The Cataclys Regional Legadex
The
Cataclys region is one of immense natural beauty and intricately
layered histories. From the unsummited peak of Mt. Colossus to the
uncharted depths of Abyss Canyon, from the glittering blue Iridesce
Forests to the rust-red Hema Flats, legamon of all shapes and sizes
roam freely through
a tumultuous landscape. The
peoples of Cataclys live in harmony with legamon, their ways of life
shifting with the seasons, passing down the tales of the ruins that
dot the landscape in rich oral tradition. These
ruins are gigantic and clearly artificial – built long ago by
peoples from across the ocean who dared to conquer and enslave
legamon instead of treating them with the respect that all living
things deserve. Their ruins stand as a testament to the folly of such
an endeavor.
See the Expanded Regional Legadex for 40 newly-catalogued legamon in the Cataclys region!
#001:
Elephruit, the Fruit Trunk Legamon (Grass).
Level 1. Evolves into Mastoak.
A
tough, stocky legamon with fanlike leaves for ears and a long trunk
covered in bark and branches. It loves berries, and can't wait until
its trunk is in season to fruit.
2 Hit Dice (10
Health), 0 Speed, 4 Armor (14 Armor Class), 0 Save
(10 Save Target), 0 Attack, 1 Power Die.
Physical
Attack: Grass. Status
Attack: Grass (Drain).
Ability: Gourmet. Regains level extra Health from heal
effects.
SEED CANNON (Grass,
Physical): Make sum attacks against the target. Each
attack that hits deals damage equal to the number of attacks that
have hit so far (the first to hit deals 1, the second to hit deals 2,
the third to hit deals 3, etc).
#002:
Mastoak, the Bark Armor Legamon (Grass).
Level 2. Evolves into Palangrove.
Mastoak’s
trunk oozes delicious sap that it uses to make every kind of plant
palatable to its vast appetite. It needs to eat vast amounts of food
each day to fuel its rapid growth.
4 Hit Dice (20
Health), 0 Speed, 4 Armor (14 Armor Class), 2 Save
(12 Save Target), 2 Attack, 2 Power Dice.
Physical
Attack: Grass. Status
Attack: Grass (Drain).
Ability: Gourmet. Regains level extra Health from heal
effects.
SEED CANNON (Grass,
Physical): Make sum attacks against the target. Each
attack that hits deals damage equal to the number of attacks that
have hit so far (the first to hit deals 1, the second to hit deals 2,
the third to hit deals 3, etc).
SAP
BLAST (Grass,
Status):
Target is
Bound. They automatically fail saves to remove it for
dice
rounds.
When
they shake off the status, they take highest
damage. #003:
Palangrove,
the Iron Forest Legamon (Grass/Steel).
Level 3.
This
legamon has completed its metamorphosis and shed its final layer of
wooden bark for natural iron armor. Its trunk branches out into
multiple strong limbs, and the canopy of leaves on its back provides
shelter for an entire ecosystem of smaller legamon who rely on it for
defense and food.
6
Hit Dice (30 Health), 0 Speed, 7 Armor (17 Armor
Class), 5 Save (15 Save Target), 2 Attack, 3 Power
Dice. Physical Attack: Grass.
Status Attack: Steel
(Trapped). Ability: Gourmet. Regains level
extra Health from heal effects.
SEED CANNON (Grass,
Physical): Make sum attacks against the target. Each
attack that hits deals damage equal to the number of attacks that
have hit so far (the first to hit deals 1, the second to hit deals 2,
the third to hit deals 3, etc).
SAP
BLAST (Grass,
Status):
Target is
Bound. They automatically fail saves to remove it for
dice
rounds.
When
they shake off the status, they take highest
damage.
TRAMPLE
(Steel,
Physical):
Deal highest
damage to the target, then
deal that damage to the target at
the start of each of the next dice
rounds.
#004:
Scinder, the Fire Bellied Legamon (Fire).
Level 1. Evolves into Scindwurm.
A
slinky, scaled legamon that's warm to the touch. When it opens its
mouth, it glows with fiery embers. Its short legs have thick
claws for digging, and it likes to spend cold nights buried in
sun-warmed dirt.
1
Hit Die (5 Health), 1
Speed, 2 Armor
(12 Armor Class), 0 Save
(10 Save Target), 2 Attack,
1 Power Die.
Physical
Attack: Fire.
Status Attack: Fire
(Burning). Ability:
Heated Body. 'mon that hit this ‘mon with physical attacks take
level fire damage.
BURROW
(Ground,
Movement): Burrow below
the ground for up to the
next dice
rounds. Can't attack or be targeted by attacks while burrowing. When
emerging from the earth, clear all status effects.#005:
Scindwurm, the
Burning Pit Legamon (Fire/Ground).
Level 2.
Evolves into Scinferno.
Its
body has grown larger and heavier, though its legs remain short. It
crawls on its belly when it surfaces, but it prefers the comfort of
underground, using its internal furnace to melt its way through the
rock.
3
Hit Dice
(15
Health), 2
Speed, 2 Armor
(12 Armor Class), 2
Save (12
Save Target), 2 Attack,
2
Power Dice.
Physical Attack: Ground. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take level fire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.
Physical Attack: Ground. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take level fire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.
ERUPTION
(Fire,
Physical): Deal
sum damage
and target saves vs. burning. This attack can be used while
burrowing, but
using it ends
the burrow
immediately.
#006:
Scinferno, the
Sand Wyrm
Legamon (Fire/Ground).
Level 3.
This
legamon has grown to vast size, its maw large enough to swallow cars
whole. Its legs are now vestigial, and when it deigns to surface, it
appears half above ground and half below. Some say they can burrow as
far down as the world’s core, and the magma they drink fuels their
perilously hot digestion.
5
Hit Dice
(25
Health), 2
Speed, 3
Armor (13
Armor Class), 2
Save (12
Save Target), 4
Attack, 4
Power Dice.
Physical Attack: Ground. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take level fire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.
Physical Attack: Ground. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take level fire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.
ERUPTION
(Fire,
Physical): Deal
sum damage
and target saves vs. burning. This attack can be used while
burrowing, but
using it ends
the burrow
immediately.
DEVOUR
(Normal, Physical):
Engulfs the target, dealing
highest
damage, and then if
they have fewer Health than this
‘mon they
immediately make a save. If they fail, they’re devoured. This
‘mon’s attacks
automatically hit devoured targets, and
devoured targets can always attack this ‘mon regardless of other
effects. Each
round, devoured ‘mon save, and escape on a success.
#007:
Jellobe, the Deep Thinker Legamon (Water).
Level 1. Evolves into Zoalobe.
A
globule of transparent aqua jelly with a pink brain visible inside.
It elevates itself and walks around on five stubby tendrils of the
same gel. The brain is small, but its many wrinkles reveal that it's
highly intelligent.
1
Hit Die (5 Health), 2 Speed, 0 Armor (10 Armor
Class), 2 Save (12 Save Target), 0 Attack, 2 Power
Dice.
Physical Attack: Water. Status Attack: Water (Drench). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
Physical Attack: Water. Status Attack: Water (Drench). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
#008:
Zoalobe, the Frontal Lobe Legamon (Water/Psychic).
Level 2. Evolves into Medusulus.
Zoalobe’s
brain has many lobes, one controlling each of its tentacles. They’ve
grown long and much stronger, especially when it ties them together
to form two larger arms. It can now project its thoughts into the
minds of others.
2
Hit Dice (10 Health), 4 Speed, 1 Armor
(11 Armor Class), 3 Save (13 Save Target), 0 Attack,
3 Power Dice.
Physical Attack: Water. Status Attack: Psychic (Confuse). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
Physical Attack: Water. Status Attack: Psychic (Confuse). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
LOBOTOMIZE
(Psychic,
Physical): Deal
sum+dice
damage. This can’t be healed from during combat, as it’s entirely
mental.
#009:
Medusulus, the High Cognition Legamon (Water/Psychic).
Level 3.
Its
brain has grown so much that it spills out into its tentacles.
Protected by slimy gel, its tentacles have minds of their own, and
often squabble amongst themselves for the main brain’s favor. The
tentacles split at the ends, and these “hands” get into all sorts
of trouble.
3
Hit Dice (15 Health), 5 Speed, 2 Armor
(12 Armor Class), 5 Save (15 Save Target), 0 Attack,
5 Power Dice.
Physical Attack: Water. Status Attack: Psychic (Confuse). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
Physical Attack: Water. Status Attack: Psychic (Confuse). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
LOBOTOMIZE
(Psychic,
Physical): Deal
sum+dice
damage. This can’t be healed from during combat, as it’s entirely
mental.
DROWN
IN GOO (Water,
Status): Target takes sum
damage when switched out, and the ‘mon that switches in to
replace it must save or take
sum
damage.
#010:
Klissilk,
the Silk Larva Legamon (Bug).
Level
1. Evolves
into Nulluna
or Lushina.
This
legamon is a small crawling thing that leaves a soft bright trail
wherever it goes. One end has its face,
the other end has an identical pattern to confuse predators – and
researchers, who thought it had two heads until very recently.
2
Hit
Dice
(10
Health), 0
Speed,
2
Armor
(12
Armor Class), 2
Save
(12
Save Target), 0
Attack,
1
Power
Die.
Physical Attack: Bug. Status Attack: Bug (Bound). Ability: Sticky Trail. Attacks that hit also subtract level from enemy’s Speed.
FACE FLIP (Normal, Status): +sum to Save Target. Spins rapidly, showing both its faces to the enemy and Confusing it.
Physical Attack: Bug. Status Attack: Bug (Bound). Ability: Sticky Trail. Attacks that hit also subtract level from enemy’s Speed.
FACE FLIP (Normal, Status): +sum to Save Target. Spins rapidly, showing both its faces to the enemy and Confusing it.
#011:
Nulluna,
the
Smog Moth Legamon (Bug/Dark).
Level
2.
Emerges
from Klissilk in industrial areas or on
the slopes of volcanoes where ash clouds the sky. It
casts an ashen pallor all around, smog drifting off its wings
endlessly.
3
Hit
Dice
(15
Health), 0
Speed,
2
Armor
(12
Armor Class), 4
Save
(14
Save Target), 2
Attack,
3
Power
Dice.
Physical Attack: Bug. Status Attack: Dark (Flinch). Ability: Smog Cloud. Cut enemy’s Speed by level while this ‘mon is active.
WING SLASH (Bug, Physical): Deal sum damage and cut their Attack by 1.
Physical Attack: Bug. Status Attack: Dark (Flinch). Ability: Smog Cloud. Cut enemy’s Speed by level while this ‘mon is active.
WING SLASH (Bug, Physical): Deal sum damage and cut their Attack by 1.
DARK
DASH (Dark,
Physical): Deal
sum+dice
damage and they save vs. Flinch.
#012:
Lushina,
the Moon
Moth Legamon (Bug/Fairy).
Level 2.
Emerges
from Klissilk under a full moon on a cloudless night. The spots on
its wings shine with the current phase of the moon, even during the
day or when the moon is clouded over.
3
Hit
Dice
(15
Health), 2
Speed,
2
Armor
(12
Armor Class), 4
Save
(14
Save Target), 0
Attack,
3
Power
Dice.
Physical Attack: Bug. Status Attack: Fairy (Charm). Ability: Moon Reflection. Cut enemy’s Save by level while this ‘mon is active.
Physical Attack: Bug. Status Attack: Fairy (Charm). Ability: Moon Reflection. Cut enemy’s Save by level while this ‘mon is active.
WING
SLASH (Bug,
Physical):
Deal
sum
damage and cut their Attack by 1.
BRIGHT
FLASH (Fairy,
Status):
Inflict Charm and Trapped. Same
save ends both conditions.
#013:
Chirpikeet,
the Messenger Legamon
(Flying).
Level 1. Evolves into
Hailcon.
Its
song is never the same twice, leading people to believe that its
language is many times more complicated than human speech. They are
common companions of the indigenous peoples of the region, but
considered pests by settlers.
1
Hit
Die
(5 Health), 1
Speed,
1
Armor
(11
Armor
Class), 1
Save
(11
Save Target), 2
Attack,
1
Power
Die.
Physical Attack: Flying. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
Physical Attack: Flying. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
#014:
Hailcon,
the Soaring Legamon
(Flying/Ice).
Level 2. Evolves
into Paragrine.
Hailcon
rides the thermals, gazing down on the region
from high above. When they spot small
prey, they dive, wreathing themselves in ice crystals from their
sheer altitude
and using them to devastating effect.
2
Hit
Dice
(10
Health), 3
Speed,
1
Armor
(11
Armor
Class), 3
Save
(13
Save Target), 3
Attack,
2
Power
Dice.
Physical Attack: Ice. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
Physical Attack: Ice. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
FROST
DIVE (Ice,
Status):
Freezes
the target. If
they’re already frozen, instead shatter them, dealing sum+highest
damage.
#015:
Paragrine,
the
Sky Master Legamon (Flying/Ice).
Level 3.
Paragrine
rules the skies, faster and more
accurate than any other legamon in the
air. It
can reach incredible speeds when it dives, and its strong wings let
it lift its frozen prey
back into the air to drop them from deadly heights.
3
Hit
Dice
(15
Health), 6
Speed,
1
Armor
(11
Armor
Class), 3
Save
(13
Save Target), 5
Attack,
3
Power
Dice.
Physical Attack: Ice. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
Physical Attack: Ice. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
FROST
DIVE (Ice,
Status):
Freezes
the target. If
they’re already frozen, instead shatter them, dealing sum+highest
damage.
FLY
(Flying,
Movement):
Fly
high in the air. Can
carry trainers this way.
A
flying
‘mon
becomes
immune to attacks it normally
resists.
Can
maintain flight in combat for sum
rounds; ends
when it uses or
is hit by a
Physical attack.
#016:
Serpyne,
the
Venomous Legamon (Poison).
Level 1. Evolves
into Vydra.
This
long, limbless legamon is covered in quills. Each is tipped with an
incredibly virulent venom, and it can fire them like darts. Shed
quills are collected, and made into both arrows and antivenom.
2
Hit
Dice
(10
Health), 2
Speed,
0
Armor
(10
Armor Class), 2
Save
(12
Save Target), 0
Attack,
1
Power
Die.
Physical Attack: Poison. Status Attack: Poison (Poisoned). Ability: Venomous Body. ‘mon that deal damage to this ‘mon with a physical attack must save vs. poisoned.
DART VOLLEY (Poison, Physical): Make sum attacks; each deals level damage. If 2 or more hit, target is poisoned.
Physical Attack: Poison. Status Attack: Poison (Poisoned). Ability: Venomous Body. ‘mon that deal damage to this ‘mon with a physical attack must save vs. poisoned.
DART VOLLEY (Poison, Physical): Make sum attacks; each deals level damage. If 2 or more hit, target is poisoned.
#017:
Vydra,
the
Many
Headed Legamon (Poison).
Level
2.
Sometimes,
a Serpyne’s quills grow large and become heads splitting away from
the main body. These extra heads all
have different ideas about what to do, but come together in a
consensus quite quickly. Five heads are better than one!
3
Hit
Dice
(15
Health), 2
Speed,
0
Armor
(10
Armor Class), 5
Save
(15
Save Target), 2
Attack,
2
Power
Dice.
Physical Attack: Poison. Status Attack: Poison (Poisoned). Ability: Many Headed. If this ‘mon misses with the first move it makes in a turn, it can try to use another move afterwards.
DART VOLLEY (Poison, Physical): Make sum attacks; each deals level damage. If 2 or more hit, target is poisoned.
Physical Attack: Poison. Status Attack: Poison (Poisoned). Ability: Many Headed. If this ‘mon misses with the first move it makes in a turn, it can try to use another move afterwards.
DART VOLLEY (Poison, Physical): Make sum attacks; each deals level damage. If 2 or more hit, target is poisoned.
SLUDGE
VOMIT (Poison,
Status): Target
is poisoned dice
times.
Each
deals
separate
damage
and is saved separately.
#022:
Rundeer,
the Charging Legamon
(Normal).
Level
1. Evolves
into Moostler.
Its
antlers are covered in soft velvet, so it seems harmless, but the
true danger is from its iron-hard hooves. They travel in herds, and
cocky predators find themselves crushed beneath their prey in short
order.
2
Hit
Dice
(10
Health),
2
Speed,
0
Armor
(10
Armor Class), 0
Save
(10
Save Target), 2
Attack,
1
Power
Die.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Herd Defense. After it switches in, gets +level to Save and Armor against the next attack that targets it. After it switches out, replacing ‘mon gets same bonus.
TRAMPLE (Steel, Physical): Deal highest damage to the target, then deal that damage to the target at the start of each of the next dice rounds.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Herd Defense. After it switches in, gets +level to Save and Armor against the next attack that targets it. After it switches out, replacing ‘mon gets same bonus.
TRAMPLE (Steel, Physical): Deal highest damage to the target, then deal that damage to the target at the start of each of the next dice rounds.
#023:
Moostler,
the
Giga Antler Legamon
(Normal).
Level
2.
Reports
of its size never do it justice. No
matter how big you’ve been told
it is, it’s bigger than that. Despite being herbivorous, they are a
constant danger, using their broad antlers to lift and flip cars –
seemingly for fun.
4
Hit
Dice
(20
Health),
2
Speed,
1
Armor
(11
Armor Class), 0
Save
(10
Save Target), 4
Attack,
2
Power
Dice.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Herd Defense. After it switches in, gets +level to Save and Armor against the next attack that targets it. After it switches out, replacing ‘mon gets same bonus.
TRAMPLE (Steel, Physical): Deal highest damage to the target, then deal that damage to the target at the start of each of the next dice rounds.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Herd Defense. After it switches in, gets +level to Save and Armor against the next attack that targets it. After it switches out, replacing ‘mon gets same bonus.
TRAMPLE (Steel, Physical): Deal highest damage to the target, then deal that damage to the target at the start of each of the next dice rounds.
ANTLER
SUPLEX
(Normal, Physical): Deal
sum+dice
damage to the target. If this attack
hits, also inflict Knockdown.
#025:
Beaglisk,
the
Sheperd Legamon (Normal/Dragon).
Level 1.
Evolves
into Retrievyrn.
A
serpentine legamon with a long, spined tail, four
stocky, powerful legs; furred in its front half and scaly in the
rear. Its powerful jaws and ferocious visage bely its eager,
puppy-like desire to please - and how little it knows about its own
size and strength.
2
Hit
Dice
(10
Health), 2
Speed,
2
Armor
(12
Armor Class), 0
Save
(10
Save Target), 0
Attack,
1
Power
Die.
Physical Attack: Dragon. Status Attack: Normal (Taunt). Ability: Eager. Can use an extra move on the first turn of battle.
HERD (Normal, Status): +sum to Save Target. Target is forced to repeat the same action they took most recently until they save against this effect (at the normal Save Target). If they did nothing, they do nothing.
Physical Attack: Dragon. Status Attack: Normal (Taunt). Ability: Eager. Can use an extra move on the first turn of battle.
HERD (Normal, Status): +sum to Save Target. Target is forced to repeat the same action they took most recently until they save against this effect (at the normal Save Target). If they did nothing, they do nothing.
#026:
Retrievyrn,
the
Basilisk
Legamon (Normal/Dragon).
Level 2.
Retrievyrn
has learned its own strength, but has grown even
larger and beast-like. It’s grown more eyes, four
more legs, and gathers petrifying power in its maw.
This helps it greatly when it needs to bring back strays from
the flock.
3
Hit
Dice
(15
Health), 2
Speed,
2
Armor
(12
Armor Class), 3
Save
(13
Save Target), 0
Attack,
3
Power
Dice.
Physical Attack: Dragon. Status Attack: Normal (Taunt). Ability: Eager. Can use an extra move on the first turn of battle.
HERD (Normal, Status): +sum to Save Target. Target is forced to repeat the same action they took most recently until they save against this effect (at the normal Save Target).
If they did nothing, they do nothing.
Physical Attack: Dragon. Status Attack: Normal (Taunt). Ability: Eager. Can use an extra move on the first turn of battle.
HERD (Normal, Status): +sum to Save Target. Target is forced to repeat the same action they took most recently until they save against this effect (at the normal Save Target).
If they did nothing, they do nothing.
PETRIFYING
GAZE (Dragon,
Status): +sum
to
Save Target. Freeze
the target.
#027:
Cordycol,
the
Rainbow
Ant Legamon (Bug).
Level 1. Evolves
into Voraceps.
This
antlike species of legamon
has been domesticated for millennia. The base form is now brightly
colored, incredibly docile, and much larger than its ancient feral
progenitors. Different breeds are selected for their specific
coloration and unique shapes.
3
Hit
Dice
(15
Health), 0
Speed,
0
Armor
(10
Armor Class), 2
Save
(12
Save Target), 0
Attack,
1
Power
Die.
Physical Attack: Bug. Status Attack: Bug (Bound). Ability: Dazzling. At the end of a turn where this ‘mon doesn’t attack, it gets +level Armor and +level Save until the start of its next turn.
CURL UP (Normal, Maneuver): Get +sum armor until next damaged or until this ‘mon next attacks.
Physical Attack: Bug. Status Attack: Bug (Bound). Ability: Dazzling. At the end of a turn where this ‘mon doesn’t attack, it gets +level Armor and +level Save until the start of its next turn.
CURL UP (Normal, Maneuver): Get +sum armor until next damaged or until this ‘mon next attacks.
#028:
Voraceps,
the
Fungal Infection Legamon (Bug/Poison).
Level
2.
Cordycol
were first domesticated through the
implantation of a parasitic fungus that takes over the
brain stem. When they're deemed large
enough for battle, the fungus is implanted and turns the gentle giant
into a voracious combat monster, wielding puffs of fungus to
temporarily confuse and control its enemies.
4
Hit
Dice
(20
Health), 2
Speed,
0
Armor
(10
Armor Class), 2
Save
(12
Save Target), 3
Attack,
2
Power
Dice.
Physical
Attack:
Bug.
Status
Attack:
Poison
(Poisoned).
Ability:
Infectious.
‘mon
affected by this ‘mon’s Poisonous status are
also Confused.
CURL
UP (Normal,
Maneuver):
Get
+sum
armor until next damaged or until this ‘mon next attacks.
FUNGAL
MADNESS (Poison,
Physical):
Deal
sum
damage.
Enemy
may choose
to
take half sum
damage
and become poisoned
instead.
#032:
Clingrowth,
the
Rapid Growth Legamon
(Grass).
Level 2. Evolves
into Kudzilla.
This
legamon is made of spiky vines that never seem to stop writhing.
Sometimes they roughly mimic the shapes of other legamon, but never
hold that form for long.
4 Hit
Dice
(10
Health), 1
Speed, 3
Armor
(13
Armor Class), 0
Save
(10
Save Target), 4
Attack, 2
Power
Die.
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Voracious. Add Attack to damage dealt by physical special moves.
VINE LASH (Grass, Physical): Deal sum damage. Target saves vs. knockdown.
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Voracious. Add Attack to damage dealt by physical special moves.
VINE LASH (Grass, Physical): Deal sum damage. Target saves vs. knockdown.
TAKE ROOT (Grass,
Maneuver): Gain
+dice
Armor
and reduce damage from the
next dice
physical attacks by +sum.
#033:
Kudzilla,
the
Monster Vine Legamon (Grass).
Level 3.
The
writhing vines have finally settled on a gigantic, terrifying form.
Its leafy maw collects solar radiation
and re-emits it as a blast of searing atomic light.
6 Hit
Dice
(30
Health), 1
Speed, 5
Armor
(15
Armor Class), 0
Save
(10
Save Target), 5
Attack, 4
Power
Dice.
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Voracious. Add Attack to damage dealt by physical special moves.
VINE LASH (Grass, Physical): Deal sum damage. Target saves vs. knockdown.
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Voracious. Add Attack to damage dealt by physical special moves.
VINE LASH (Grass, Physical): Deal sum damage. Target saves vs. knockdown.
TAKE ROOT (Grass,
Maneuver): Gain
+dice
Armor
and reduce damage from the
next dice
physical attacks by +sum.
SOLAR
BEAM (Grass,
Physical): Deal
sum+sum
damage. If the attack misses, it still deals sum
damage. Expend all Power Dice used on this move, regardless of their
value.
#034:
Crystacean,
the Sharp
Edged
Legamon
(Rock).
Level 1. Evolves into Paguranite.
This
crablike legamon is made of oily, rainbow crystal. Its edges are
sharply angled, and everywhere it turns there’s another corner to
cut yourself on.
3
Hit
Dice
(15
Health), 0
Speed,
3
Armor
(13
Armor Class), 0
Save
(10
Save Target), 0
Attack,
1
Power
Die.
Physical Attack: Rock. Status Attack: Rock (Entomb). Ability: Tough Shell. Whenever this ‘mon hits with a physical attack, it gets +1 Armor until the end of the battle.
STALAGMITE (Rock, Physical): Deal sum damage. If the target is entombed, this automatically hits.
Physical Attack: Rock. Status Attack: Rock (Entomb). Ability: Tough Shell. Whenever this ‘mon hits with a physical attack, it gets +1 Armor until the end of the battle.
STALAGMITE (Rock, Physical): Deal sum damage. If the target is entombed, this automatically hits.
#037:
Silecret,
the
Dessicant
Legamon (Ground).
Level 1.
It
hides under a mass of salt. No one has seen its true form, though the
withered arms that poke out of the pile reveal that whatever it is,
it’s dehydrated and apparently okay with that.
1
Hit
Die
(5
Health), 0
Speed,
2
Armor
(12
Armor Class), 3
Save
(13
Save Target), 0
Attack,
1
Power
Die.
Physical
Attack:
Ground.
Status
Attack:
Ground
(Sandblast).
Ability:
Salty. When
this ‘mon is
KO’d,
it gets to make one final attack in response.
SALT
THE EARTH (Ground,
Weather):
Scatter
piles of salt across the battlefield so nothing can grow. Water
and grass moves deal sum
damage to their users (save
for half). This expends the spent die.
#040:
Anglerblitz,
the
Shocking
Surprise Legamon (Electric).
Level
1.
A
bloated neon fish
that's all sharp teeth
and fluttering fins.
It can concentrate its own light in its lure; becoming nearly
invisible. When it's attracted its prey, it blasts it with a powerful
shockwave. This is the female form - the male form is many times
smaller, and merges with the female to act as a vestigial
reproductive organ.
1
Hit
Die
(5 Health), 1
Speed,
0
Armor
(10
Armor Class), 3
Save
(13
Save Target), 0
Attack,
2
Power
Dice.
Physical Attack: Electric. Status Attack: Electric (Paralyze). Ability: Camo Charge. While charging an attack, this ‘mon gets +level to Armor and Save.
CHARGE WAVE (Electric, Status): Start charging this attack and release next turn. When released, deals sum damage and paralyzes (successful save avoids paralyze, halves damage). While charging, may use this move again to add sum+dice to its total damage and delay release of wave until the following turn.
Physical Attack: Electric. Status Attack: Electric (Paralyze). Ability: Camo Charge. While charging an attack, this ‘mon gets +level to Armor and Save.
CHARGE WAVE (Electric, Status): Start charging this attack and release next turn. When released, deals sum damage and paralyzes (successful save avoids paralyze, halves damage). While charging, may use this move again to add sum+dice to its total damage and delay release of wave until the following turn.
#043:
Sabrance,
the
Slashing
Legamon (Fighting).
Level
1.
A
bipedal legamon
with long slashing forearms and a bright crest. Duels
paired with
a Epearry
to hone their skills.
2
Hit
Dice
(10
Health), 2
Speed,
1
Armor
(11
Armor Class), 0
Save
(10
Save Target), 2
Attack,
1
Power
Die.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Combo. After hitting with a physical attack, get +level attack and -level armor until end of next turn.
SABRE SLASH (Fighting, Physical): Deals sum damage, or sum+highest damage if this ‘mon hit the target with a physical attack last round.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Combo. After hitting with a physical attack, get +level attack and -level armor until end of next turn.
SABRE SLASH (Fighting, Physical): Deals sum damage, or sum+highest damage if this ‘mon hit the target with a physical attack last round.
#044:
Epearry,
the
Parrying
Legamon (Fighting).
Level 1.
A
bipedal legamon with quick needle-like
forearms and a bright crest.
Duels
paired with
a Sabrance to hone their skills.
2
Hit
Dice
(10
Health), 2
Speed,
2
Armor
(12
Armor Class), 0
Save
(10
Save Target), 1
Attack,
1
Power
Die.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Careful. Can choose to go second in any round.
EPEE RIPOSTE (Fighting, Physical): Deals sum damage, or sum+highest damage if this ‘mon has been missed by an attack or successfully made a save this round.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Careful. Can choose to go second in any round.
EPEE RIPOSTE (Fighting, Physical): Deals sum damage, or sum+highest damage if this ‘mon has been missed by an attack or successfully made a save this round.
#045:
Swordoom,
the
Haunted
Blade Legamon (Ghost).
Level
1. Evolves
into Armoreck.
This
legamon is
made of the fallen weapons of a bloody battle, given life by the
sorrow of the deaths of thousands. The eyes of the dead can be seen
in the dark red haze that animates their chipped and sundered blades.
1
Hit
Die
(5 Health), 1
Speed,
0
Armor
(10
Armor Class), 0
Save
(10
Save Target),
3
Attack,
2
Power
Dice.
Physical Attack: Ghost. Status Attack: Ghost (Curse). Ability: On Guard. On a turn when it hasn’t attacked yet, add this ‘mon’s Attack to its Armor.
BLADE FLURRY (Steel, Physical): Make dice attacks that each deal highest damage.
Physical Attack: Ghost. Status Attack: Ghost (Curse). Ability: On Guard. On a turn when it hasn’t attacked yet, add this ‘mon’s Attack to its Armor.
BLADE FLURRY (Steel, Physical): Make dice attacks that each deal highest damage.
#046:
Armoreck,
the
Battlefield Scavenger Legamon (Ghost/Steel).
Level
2.
When
Swordoom
evolves, it dons a patchwork platemail and takes a rough, headless
humanoid form. It stands one and a half times a
human’s height
and just as broad, wielding a halberd in one hand and the banner of
the dead in the other.
4
Hit
Die
(20
Health), 1
Speed,
3
Armor
(13
Armor Class), 0
Save
(10
Save Target),
3
Attack,
3
Power
Dice.
Physical Attack: Ghost. Status Attack: Steel (Trapped). Ability: On Guard. On a turn when it hasn’t attacked yet, add this ‘mon’s Attack to its Armor.
BLADE FLURRY (Steel, Physical): Make dice attacks that each deal highest damage.
Physical Attack: Ghost. Status Attack: Steel (Trapped). Ability: On Guard. On a turn when it hasn’t attacked yet, add this ‘mon’s Attack to its Armor.
BLADE FLURRY (Steel, Physical): Make dice attacks that each deal highest damage.
GHASTLY
CHARGE (Ghost,
Physical):
Deal
sum
damage and knock down target.
#047:
Candlight,
the
Flickering Legamon (Fire).
Level 1. Evolves into Willowisp.
Many
consider this disembodied flame the purest manifestation of the Fire
type, and regard it with a near-saintly reverence. In the darkest
nights, Candlights form circles in fields, and leave a scorched
pattern in their wake. No one has yet managed to decode the
significance of these patterns – if such significance even exists.
1
Hit
Die
(5 Health), 1
Speed,
0
Armor
(10
Armor Class), 3
Save
(13
Save Target), 0
Attack,
2
Power
Dice.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Blazing Body. ‘mon that hit this ‘mon with a physical attack save vs burning.
FLAME WHEEL (Fire, Status): +sum to Save Target. Burn the target, then deal level+1 damage for each burn status affecting the target.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Blazing Body. ‘mon that hit this ‘mon with a physical attack save vs burning.
FLAME WHEEL (Fire, Status): +sum to Save Target. Burn the target, then deal level+1 damage for each burn status affecting the target.
#048:
Willowisp,
the Guiding
Light Legamon (Fire/Fairy).
Level 2.
Candlight
grow to immense brightness in the depths
of Iridesce Forest,
though their size remains as small as ever. Their unique paracolored
lighting draws observers to inadvertently follow, into places they
won’t return from unscathed.
2
Hit Dice
(10
Health), 2
Speed,
0
Armor (10
Armor Class), 7
Save (17
Save Target), 0
Attack,
3
Power Dice.
Physical Attack: Fire. Status Attack: Fairy (Charm). Ability: Blazing Body. ‘mon that hit this ‘mon with a physical attack save vs burning.
FLAME WHEEL (Fire, Status): +sum to Save Target. Burn the target, then deal level+1 damage for each burn status affecting the target.
Physical Attack: Fire. Status Attack: Fairy (Charm). Ability: Blazing Body. ‘mon that hit this ‘mon with a physical attack save vs burning.
FLAME WHEEL (Fire, Status): +sum to Save Target. Burn the target, then deal level+1 damage for each burn status affecting the target.
FAIRY
FIRE (Fairy, Status):
If target is charmed, they
automatically fail save. Deal
sum damage
and confuse the target.
#052:
Korale,
the
Dreamsong
Legamon (Psychic).
Level
1. Evolves into Dorminuen.
The
beautiful song of this ethereal legamon puts those who hear it into a
deep slumber. Their dreams are incredible, but on waking find
themselves drained and unrested, as Korale feeds on their delta
brainwaves.
1
Hit
Die
(5 Health), 0
Speed,
2
Armor
(12
Armor Class), 2
Save
(12
Save Target), 0
Attack,
2
Power
Dice.
Physical Attack: Psychic. Status Attack: Psychic (Confuse). Ability: Dream Leech. Drains level health per turn from sleeping ‘mon.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
Physical Attack: Psychic. Status Attack: Psychic (Confuse). Ability: Dream Leech. Drains level health per turn from sleeping ‘mon.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
#056:
Geisticle, the Icicle Legamon (Ghost/Ice).
Level 1.
The
spirit of a fallen Legamon, frozen to death on the side of the
never-summited Mt. Colossus. It haunts the slopes, ambushing
foolhardy climbers in the hopes of making more Geisticles.
1 Hit
Die
(5 Health), 0 Speed,
0 Armor
(10
Armor Class), 3 Save
(13
Save Target), 1 Attack,
2 Power
Dice.
Physical
Attack:
Ice.
Status
Attack:
Ghost
(Curse).
Ability:
Ambush. Always
takes
the first turn in round 1.
FROSTBITE
(Ice,
Status):
Target’s
blood freezes
in its veins. It's
unable to use Status attacks without taking sum
ice
damage until it saves against this effect.
#057:
Bunkit,
the Defensive Legamon (Steel/Electric).
Level 1. Evolves
into Pallasade.
A
catlike legamon
that hides in layers upon layers of fluffy steel fur.
It can charge up its fur to harden it into armor plating, which
prevents it from moving but also protects it from most kinds of harm.
1
Hit
Die
(5 Health), 0
Speed,
3
Armor
(13
Armor Class), 0
Save
(10
Save Target), 0
Attack,
3
Power
Dice.
Physical Attack: Steel. Status Attack: Electric (Paralyze). Ability: Shock Discharge. When hit with a physical attack, hitting ‘mon saves vs. Paralyze. Works level times per battle.
CHARGE FUR (Electric, Maneuver): Gain sum Armor until the end of next round.
Physical Attack: Steel. Status Attack: Electric (Paralyze). Ability: Shock Discharge. When hit with a physical attack, hitting ‘mon saves vs. Paralyze. Works level times per battle.
CHARGE FUR (Electric, Maneuver): Gain sum Armor until the end of next round.
#058:
Pallasade,
the Immovable Legamon (Steel/Electric).
Level 2.
Pallasade
has grown fluffier than ever before. It
can extend its fur like pylons or ropes, attaching
to nearby supports or burrowing
them deep within the earth to resist being moved.
2
Hit
Dice
(10
Health), 0
Speed,
5
Armor
(15
Armor Class), 3
Save
(13
Save Target), 0
Attack,
3
Power
Dice.
Physical Attack: Steel. Status Attack: Electric (Paralyze). Ability: Shock Discharge. When hit with a physical attack, hitting ‘mon saves vs. Paralyze. Works level times per battle.
CHARGE FUR (Electric, Maneuver): Gain sum Armor until the end of next round.
Physical Attack: Steel. Status Attack: Electric (Paralyze). Ability: Shock Discharge. When hit with a physical attack, hitting ‘mon saves vs. Paralyze. Works level times per battle.
CHARGE FUR (Electric, Maneuver): Gain sum Armor until the end of next round.
CLAMP
DOWN (Steel,
Physical):
Deal sum
damage. Even
if this attack misses,
gain dice
Armor.
#064:
Hoardile,
the Collecting Legamon
(Dark).
Level 1. Evolves into Pogonagon.
A
small rust-colored legamon that can inflate a fearsome frill.
Collects and defends a hoard of valuable trinkets; as many as it can
find - especially those it can steal. Has a vicious bite, and puffs
of toxic smoke emerge from its nostrils when its basked for long
enough on its hoard in the sun.
1
Hit Die
(5 Health), 0
Speed,
2
Armor (12
Armor Class), 0
Save (10
Save Target), 3
Attack,
1
Power Die.
Physical Attack: Dark. Status Attack: Dark (Flinch). Ability: Thief. When this ‘mon hits its target with a physical attack, it steals any items it’s holding.
PUFF UP (Normal, Status): Target succumbs to fear and switches out for a random ‘mon (or runs away, if wild).
Physical Attack: Dark. Status Attack: Dark (Flinch). Ability: Thief. When this ‘mon hits its target with a physical attack, it steals any items it’s holding.
PUFF UP (Normal, Status): Target succumbs to fear and switches out for a random ‘mon (or runs away, if wild).
#065:
Pogonagon,
the Frightening Face Legamon (Dark/Dragon).
Level 2.
Its
frill has become a mighty beard. When it
puffs its beard up, it looks several
times its size. Most of its attacks are fear-based, as it's actually
incredibly lazy - its balefire breath is limited by how much it's
basked in the sun.
3
Hit
Dice
(15
Health), 1
Speed,
2
Armor
(12
Armor Class), 3
Save
(13
Save Target), 3
Attack,
2
Power
Dice.
Physical Attack: Dragon. Status Attack: Dark (Flinch). Ability: Sunbather. Gain an extra Power Die if this ‘mon started the battle fully healed. Lose that Power Die when damaged.
PUFF UP (Normal, Status): Target succumbs to fear and switches out for a random ‘mon (or runs away, if wild).
Physical Attack: Dragon. Status Attack: Dark (Flinch). Ability: Sunbather. Gain an extra Power Die if this ‘mon started the battle fully healed. Lose that Power Die when damaged.
PUFF UP (Normal, Status): Target succumbs to fear and switches out for a random ‘mon (or runs away, if wild).
BALEFIRE
BLAST (Dragon,
Physical):
Deal sum+dice+lowest
damage and
they save vs. burning.
#074:
Ooloo,
the
Vast
Potential Legamon
(Normal).
Level
1. Evolves into Ashira, Avalira,
Battira,
Hivira, Mythira,
Stormira… and more?
Ooloo
might look like a cute
little creature, but
this unassuming legamon can adapt to the
most hostile conditions. It absorbs the
power of conflicting elements and becomes an embodiment of their
coexistence.
1
Hit
Die
(5
Health), 1
Speed,
1
Armor
(11
Armor Class), 1
Save
(11
Save Target), 2
Attack,
1
Power
Die.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Adapt. After an attack hits this ‘mon, it gains resistance to that damage type until the end of the battle.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Adapt. After an attack hits this ‘mon, it gains resistance to that damage type until the end of the battle.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
#075:
Ashira,
the
Forest Fire Embodiment Legamon
(Fire/Grass).
Level
2.
In
areas with frequent forest fires, Ooloo evolves to help facilitate
controlled burns. From the ashes, new
life springs, and seeds are carried far
both by the warm winds and Ashira’s thick pelt. Ashira
form close-knit packs, and communally raise their litters.
3
Hit
Dice
(15
Health), 1
Speed,
2
Armor
(12
Armor Class), 2
Save
(12
Save Target), 3
Attack,
3
Power
Dice.
Physical Attack: Fire. Status Attack: Grass (Drain). Ability: Firebreak. Automatically succeed on saves vs. burning and drain, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
Physical Attack: Fire. Status Attack: Grass (Drain). Ability: Firebreak. Automatically succeed on saves vs. burning and drain, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
CLEANSING
BLAZE (Fire,
Physical): An
ashen
fire consumes the battlefield. At
the start of each round, roll a d6. On
a 1-3, all combatants save vs. burning. On a 4-6, all combatants save vs.
drain
(if one of your ‘mon gets drained, the enemy ‘mon is healed). This expends the spent dice.
#077:
Battira,
the
War Embodiment Legamon
(Dark/Fighting).
Level
2.
Intense
human conflict traps many Ooloo in dangerous warzones, in which they
evolve into the feared Battira. It
stalks the battlefield, scavenging from corpses, and turning the tide
of engagements whichever way it sees fit.
Sometimes Battira fight each other out
of sheer boredom, but they never severely harm each other – they
save that for the war.
4
Hit
Dice
(20
Health), 1
Speed,
3
Armor
(13
Armor Class), 1
Save
(11
Save Target), 4
Attack,
2
Power
Dice.
Physical Attack: Dark. Status Attack: Fighting (Stagger). Ability: Fearless. Automatically succeed on saves vs. stagger and flinch, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
Physical Attack: Dark. Status Attack: Fighting (Stagger). Ability: Fearless. Automatically succeed on saves vs. stagger and flinch, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
FOG
OF WAR (Dark,
Weather): Darkens
the battlefield with a haze of pure
fear.
At
the start of each round, roll a d6. On a 1-3, all combatants save vs.
stagger.
On a 4-6, all combatants save vs. flinch. This expends the spent dice.
#079:
Mythira,
the
Cryptid Embodiment Legamon
(Dragon/Fairy).
Level
2.
Some
Ooloo just want to be left alone. When
they need to escape prying eyes and the constant influx of trainers
into their hunting grounds, they become the embodiment of mythical
creatures, invisible to cameras and anyone purposefully looking for
them. No one knows why they choose certain trainers to trust with
their existence.
2
Hit
Dice
(10
Health), 3
Speed,
3
Armor
(13
Armor Class), 1
Save
(11
Save Target), 2
Attack,
3
Power
Dice.
Physical Attack: Fairy. Status Attack: Dragon (Crush). Ability: Undiscovered. Automatically succeed on saves vs. charm and crush, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
Physical Attack: Fairy. Status Attack: Dragon (Crush). Ability: Undiscovered. Automatically succeed on saves vs. charm and crush, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
FAE
REALM (Fairy,
Weather): Drag
the battlefield into a
surreal otherworld.
At
the start of each round, roll
a d6. On a 1-3, all combatants save vs. charm. On a 4-6, all combatants
save vs. crush. This expends the spent dice.
#080:
Stormira,
the
Thunderstorm Embodiment Legamon
(Water/Electric).
Level
2.
When
an Ooloo lives in a stormy area long enough, it evolves to ride
lightning bolts up to the clouds and fall back down with the rain.
Stormira are solitary predators, and fight viciously when they
encounter each other.
2
Hit
Dice
(10
Health), 3
Speed,
1
Armor
(11
Armor Class), 1
Save
(11
Save Target), 3
Attack,
3
Power
Dice.
Physical Attack: Electric. Status Attack: Water (Drench). Ability: Storm Rider. Automatically succeed on saves vs. paralyze and drench, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
Physical Attack: Electric. Status Attack: Water (Drench). Ability: Storm Rider. Automatically succeed on saves vs. paralyze and drench, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
THUNDERHEAD
(Electric,
Weather): Summons
a storm
cloud across the battlefield. At
the start of each round, roll a d6. On a 1-3, all combatants save vs.
drench. On a 4-6, all combatants save vs. paralyze. This expends the spent dice.
#081:
Velucharaptor,
the Hunting Fossil
Legamon (Rock/Fighting).
Level
1.
Resurrected
from ancient fossils using next-generation technology, Velucharaptor
has a wicked kick that makes incredible use of its enormous toe claw.
It’s flamboyantly feathered, brightly colored, and can change those
colors to signal to other Velucharaptors, revealing its nature as a
pack hunter.
1
Hit
Die
(5
Health), 2
Speed,
0
Armor
(10
Armor Class), 0
Save
(10
Save Target), 3
Attack,
1
Power
Die.
Physical Attack: Rock. Status Attack: Fighting (Stagger). Ability: Fossilized. Ancient bones let this ‘mon automatically succeed on its first save of a battle.
CLAW KICK (Fighting, Physical): Deals sum damage. Even on a miss, target can choose to be staggered, if they don’t, return the Power Dice used for this move no matter what their result was.
Physical Attack: Rock. Status Attack: Fighting (Stagger). Ability: Fossilized. Ancient bones let this ‘mon automatically succeed on its first save of a battle.
CLAW KICK (Fighting, Physical): Deals sum damage. Even on a miss, target can choose to be staggered, if they don’t, return the Power Dice used for this move no matter what their result was.
#082:
Mentatherium,
the
Precocious Fossil Legamon (Rock/Psychic).
Level 1.
Resurrected
from ancient fossils using next-generation technology, Mentatherium
is proof that creatures in every era
have been just as intelligent as those today – or even more. While
slothful, its mind is all the protection
it needs, able to predict a predator’s
movements and counter them expertly.
2
Hit
Dice
(10
Health), 0
Speed,
0
Armor
(10
Armor Class), 2
Save
(12
Save Target), 0
Attack,
3
Power
Dice.
Physical Attack: Rock. Status Attack: Psychic (Confuse). Ability: Fossilized. Ancient bones let this ‘mon automatically succeed on its first save of a battle.
FORESEE (Psychic, Status): Secretly write down a move. When the enemy makes it, they must save or take sum+highest damage.
Physical Attack: Rock. Status Attack: Psychic (Confuse). Ability: Fossilized. Ancient bones let this ‘mon automatically succeed on its first save of a battle.
FORESEE (Psychic, Status): Secretly write down a move. When the enemy makes it, they must save or take sum+highest damage.
#085:
Blubble,
the
Gentle Giant Legamon (Water).
Level 2. Evolves
into Leviabyss.
These
blubbery titans drift slowly through the coastal seas, feeding on
tiny ‘mon and plants. They are slow to anger, so make ideal
transports through treacherous and stormy waters.
5 Hit
Dice
(25
Health), 0
Speed, 3
Armor
(13
Armor Class), 2
Save
(12
Save Target), 0
Attack, 2
Power
Dice.
Physical Attack: Water. Status Attack: Water (Drench). Ability: Blubber. Can expend a Power Die to reduce damage from a physical attack by sum. This die doesn’t return.
SURF (Water, Movement): This ‘mon can carry passengers across the water. When used in combat, this move deals sum damage and target saves vs. knockdown.
Physical Attack: Water. Status Attack: Water (Drench). Ability: Blubber. Can expend a Power Die to reduce damage from a physical attack by sum. This die doesn’t return.
SURF (Water, Movement): This ‘mon can carry passengers across the water. When used in combat, this move deals sum damage and target saves vs. knockdown.
CANNONBALL (Water,
Physical): Deals
sum
damage to each other ‘mon. Gain
+dice
Save until the end of this ‘mon’s next turn from the shroud of
water kicked up.
Blubble
is slow to anger, but when it's enraged, it uses its vast reserves of
caloric energy to transform into a oceanic siege engine, implacable
and unstoppable. Its baleen becomes
scything jaws, and fins of bone burst through its skin to form
natural armor.
8 Hit
Dice
(40
Health), 0
Speed, 6
Armor
(16
Armor Class), 6
Save
(10
Save Target), 3
Attack, 3
Power
Dice.
Physical Attack: Water. Status Attack: Dragon (Crush). Ability: Blubber. Can expend a Power Die to reduce damage from a physical attack by sum. This die doesn’t return.
SURF (Water, Movement): This ‘mon can carry passengers across the water. When used in combat, this move deals sum damage and target saves vs. knockdown.
Physical Attack: Water. Status Attack: Dragon (Crush). Ability: Blubber. Can expend a Power Die to reduce damage from a physical attack by sum. This die doesn’t return.
SURF (Water, Movement): This ‘mon can carry passengers across the water. When used in combat, this move deals sum damage and target saves vs. knockdown.
CANNONBALL (Water,
Physical): Deals
sum
damage to each other ‘mon. Gain
+dice
Save until the end of this ‘mon’s next turn from the shroud of
water kicked up.
DRAGON
CRUNCH
(Dragon,
Physical): Crush
the target. They
take damage equal to the amount their Armor is decreased this way,
plus
highest.
#090:
Eyescraper,
the
Towering Legamon (Steel).
Level 2.
It
juts from the landscape, looking to all onlookers as just another of
the ruined
towers common to the Cataclys region.
However, if you look closely at its
“windows”, you can see it looking back. Sometimes,
the howls on the wind aren’t just blowing through the ruin-canyons
– they’re the calls of forlorn Eyescrapers singing their
melancholy songs.
6 Hit
Dice
(30 Health), 0
Speed, 5
Armor
(15
Armor Class), 0
Save
(10
Save Target), 0
Attack, 3
Power
Dice.
Physical Attack: Steel. Status Attack: Steel (Trapped). Ability: Tower. This ‘mon is incredibly tall, and you can walk around inside it.
STEELY GAZE (Steel, Status): Choose one of the rolled results from the following list to inflict (ex. if you roll a 1 and a 3, choose either Stagger or Confused): 1. Stagger, 2. Flinch, 3. Confused, 4. Trapped, 5. Entomb, 6. Crush.
Physical Attack: Steel. Status Attack: Steel (Trapped). Ability: Tower. This ‘mon is incredibly tall, and you can walk around inside it.
STEELY GAZE (Steel, Status): Choose one of the rolled results from the following list to inflict (ex. if you roll a 1 and a 3, choose either Stagger or Confused): 1. Stagger, 2. Flinch, 3. Confused, 4. Trapped, 5. Entomb, 6. Crush.
REBAR
SHOT (Steel,
Physical): Deal
sum
damage and target saves vs. being Bound by being impaled on rebar.
More Rules
Leveling
Up: If
a 'mon doesn't have higher-level evolutions, they still can level up
and learn moves and get stronger. When
you hit a milestone that would let them level up, add 1 to their Hit
Dice,
add
1
to their Power
Dice,
then distribute 5 more points as you see fit between their stats.
Level
3 is still the level cap.
Any
'mon can level up without evolving. If you don't want it to change
types or abilities, or you just like how it looks when it's small and
cute, you can feed it an Everyoung Blossom to stunt its growth. They also
might
learn different moves this way!
Legamon
Training: You
can also use
a level up (especially
once your ‘mon has hit max level)
to instead redistribute
up to level
points between its abilities, and
if it’s double-typed, you may swap the types of its basic Physical
and Status moves.
Can’t go below level
Hit Dice
or Power
Dice.
Moves:
A
‘mon can
only know a number of moves equal
to
its
level, but
you can always train it out of its old bad habits and into new ones
that help your team composition or let
you surpass the latest obstacle.
Stats
gained or lost from moves don’t last beyond the battle.
Health
lost and PD spent do.
Even
if a Physical move misses or
a Status Move is saved against,
still roll the Power Die to see if it returns or not.
Styling on the rest of us, that's for sure!
ReplyDeleteExcellent post!
ReplyDeleteI love this! Your works is always so good! But I feel three moves per 'mon is too limiting, so I think I'll make it so they can learn extra moves beyond their "Innate" moves that they get from leveling up. Perhaps, one for every hit die? And for Legamon with hit die above three, only every die above three is another move slot! And maybe they only learn moves above the normal maximum by "special" means!
ReplyDelete