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Friday, April 23, 2021

LEGAMON: Cataclys Regional Legadex

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.
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.
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.

#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.
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.
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.

#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.
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.
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.
 
#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.
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.
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. 

#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.
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.

#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.
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.

#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.
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.

#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.
 
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.
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.

#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.

#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.

#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.

#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.

#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.
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.

#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.
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.

#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.

#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.
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).
 
#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).
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.

#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.
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.
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.
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.
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.

#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.

#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.
 
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.
 
#086: Leviabyss, the Wakened Giant Legamon (Water/Dragon). Level 3.
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.
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.
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.

3 comments:

  1. Styling on the rest of us, that's for sure!

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  2. I 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!

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