved form of Slugma, a limbless, gastropod mollusk pokemon, that looks like a slugma with a gray, spherical shell composed of hardened, but brittle magma, forming irregular lumps and plates. While the shell is brittle, magcargo can reform its shell by dipping itself in magma relatively quickly. [B]Magcargo[/B] Type: magical beast, Pokemon, fire subtype, rock subtype Size: medium CR: 8 Hit Points: 10d10+40, hp 77 Mas: 18 Init: +0 Speed: 25 ft Defense: 16 (+6 natural +0 Dex) BAB/Grp:+10/+5 / +13 FS/Reach: 1/2 ft / 0 ft Attacks: bite +13 melee (1d6+6 +1d4 fire) and bite +8 melee (1d6+6 +1d4 fire) or Rock Throw +10 ranged (3d8, 100 ft) Special Attacks: Yawn (Will DC 14), Smog (DC 15), Ember (Reflex DC 15), Ancient Power (3d10+6), Harden Special Qualities: Evolve, Magma Armour, Flame Body, Weak Armour, DR 3 Allegiances: Saves: Fort +11, Reflex +7, Will +4 Reputation: Abilities: Str 17 (+3), Dex 11, Con 18 (+4), Int 6 (-2), Wis 12 (+1), Cha 10 Skills: Listen +5, Search +5, Spot +5, Survival +8 Feats: Advancement: 14 HD (medium), 15 HD (large) [B]Combat[/B] LIke Slugmas, Magcargos generally avoid combat, just moving about in warm areas, but will defend themselves, as their hot bodies prevent unwanted contact, and can put foes asleep or release poisonous gas to hide from and hurt persistent foes. With their increased defenses, Magcargos are the guardians of their groups. [B]Keen Sight (Ex)[/B] pokemons's have darkvision 60 ft and low-light vision. [B]Fire Subtype (Ex)[/B] slugma's are immune to fire damage, and take 50% more damage from cold attacks. [B]Rock Subtype (Ex)[/B] Rock type have hardened bodies with good defenses, gaining DR 3, which can stack with other sources of DR, and melee attacks add double Str modifier to damage. Dealing 50% more damage to bug, fire, flying and ice types, while suffer 50% more damage from fighting, grass, steel and water types. [B]Magma Armour (Ex)[/B] This pokemon is immune to freezing (cold effects that deal continual damage or holds it in place due to cold effects, but still suffers damage). [B]Flame Body (Ex, Fire)[/B] The flames from this pokemon's body shine dim light in a 15 ft radius. In addition, when hit by a melee attack, the attacker suffers 1d6 fire damage. [B]Weak Armour[/B] When an attack hits this pokemon, its speed increases by 5 ft, but its Defense is temporarily reduced by 1 until end of combat (for a maximum of -5 to Defense and +25 to speed). [B]Smog (poison)[/B] The pokemon releases a fog of poisonous smog in a 15 foot radius sphere centered on a point within 30 feet of it. Creatures that are within the smog can't see, even thermal (heat vision) is useless past 5 feet, must make a Fort save DC 11 + Con modifier, or suffer 1d4 points of Constitution damage, a successful save suffers only 1 point of Constitution damage. Cloud lasts for 2 + Con modifier rounds, dissipates in a strong wind [B]Yawn (visual, sonic)[/B] The pokemon lets out a big yawn that causes an opponent to become very drowsy. Choose a target within 30 ft and must make a Will save DC 10 + Con modifier or fall asleep immediately. [B]Ember (Su, fire)[/B] The pokemon shakes itself causing sparks to fly all around it, damaging all near it, as a standard action. All within 15 feet of the pokemon must make a Reflex save DC 13 + 1/2 Con modifier, or suffer 1d4 fire damage, with a 50% chance of setting combustible material on fire. [B]Rock Throw (rock)[/B] The pokemon launches a rock with a range of 100 ft, dealing 1d8 / 3 HD damage, half piercing and half bludgeoning. [B]Harden (Su)[/B] As a move action, the pokemon can increase its bonus to Natural Defense by +1 for 2 + Con modifier rounds, which can stack with uses to a maximum of +5. Usable 1 + Con modifier times per day. [B]Ancient Power (Su, rock)[/B] The pokemon draws upon its innate magical power to make a melee strike drawing strength from rocks. Dealing 1d10 / 3 HD + Str modifier points of bludgeoning damage on a successful strike. A critical attack roll of 19 or 20, and each of the pokemon's ability scores go up by 1 until end of combat. The bonus to abilities can be stacked a total of +5 if this power is used multiple times. Usable 1 + Con modifier times per day. [B]Advancement[/B] As the Marcargo gains hit die, it can gain one additional ability (if one ability at a level isn't selected, can be selected upon next level instead of that level's abilities). 12 HD gains one of the following: Rock slide 14 HD gains one of the following: Lava Plume, Amnesia, Body Slam 16 HD can swap ability including from the following: Recover, Flamethrower, Earth Power [B]Rock Slide (SU, Rock, special attack)[/B] The pokemon causes several large rocks to appear above an enemy within 80 ft to come crashing down on top of them, making a ranged attack, dealing 1d12 / 3 HD, plus make a Reflex save DC 12 + Con modifier or be knocked prone, a successful save the target is only dazed for 1 round. Usable 3 + Con modifier times per day. [B]Lava Plume (Su, Fire, special attack)[/B] The pokemon releases an inferno of hot flames at all creatures in a 20 foot long cone as an attack action, which have to make a Reflex save DC 11 + Con modifier, or suffer 2d6 / 3 HD fire damage, or half on a successful save. Targets that fail the save by more than 5 suffer half damage the following round. [B]Amnesia (Su, psychic, special)[/B] The pokemon's mind elevates to a new level of focus. The pokemon adds +2 to any save for 1 minute, but selects one of its moves that is not Amnesia, and forgets that move for 1 minute. [B]Body Slam[/B] The pokemon thrusts itself towards an opponent in an attempt to crush them with its physical size. Make a melee touch attack, dealing 2d6 +1d6 / 3 HD of bludgeoning damage. On a successful hit, the target must make a Strength check, a failed check it is knocked prone, while a successful check it is only pushed back 5 feet. [B]Recover (Su, special)[/B] The pokemon uses its innate magical abilities to create a healing energy to recover hit points of any one pokemon within 30 ft, or itself if none selected, for 1d6 / 3 HD. Usable 1 + Con modifier times per day. [B]Flamethrower (Su, Special Attack)[/B] The pokemon 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. [B]Earth Power (Su, Ground)[/B] The pokemon causes the ground beneath an opponent to erupt with power. Making a ranged attack within 40 ft, dealing 2d8 / 4 HD bludgeoning damage, critical on a natural roll of 19 and 20, plus the target must make a Reflex save DC 12 + half HD or be knocked prone. A successful save the target is only dazed for 1 round. [/FONT] [/QUOTE]
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