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AetherFox
2008-07-05, 06:10 PM
Hello everyone!

I've recently decided to try and make stats for the first 151 pokemon.
If anyone has any good ideas or wants to critique what I've already made, please post here. I'm always open for suggestions, but I'm trying to go in numerical order, so if you do have something to say, please wait until I'm roughly 3-4 away from the pokemon.

Also: All monsters are formatted for 3.5, and I don't own Pokemon or any of it's symbols. Please don't post just to say "OMG POKEMON IS THE WORST ITS FOR LOSERS AND KIDS WIHT NO LIFE!!" or something of the like.

Ok, here we go...

#001 Bulbasaur
Size/Type: Small Plant
Hit Dice: 2d8+6 (15 HP)
Initiative: +1
Speed: 20 ft.
Armor Class: 13 (+1 Dex., +1 Size, +1 Natural) Touch 12, Flatfooted 12
Base Attack/Grapple: +1/+7*
Attack: Slam +2 melee (1d4+1) or Vine (10 foot reach) +2 (1d4)
Full Attack: Slam +2 melee (1d4+1) and Vine (10 foot reach) +2 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leech Seed
Special Qualities: Plant Traits
Saves: Fort.: +4, Ref.: +2, Will.: -2
Ablilities: Str. 13, Dex. 12, Con. 16, Int. 6, Wis. 7, Cha. 14
Skills: Search +2, Climb +11*, Diplomacy +7
Feats: Dodge
Environment: Temperate Forests
Organization: Solitary, Pair, or Group (3-5)
Treasure: None
Alignment: Any
Advancement: 3-5 HD (small), 6-10 HD (Medium)
Level Adjustment: -
Challenge Rating: 2

Vines: A Bulbasaur's vines give it a +5 to grapple and a +10 on Climb checks.

Leech Seed: Once per hour, a bulbasaur may shoot a spread of seeds that immediatly grow upon hitting the ground in a 10 foot square area. They last 2d6 rounds and absorb 2 HP from whoever ends their turn in the area, besides another bulbasaur. The bulbasaur gains as many temporary hit points from this as 1/2 the number of hit points sapped. If the Bulbasaur throws seeds on an enemy, he is entangled as the spell. A bulbasaur can throw seeds 30 feet, and he must be within 30 feet of the seeds for them to have any effect at all.

#002 Ivysaur
Size/Type: Medium Plant
Hit Dice: 4d8+24 (42 HP)
Initiative: +1
Speed: 20 ft.
Armor Class: 15 (+1 Dex., +4 Natural) Touch 11, Flat Footed 14
Base Attack/Grapple: +3/+11*
Attack: Slam +6 Melee (1d6+3) or Vine (10 Foot Reach) +5 (1d6)
Full Attack: Slam +6 Melee (1d6+3) and 2 Vines (10 Foot Reach) +5 (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leech Seed (4 HP/round), Razor Leaf
Special Qualities: Plant Traits
Saves: Fort. +8, Ref. +3, Will +0
Ablilities: Str. 16, Dex. 12, Con. 21, Int. 7, Wis. 11, Cha. 14
Skills: Search +4, Climb +15, Diplomacy +7
Feats: Improved Grab, Dodge
Environment: Temperate Forests
Organization: Solitary, Pair, or Group (3-5)
Treasure: None
Alignment: Any
Advancement: 5-7 HD (Medium) 8-10 HD (Large)
Level Adjustment: -
Challenge Rating: 5

Razor Leaf: Once every 2d4 rounds, an Ivysaur can shoot a 15 foot cone of razor sharp leaves which deal 2d6 slashing damage, DC 15 reflex save half.

#003 Venasaur
Size/Type: Large PLant
Hit Dice: 8d8+64 (100 HP)
Initiative: +3
Speed: 20 ft.
Armor Class: 20 (+1 Dex., -1 Size, +10 Natural) Touch 10, Flat 19
Base Attack/Grapple: +6/+21
Attack: Slam +11 (1d8+5) or Vine (20 foot reach) +7 (1d8)
Full Attack: Slam +11 (1d8+5) and 4 Vines (20 foot reach) +7 (1d8)
Space/Reach: 10ft/10ft
Special Attacks: Leech Seed (8 hp/round), Razor Leaf (2d8, DC 18), Solar Beam
Special Qualities: Plant Traits
Saves: Fort.: +10, Ref.: +4, Will: +2
Ablilities: Str. 19, Dex. 12, Con. 26, Int. 10, Wis. 11, Cha. 16
Skills: Search +7, Climb +20, Diplomacy +10
Feats: Dodge, Improved Grab, Improved Initiative
Environment: Temperate Forests
Organization: Solitary
Treasure: None
Alignment: Any
Advancement: 9-14 HD (Huge) 15-20 HD (Gargantuan)
Level Adjustment: -
Challenge Rating: 10

Solar Beam: Once per Hour, a Venasaur may choose to take no action on one turn to gather sunlight. Next turn, it shoots forth a ray of energy rhat deals 6 d12 force damage. Range 60 ft.

#004 Charmander
Size/Type: Small Humanoid (Replillian)
Hit Dice: 2d8 (9 HP)
Initiative: +2
Speed: 30 ft
Armor Class: 15 (+1 Size, +2 Dex., +2 Natural) Touch 13, Flat 13
Base Attack/Grapple: +1/-3
Attack: Claws +1 (1d3) or Bite +1 (1d4)
Full Attack: 2 Claws +1 (1d3) and Bite +1 (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Ember
Special Qualities: Low Light Vision, Tail Flame
Saves: Fort.: +0, Ref.: +4, Will: +2
Ablilities: Str. 10, Dex. 15, Con. 10, Int. 6, Wis. 14, Cha. 11
Skills: Listen +4, Sense Motive +5, Spot +6
Feats: Lighting Reflexes
Environment: Deserts, Volcanoes, Tropical Forests
Organization: Solitary or clutch (3-9)
Treasure: Normal
Alignment: Any
Advancement: 3-5 HD (Small), 6-9 HD (Medium)
Level Adjustment: -
Challenge Rating: 2

Ember: As a standard action, Charmander may choose to attack with the flame on it's tail. The flame has an attack bonus of +3, a critical of 20, X2, and deals 1d6 points of fire dammage. On a successful critical hit, the foe is lit on fire if it is wearing any flamable materials.
Tail Flame: Since a Charmander's tail is always burning, it is counted as carrying a torch.




Well, that's all I have for now!