The Cataclys region is named for the Cataclysm, an event centuries ago that drove out the old-world invaders. It's a joyous day to remember, when legends rose and cities fell, and a week-long festival celebrating it marks the beginning of each new year. Each village and people from the Hema Flats to the Chalice Highlands, from the ridgewalkers of Mt. Colossus to the tech-nomads of Veyl, dance and feast and sing to remember the legendary legamon that brought forth disaster after disaster to the invaders. While the Cataclysm changed the very shape of the region, with immense collateral damage, it saved all the region's people and legamon from conquest and slavery.
by Surendra Rajawat |
by Surendra Rajawat |
Entries from the original post have been re-numbered to fit a d100 table, and modified in certain respects to match new information. The final ten entries have been redacted in accordance with LEGENDARY protocol due to a lack of concrete information on their behaviors, appearance, and abilities.
#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).
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.
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.
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).
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.
#018: Floresce, the Bright Petal
Legamon (Grass). Level 1.
This
‘mon lives among fields of brightly colored flowers, and
its petals change color to match. While it can easily be mistaken for
an overgrown flower itself, it eats the flowers around it to survive,
and so takes on the qualities they evolved to survive in their local
ecosystem.
2
Hit
Dice
(10
Health),
0
Speed,
0
Armor
(10
Armor Class), 3
Save
(13
Save Target), 0
Attack,
2
Power
Dice.
Physical
Attack:
Grass.
Status
Attack:
see
Ability.
Ability:
Type
Petals.
This
‘mon’s Status Attack is linked to the color and Type of its
petals. In
addition, on a ‘mon’s first turn against this ‘mon in combat,
it must save against that status effect or be afflicted.
PETAL
BARRAGE (Grass,
Physical): Target
takes sum
damage and must save vs. this ‘mon’s Type Petals status.
#019: Isopage, the Many Legged
Legamon (Bug). Level 1. Evolves
into Centiknight.
This legamon’s
many-segmented carapace protects its dozen fragile legs from harm. It
can roll into a sphere to defend itself from its many, many
predators. During spawning season, they swarm the forest floor in a
chittering horde.
2
Hit Dice
(5 Health), 0
Speed,
4
Armor (14
Armor Class), 0
Save (10
Save Target), 0
Attack,
1
Power Die.
Physical
Attack:Bug.
Status Attack:
Bug
(Bind).
Ability: Roll
Up. If
this ‘mon hasn’t attacked yet
this round, it gets +Armor
to Save.
SHED SKIN (Bug,
Maneuver): Restore this ‘mon’s
stats to their original levels at the start of the battle (may keep
up to dice
stats at their current levels, if increased), then clear all status
effects.
#020:
Centiknight, the So Many Legged Legamon (Bug).
Level 2. Evolves into Milliqueen.
Centiknight has survived
long enough as an Isopage to grow dozens more legs. They distend its
carapace, and it stretches several times longer to accommodate the
new limbs.It is ferocious and voracious, as its legs give it
startling speed and it seeks anything as food to fuel its growth
spurt – even Isopages, or other Centiknights.
3
Hit Dice
(15
Health), 2
Speed,
4
Armor (14
Armor Class), 0
Save (10
Save Target), 3
Attack,
2
Power Dice.
Physical Attack:Bug. Status Attack: Bug (Bind). Ability: Roll Out. If this ‘mon attacked last turn, it gets +Attack to Save.
Physical Attack:Bug. Status Attack: Bug (Bind). Ability: Roll Out. If this ‘mon attacked last turn, it gets +Attack to Save.
SHED SKIN (Bug,
Maneuver): Restore this ‘mon’s
stats to their original levels at the start of the battle (may keep
up to dice
stats at their current levels, if increased), then clear all status
effects.
BUG BITE (Bug,
Physical): Deal sum+dice
damage. If this attack knocks
out the enemy, heal sum+dice
health.
#021:
Milliqueen, the Too Many Legged Legamon (Bug).
Level 3.
When a Centiknight grows
old enough – a rare feat in and of itself – it becomes the center
of a new hive, defended by Centiknights, laying thousands of eggs
that will hatch into new Isopages and begin a new spawning season.
Like clockwork, these seasons mark the passage of the years in
Iridesce Forest.
6
Hit Dice
(30
Health), 3
Speed,
6
Armor (16
Armor Class), 0
Save (10
Save Target), 3
Attack,
3
Power Dice.
Physical Attack:Bug. Status Attack: Bug (Bind). Ability: Hive Queen. Immune to Bug-type moves.
Physical Attack:Bug. Status Attack: Bug (Bind). Ability: Hive Queen. Immune to Bug-type moves.
SHED SKIN (Bug,
Maneuver): Restore this ‘mon’s
stats to their original levels at the start of the battle (may keep
up to dice
stats at their current levels, if increased), then clear all status
effects.
BUG BITE (Bug,
Physical): Deal sum+dice
damage. If this attack knocks
out the enemy, heal sum+dice
health.
SUMMON SWARM (Bug,
Maneuver): Swap out this ‘mon with
dice
other bug ‘mon in your party
for this turn. Each can use a
move. Spend
dice rolled for this move instead of Power Dice for
any special moves the other
‘mon use. Once each has
used a move, return them to your party
and bring back Milliqueen.
by Le Yamamura |
#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.
#024: Gruffle, the Ram Horn Legamon
(Normal). Level 1.
Flocks of Gruffle roam
the Chalice Highlands, trimming the grass to a perfectly even height.
They ram their heads into each other as a display of prowess, and
don’t back down until one has been thrown to the ground – even if
it’s by the force of its own strikes.
2
Hit
Dice
(10
Health), 1
Speed,
2
Armor
(12
Armor Class), 0
Save
(10
Save Target), 1
Attack,
1
Power
Die.
Physical
Attack:
Normal.
Status
Attack:
Normal
(Taunt).
Ability:
Sure
Footed. Immune to Stagger, Knockdown, and Flinch.
RAM
(Normal, Physical): Deal
sum+sum
damage and
target saves vs. Knockdown.
Take
sum
damage if
this attack hits.
by GlitchyBunny |
#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.
#029: Skrundle,
the Toxic Spray Legamon (Normal/Poison).
Level 1.
Skrundle might seem
placid at first, but trying to touch it without its permission
invites a smelly surprise. Its toxic spray is surprisingly hard to
remove, and every family has their own folk remedy that they swear
by.
1
Hit Die
(5 Health), 1
Speed,
0
Armor (10
Armor Class), 3
Save (13
Save Target), 0
Attack,
2
Power Dice.
Physical Attack:Normal. Status Attack: Poison (Poisoned). Ability: Sticky Toxin. ‘mon affected by this ‘mon’s Poison status effects always fail their first save.
Physical Attack:Normal. Status Attack: Poison (Poisoned). Ability: Sticky Toxin. ‘mon affected by this ‘mon’s Poison status effects always fail their first save.
ACID SPRAY (Poison,
Physical): Target takes sum+dice damage. Decrease
their armor by dice for each status they’re suffering.
#030:
Racceteer, the Unscrupulous Legamon
(Normal/Dark). Level 1.
Racceteer is very
intelligent and knows exactly what it wants: other people’s things.
Its opposable thumbs let it get itself into all sorts of trouble, and
then quickly back out again with whatever it’s pilfered.
1
Hit Die
(5 Health), 3
Speed,
0
Armor (10
Armor Class), 0
Save (10
Save Target), 2
Attack,
1
Power Die.
Physical Attack:Normal. Status Attack: Dark (Flinch). Ability: Thief. When this ‘mon hits its target with a physical attack, it steals an item it’s holdingto replace its own.
Physical Attack:Normal. Status Attack: Dark (Flinch). Ability: Thief. When this ‘mon hits its target with a physical attack, it steals an item it’s holdingto replace its own.
FIGHT DIRTY (Dark,
Physical): Deal sum+dice
damage plus damage equal
to the target’s Attack.
#031:
Impossumble, the Improbable Legamon
(Normal/Fairy). Level 1.
Impossumble is small,
feisty, and always has another trick up its… sleeve? If it had
sleeves, it would. You can always find them in the last place you’d
expect, grinning up at you with a face so adorable you’ll never see
how many of your things it’s crammed into its marsupial pockets.
1
Hit Die
(5 Health), 2
Speed,
0
Armor (10
Armor Class), 3
Save (13
Save Target), 0
Attack,
1
Power Die.
Physical Attack:Normal. Status Attack: Fairy (Charm). Ability: Pockets. This ‘mon can hold two items at once.
Physical Attack:Normal. Status Attack: Fairy (Charm). Ability: Pockets. This ‘mon can hold two items at once.
ENTHRALL (Fairy,
Status): +sum
to Save Target. Charm the
target.
#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.
#035:
Paguranite,
the
Shell Trader Legamon (Rock).
Level 2. Evolves
into Titanicrab.
As
a Crystacean grows, it cuts itself new shells from different types of
rock. When it outgrows one, it will trade it to another in exchange
for new shells of different materials, or
access to a quarry where it can make a bigger
one. The informal networks of this trade
are complex and nuanced, and Paguranite are highly social as a
result.
4
Hit Dice
(20
Health), 0
Speed,
5
Armor (15
Armor Class), 3
Save (13
Save Target), 0
Attack,
2
Power Dice.
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.
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.
SHELL SHOCK (Rock,
Status): +sum
to Save Target. Smash into
the target, Entombing them and dealing Armor damage. Expends
the Power Die no matter its result.
#036:
Titanicrab,
the
Shelterback
Legamon (Rock).
Level 3.
There is an upper limit
on the growth of Paguranite, and once it’s reached that size, it
quarries itself a truly massive shell that qualifies as both a living
space and a work of art. Other smaller legamon nest inside
Titanicrabs, creating found families that share food, shelter, and
protection.
6
Hit Dice
(30
Health), 0
Speed,
8
Armor (18
Armor Class), 3
Save (13
Save Target), 0
Attack,
4
Power Dice.
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.
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.
SHELL SHOCK (Rock,
Status): +sum
to Save Target. Smash into
the target, Entombing them and dealing Armor damage. Expends
the Power Die no matter its result.
BUNKER DOWN (Rock,
Maneuver): Titanicrab retracts
inside its shell, which
has plenty of room for other ‘mon. Send out another ‘mon from
your party to fight, for dice
rounds. It uses Titanicrab’s Armor and Save instead of its own.
by Hua Teo |
#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.
#038:
Sparrowl,
the
Swift
Wing Legamon
(Flying).
Level 1. Evolves into Prowowl.
Sparrowls
soar from branch to branch, seeking
small prey like Gratts or Chirpikeet to
snatch up and devour. It strikes before
its prey can notice it’s coming.
1
Hit Die
(5 Health), 3 Speed,
0
Armor (10
Armor Class), 0
Save (10
Save Target), 2
Attack,
1
Power Die.
Physical Attack:Flying. Status Attack: Flying (Knockdown). Ability: Stealthy. The first Physical attack against this ‘mon each battle automatically misses.
Physical Attack:Flying. Status Attack: Flying (Knockdown). Ability: Stealthy. The first Physical attack against this ‘mon each battle automatically misses.
CLAW GRAB (Flying,
Physical): Deal Attack
damage and target is Bound. If
target is already Bound, drop them and deal an additional sum
damage instead.
#039:
Prowowl,
the Silent
Wing Legamon
(Flying).
Level 2.
This
legamon can turn its head around a full 360 degrees, giving it
unparalleled sight
of both the sky and the ground. Because
its flight is completely silent, it’s
an apex predator at
night.
2
Hit
Dice
(10
Health), 3
Speed,
2
Armor
(12
Armor Class), 0
Save
(10
Save Target), 5
Attack,
2
Power
Dice.
Physical Attack: Flying. Status Attack: Flying (Knockdown). Ability: Stealthy. The first Physical attack against this ‘mon each battle automatically misses.
Physical Attack: Flying. Status Attack: Flying (Knockdown). Ability: Stealthy. The first Physical attack against this ‘mon each battle automatically misses.
CLAW GRAB (Flying,
Physical): Deal Attack
damage and target is Bound. If
target is already Bound, drop them and deal an additional sum
damage instead.
SKY DANCE (Flying,
Maneuver): Gain +sum
points to divide between
Armor and Save as you choose until the end of this 'mon's next turn.
#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.
#041: Eelit, the Long Jaw
Legamon (Water). Level 1. Evolves
into Arteray.
Eelit hides in wrecks
and caves underwater, then strikes at its prey so fast it generates a
vacuum that collapses and creates a shockwave. Its jaw can open to
reveal a tongue with a smaller, fiercer jaw on the end.
2
Hit Dice
(10
Health), 0
Speed,
2
Armor (12
Armor Class), 0
Save (10
Save Target), 2
Attack,
1
Power Die.
Physical Attack:Water. Status Attack: Water (Drench). Ability: Ambush. Always takes the first turn in round 1.
Physical Attack:Water. Status Attack: Water (Drench). Ability: Ambush. Always takes the first turn in round 1.
WATER HAMMER (Water,
Physical): Deal level+dice
damage and target is
drenched and staggered.
#042:
Arteray, the Blood Seeking Legamon (Water).
Level 2.
This elongated legamon
can smell even a single drop of blood spilled in the water from a
kilometre away. It slowly stalks its wounded prey, then uses its
whip-like body to stun it and its double-jaw to efficiently finish
the job.
3
Hit Dice
(15
Health), 2
Speed,
2
Armor (12
Armor Class), 0
Save (10
Save Target), 5
Attack,
2
Power Dice.
Physical Attack:Water. Status Attack: Water (Drench). Ability: Ambush. Always takes the first turn in round 1.
Physical Attack:Water. Status Attack: Water (Drench). Ability: Ambush. Always takes the first turn in round 1.
WATER HAMMER (Water,
Physical): Deal level+dice
damage and target is
drenched and staggered.
RIPJAW (Dark,
Physical): Deal sum
damage and cut target’s
Armor by dice.
#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.
#049: Faeker, the Welcoming Legamon
(Fairy). Level 2.
Lurks in the woods,
waiting for intruders to stumble upon its display of delicacies. Once
they partake and it gets their trust, it turns them into its next
meal – and the parts it doesn’t eat become part of the next
display. Its eight legs and eight eyes unnerve intruders, so it hides
most of them until its prey have cottoned on.
3
Hit Dice
(15
Health), 0
Speed,
0
Armor (10
Armor Class), 4
Save (14
Save Target), 4
Attack,
3
Power Dice.
Physical Attack:Fairy. Status Attack: Fairy (Charm). Ability: Hospitality. Charmed ‘mon go after this ‘mon regardless of speed.
Physical Attack:Fairy. Status Attack: Fairy (Charm). Ability: Hospitality. Charmed ‘mon go after this ‘mon regardless of speed.
YOU EAT, YOU STAY
(Fairy, Status): If
the target fails the save, they’re Charmed. If
the target passes the save, they
take sum
damage. They can choose to
fail the save.
BETRAYAL (Fairy,
Physical): Deal sum+dice
damage. Deals double
damage if the target is Charmed.
#050:
Koboar, the Tunneling Legamon (Ground).
Level 1. Evolves into Morboar.
Uses its broad,
spade-shaped tusks to dislodge earth and loose rocks. Groups of
Koboar congregate around outcroppings of rare minerals they dig up
this way to perform mating displays; the shinier the mineral the
better.
3
Hit Dice
(15
Health), 0
Speed,
0
Armor (10
Armor Class), 0
Save (10
Save Target), 2
Attack,
1
Power Die.
Physical Attack:Ground. Status Attack: Ground (Sandblast). Ability: Tunneler. Can make Physical attacks while Burrowing. This ends the burrow and deals +Attack damage.
Physical Attack:Ground. Status Attack: Ground (Sandblast). Ability: Tunneler. Can make Physical attacks while Burrowing. This ends the burrow and deals +Attack 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.
#051:
Morboar, the Deep Grunt Legamon (Ground).
Level 2.
Morboar dig even deeper
with their rotating spiral tusks, hunting down precious metals and
grunting excitedly whenever they find them. Hearing the resonating
sound of a Morboar deep below the surface is solid evidence that
there’s a seam of something shiny nearby.
6
Hit Dice
(30
Health), 0
Speed,
2
Armor (12
Armor Class), 0 Save
(10 Save Target), 3
Attack,
2
Power Dice.
Physical Attack:Ground. Status Attack: Ground (Sandblast). Ability: Tunneler. Can make Physical attacks while Burrowing. This ends the burrow and deals +Attack damage.
Physical Attack:Ground. Status Attack: Ground (Sandblast). Ability: Tunneler. Can make Physical attacks while Burrowing. This ends the burrow and deals +Attack 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.
DRILL STRIKE (Ground,
Physical): Deal sum+dice
damage and kicks up dirt
around the target, who saves vs. Sandblast.
#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.
#053:
Dorminuen,
the
Peaceful
Night Legamon
(Psychic).
Level 2.
Evolves
into
Reveria
or
Nocturnale.
Dorminuen
travel in groups called choruses, singing
entire herds of other legamon to sleep. Their
haunting harmonies can be heard for miles around, and
travelers have learned to avoid their migration routes so they aren’t
struck by accidental naps.
2
Hit Dice
(10
Health), 0
Speed,
2
Armor (12
Armor Class), 5
Save (15
Save Target), 0
Attack,
4
Power Dice.
Physical Attack:Psychic. Status Attack: Psychic (Confuse). Ability: Dream Leech. Drains level health per turn from sleeping ‘mon.
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.
SOPORIFIC (Psychic,
Status): Target is confused. If
they’re already confused, they fall asleep. If they’re already
asleep, they take sum
damage.
#054:
Reveria,
the
Dreamscape Legamon (Psychic).
Level
3.
Dreams of a Reveria are
common across the Veyl Desert. This legamon can use its formidable
psychic abilities to enter others’ dreams, and alter what it sees
there. It doesn’t understand what’s going on in the dreams of
humans, though, so its alterations make dreams even more nonsensical
than they already are.
3
Hit Dice
(15
Health), 3
Speed,
2 Armor
(12
Armor Class), 7
Save (17
Save Target), 0
Attack,
5
Power Dice.
Physical Attack:Psychic. Status Attack: Psychic (Confuse). Ability: Dream Leech. Drains level health per turn from sleeping ‘mon.
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.
SOPORIFIC (Psychic,
Status): Target is confused. If
they’re already confused, they fall asleep. If they’re already
asleep, they take sum
damage.
DREAMSHAPE (Psychic,
Physical): Reveria steps into the
target’s unconscious, dealing
sum+sum
damage to a sleeping ‘mon
or a ‘mon that switched out this
battle while asleep.
#055:
Nocturnale,
the Nightmare Chorus
Legamon (Psychic/Dark).
Level 3.
When a Dorminuen is
abandoned by its chorus, it must change its feeding habits to sustain
itself. Rather than drain passively from a sleeping crowd, it learns
how to take as much life force as possible from one hapless victim,
ensuring that they don’t wake up until it drinks its fill. A
Nocturnale’s song is full of eerie minor keys and keening cries,
harmonizing with itself from its many mouths.
4
Hit Dice
(20
Health), 0
Speed,
2
Armor (12
Armor Class), 5
Save (15
Save Target), 4
Attack,
5
Power Dice.
Physical Attack:Dark. Status Attack: Psychic (Confuse). Ability: Dream Nail. Whenever this ‘mon inflicts Sleep, it also inflicts Trapped. Same save ends both conditions.
Physical Attack:Dark. Status Attack: Psychic (Confuse). Ability: Dream Nail. Whenever this ‘mon inflicts Sleep, it also inflicts Trapped. Same save ends both conditions.
LULLABY (Psychic,
Status): Target falls
asleep.
A sleeping 'mon can't use moves. Wakes
on save or when switched out.
SOPORIFIC (Psychic,
Status): Target is confused. If
they’re already confused, they fall asleep. If they’re already
asleep, they take sum
damage.
SLEEP FOREVER (Dark,
Physical): Deal sum
damage to a sleeping target, regain
sum Health,
and inflict Drain (waking
up ends the Drain).
#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.
#059: Pyroil, the Fire Eater Legamon
(Fire). Level 1. Evolves into
Pyrannic.
This small, round
legamon drinks tar from the Hema Flats and can vomit it back out as
burning volleys of ash. They metabolize their fuel into a potent
fertilizer, so long as they aren’t disturbed – their digestion is
highly volatile.
1
Hit Die
(5 Health), 0
Speed,
0
Armor (10
Armor Class), 3
Save (13
Save Target), 1
Attack,
2
Power Dice.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Volatile. When KO’d, roll all this ‘mon’s remaining Power Dice.Deal that much damage to the attacker and they save vs. Burn.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Volatile. When KO’d, roll all this ‘mon’s remaining Power Dice.Deal that much damage to the attacker and they save vs. Burn.
OVERHEAT
(Fire,
Status): Burn the target, and
they automatically fail their next level+dice
saves against this burn.
#060:
Pyrannic, the Fire Tyrant Legamon (Fire).
Level 3.
When enough Pyroil
gather together, the sheer heat melts them together into a titanic
legamon. Pyrannic are territorial in the extreme, assuming anything
within their sight is a challenge to their absolute rule over the
area they’ve claimed as their own.
5
Hit Dice
(25
Health), 0
Speed,
5
Armor (15
Armor Class), 5
Save (15
Save Target), 2
Attack,
4
Power Dice.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Volatile. When KO’d, roll all this ‘mon’s remaining Power Dice.Deal that much damage to the attacker and they save vs. Burn.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Volatile. When KO’d, roll all this ‘mon’s remaining Power Dice.Deal that much damage to the attacker and they save vs. Burn.
OVERHEAT (Fire,
Status): Burn the target, and they
automatically fail their next level+dice
saves against this burn.
CAUTERIZE (Fire,
Physical): Deal sum
damage, plus an
additional dice+1
damage for each status condition affecting the target, then remove
all status conditions affecting the target.
TAR FIELD (Rock,
Weather): Melts the battlefield
into a thick, molten tar. At the start of each round, roll a d6. On a
1-3, each ‘mon saves vs. Entomb. On a 4-6, each ‘mon saves vs.
Burning. Expends the spent dice.
by Smiley-Fakemon |
Small, ubiquitous,
and annoying. Dugratt are a persistent construction hazard, as they
habitually gnaw through foundations and woodwork to make their
colonies. If you don’t check your floorboards regularly, someday
you’ll fall into a Dugratt nest.
1
Hit Die
(5 Health), 2
Speed,
1
Armor (11
Armor Class), 1
Save (11
Save Target), 1
Attack,
1
Power Die.
Physical Attack: Ground. Status Attack: Ground (Sandblast). Ability: Resilient. Automatically passes saves vs. weather effects.
Physical Attack: Ground. Status Attack: Ground (Sandblast). Ability: Resilient. Automatically passes saves vs. weather effects.
QUICK STRIKE (Normal, Physical):
Announce that you want to use this move at the start of the round.
This move happens before anything else, even status effects and
saves, and deals sum
damage.
#062:
Kingratt,
the Twisted Together Legamon (Psychic).
Level 2.
Dugratt colonies are
so densely packed that sometimes, a bunch of Dugratt all end up
accidentally twisting their tails together so tightly they
functionally become one organism. The nerves in their tails fuse,
creating a psychic hive-consciousness that’s smart enough to take
control of the whole colony and start directing it towards new goals.
3
Hit Dice
(15
Health), 2
Speed,
2
Armor (12
Armor Class), 3
Save (13
Save Target),2
Attack,
2
Power Dice.
Physical Attack: Psychic. Status Attack: Psychic (Confuse). Ability: Many-Headed. If this ‘mon misses with the first move it makes in a turn, it can try to use another move afterwards.
Physical Attack: Psychic. Status Attack: Psychic (Confuse). Ability: Many-Headed. If this ‘mon misses with the first move it makes in a turn, it can try to use another move afterwards.
QUICK STRIKE (Normal,
Physical): Announce that you
want to use this move at the start of the round. This move happens
before anything else, even status effects and saves, and deals sum
damage.
ENTANGLE
MINDS (Psychic, Status): Twists
the target’s mind into the conclave that makes up the Kingratt’s.
While it’s entangled, it
takes the same amount of
damage it deals to this ‘mon,
and is affected by any status it inflicts on this
‘mon until this ‘mon
successfully saves. Save
ends this condition.
#063:
Sierchin, the Fractal Legamon (Water/Steel).
Level 2.
Floating through the
choppy seas of Ocul Bay like naval mines, Sierchin are covered in
branching spines that dig into anything they contact, even seemingly
flat surfaces. If they don’t want to be removed, they’ll take a
chunk of whatever they’re stuck to with them. The meat inside is
delicious, and fishing villages around the bay have techniques to
relax Sierchin
so they can crack them open with minimal fuss.
4
Hit Dice
(20
Health), 0
Speed,
3
Armor (12
Armor Class), 3
Save (13
Save Target), 2
Attack,
2
Power Dice.
Physical Attack: Water. Status Attack: Steel (Trapped). Ability: Sticky Spines. ‘mon that hit this ‘mon with a physical attack are Trapped.
Physical Attack: Water. Status Attack: Steel (Trapped). Ability: Sticky Spines. ‘mon that hit this ‘mon with a physical attack are Trapped.
HOSE DOWN
(Water,
Status): +sum
to
Save Target. Target is Drenched, then takes damage equal to the
amount their stat was reduced.
TEARING
BARRAGE (Steel,
Physical):
Target takes sum
damage and decreases their
lowest stat
by level.
#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.
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).
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.
#066: Cirranta,
the Living Storm Legamon (Electric).
Level 2.
This
legamon dives from the storms, illuminated by an inner crackle of
static electricity that roils and thunders. Its charge carries a
cloud with it, darkening the battlefield with fog until a bolt from
its lightning-rod tail smashes through the haze.
2
Hit Dice
(10
Health), 3
Speed,
0
Armor (10+Z
Armor Class), 3
Save (13
Save Target), 3
Attack,
3
Power Dice.
Physical Attack: Electric. Status Attack: Electric (Paralyze). Ability: Fog Cloud. Reduce the Speed of all other ‘mon in combat with this ‘mon by level.
Physical Attack: Electric. Status Attack: Electric (Paralyze). Ability: Fog Cloud. Reduce the Speed of all other ‘mon in combat with this ‘mon by level.
LIGHTNING BOLT (Electric,
Physical): Deal sum+dice
damage and target saves
vs. paralyze.
FLY (Flying,
Movement/Utility): 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.
#067:
Permafrog, the Hibernating Legamon (Ice).
Level 1. Evolves into Glacianura.
This legamon’s
bloodstream is filled with organic antifreeze, allowing it to survive
even the coldest temperatures. While it might end up freezing, it’ll
be none the worse for wear when it thaws out, seasons or even years
later.
1
Hit Die
(5 Health), 0
Speed,
3
Armor (13
Armor Class), 2
Save (12
Save Target), 0
Attack,
1
Power Die.
Physical Attack: Ice. Status Attack: Ice (Freeze). Ability: Antifreeze. Immune to freezing, paralysis, and drench.
Physical Attack: Ice. Status Attack: Ice (Freeze). Ability: Antifreeze. Immune to freezing, paralysis, and drench.
CRYOSTASIS
(Ice,
Maneuver): Freeze this ‘mon.
While frozen, it regenerates
dice health
per turn, and gains +sum
Armor and Save.
#068:
Glacianura, the Iceberg Legamon (Ice).
Level 3.
When a Permafrog’s
hibernation lasts for years
instead of a season, the antifreeze in its blood changes composition
and starts to amalgamate ice into the
legamon itself. It grows to vast size, and when submerged in the
frozen lakes of the Chalice Glacier, Glacianura are often mistaken
for islands. When asea,
90% of this legamon is concealed beneath the surface, so it’s even
bigger than it seems
on first glance.
7
Hit Dice
(35
Health), 0
Speed,
5
Armor (15
Armor Class), 5
Save (15
Save Target), 0
Attack,
4
Power Dice.
Physical Attack: Ice. Status Attack: Ice (Freeze). Ability: Improved Antifreeze. Immune to freezing,paralysis, drench, entomb, bound, and trapped.
Physical Attack: Ice. Status Attack: Ice (Freeze). Ability: Improved Antifreeze. Immune to freezing,paralysis, drench, entomb, bound, and trapped.
CRYOSTASIS
(Ice, Maneuver):
Freeze this ‘mon. While
frozen, it regenerates
dice health
per turn, and gains +sum
Armor and Save.
ICE OVER (Ice,
Status): Target is frozen. While
it’s frozen, it takes an additional sum
damage from all physical
hits.
HAIL
BARRAGE (Ice,
Physical):Make
sum
attacks against the target. Each hit deals level
damage
and
decreases Armor against the next attack from this move by 1 (lasts
until move is resolved).
#069:
Quartigrade, the Hardy Legamon (Rock/Ground).
Level 1. Evolves into Obsidigrade.
This
strangely-shaped legamon evolved in the deep
underground to survive extremes of temperature and pressure.
Theoretically, it could survive hard vacuum and freezing cold – it
certainly has no problem on the surface, despite our world’s vast
differences from its native tectonic climate.
1
Hit Die
(5
Health), 0
Speed,
4
Armor (14
Armor Class), 0
Save (10
Save Target), 1
Attack,
1
Power Die.
Physical Attack: Rock. Status Attack: Ground (Sandblast). Ability: Ablative. May cut Armor by 2 to succeed on save. Can’t go below 0 this way.
Physical Attack: Rock. Status Attack: Ground (Sandblast). Ability: Ablative. May cut Armor by 2 to succeed on save. Can’t go below 0 this way.
CRYSTALLIZE
(Rock,
Maneuver):
Reduce
damage dealt to this ‘mon by the next dice
Physical
attacks by this ‘mon’s Armor and increase the damage this ‘mon’s
next dice
attacks
deal by this ‘mon’s Attack.
#070: Obsidigrade,
the Sure Survivor Legamon (Rock/Ground).
Level 2.
The more struggles a Quartigrade experiences, the
more its skin crystallizes. Once the facets are so thick it looks
shiny-black to the eye, it has evolved into an Obsidigrade –
somehow even tougher than before.
2
Hit Dice
(10
Health), 0
Speed,
8
Armor (18
Armor Class), 0
Save (10
Save Target), 2
Attack,
2
Power Dice.
Physical Attack: Rock. Status Attack: Ground (Sandblast). Ability: Ablative. May cut Armor by 2 to succeed on save. Can’t go below 0 this way.
Physical Attack: Rock. Status Attack: Ground (Sandblast). Ability: Ablative. May cut Armor by 2 to succeed on save. Can’t go below 0 this way.
CRYSTALLIZE
(Rock,
Maneuver):
Reduce
damage dealt to this ‘mon by the next dice
Physical
attacks by this ‘mon’s Armor and increase the damage this ‘mon’s
next dice
attacks
deal by this ‘mon’s Attack.
EARTHQUAKE
(Ground,
Physical): Deal
sum+dice
damage.
On a miss, still deals half damage. Hits burrowing targets.
#071: Spectrial,
the Judgment Legamon (Ghost).
Level 2.
In times of great injustice, Spectrials rise from
the souls of those who saw and tried and failed to heal the wounds of
the era – no matter the cost. These
disembodied legamon are nothing but the vengeant and restitutive
instincts, and feed on both the great-yet-fleeting satisfaction of
righteous revenge and the abiding hope that is borne of material
reparations.
2
Hit Dice
(10
Health), 0
Speed,
0
Armor (10
Armor Class), 5
Save (15
Save Target), 2
Attack,
5
Power Dice.
Physical Attack: Ghost. Status Attack: Ghost (Curse). Ability: Wrathful. If this ‘mon is KO’d in one hit, it may make an attack in response before fainting.
Physical Attack: Ghost. Status Attack: Ghost (Curse). Ability: Wrathful. If this ‘mon is KO’d in one hit, it may make an attack in response before fainting.
INTANGIBLE (Ghost,
Maneuver): Treat enemy Physical
attacks as Status attacks instead for sum
rounds (instead of them making a roll with their Attack against your
‘mon’s Armor, your ‘mon makes a Save against their Save
Target).
RENDER UNTO (Ghost,
Maneuver): Use a move
that has been used against this ‘mon this battle. sum
and dice for
that move are equal to the sum
and
dice
rolled for this one.
#072: Scarsine,
the War Bear Legamon (Fighting).
Level 2.
This legamon is covered in the scars of its
victories. It can open its old wounds to bathe both itself and its
enemies in its boiling blood, cauterizing its more recent wounds and
scalding the enemy.
4
Hit Dice
(20
Health), 0
Speed,
4
Armor (14
Armor Class), 0
Save (10
Save Target), 4
Attack,
2
Power Dice.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Hot-Blooded. Get +1 Speed for the rest of the battle whenever this ‘mon is hit by or fails a save against an attack.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Hot-Blooded. Get +1 Speed for the rest of the battle whenever this ‘mon is hit by or fails a save against an attack.
PRACTICED STRIKE (Fighting,
Physical): Deal sum+Attack
damage.
LAST CHANCE (Fighting,
Physical): Deal damage equal to
the amount of health this ‘mon is missing. Can’t deal more than
level *
dice *
sum damage.
#073: Whirlord,
the Flaying Spin Legamon (Fighting).
Level 3.
Whirlord spins through the sands of Veyl,
kicking up a scouring whirlwind of sands that shred anyone who dares
obstruct its path. When it ceases its whirling to eat or sleep, its
true form is revealed – a sphere
of reaching, grasping arms and hands with
no clear mouth or eyes.
6
Hit Dice
(30
Health), 1
Speed,
0
Armor (10
Armor Class), 5
Save (15
Save Target), 5
Attack,
4
Power Dice.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Armed and Dangerous. This ‘mon’s Attack and Armor cannot be reduced.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Armed and Dangerous. This ‘mon’s Attack and Armor cannot be reduced.
GRAPPLE (Fighting,
Status): Target is Staggered and
Bound. Same save ends both.
SWAP GUARD (Fighting,
Maneuver): Swap this ‘mon’s
Attack and Armor. For each expended die, gain +dice
to each.
PAIN TORNADO (Fighting,
Physical):Deal
sum
damage
to the enemy. For the next highest
rounds, whenever a ‘mon hits this ‘mon with a physical attack, it
takes highest
damage.
#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.
#076:
Avalira,
the
Avalanche Embodiment Legamon
(Rock/Flying).
Level
2.
On
the slopes of Mt. Colossus, Ooloo’s cries shake loose torrents of
rock and ice. It adapts to ride
the avalanches, shouting from the lesser peaks and surfing the wave
of debris down to the valleys both to hunt and for fun.
3
Hit Dice
(15
Health), 2
Speed,
2
Armor (12
Armor Class), 3
Save (13
Save Target), 2
Attack,
2
Power Dice.
Physical Attack: Rock. Status Attack: Flying (Knockdown). Ability: Rebound. Automatically succeed on saves vs. entomb and knockdown, then heal level health.
Physical Attack: Rock. Status Attack: Flying (Knockdown). Ability: Rebound. Automatically succeed on saves vs. entomb and knockdown, 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.
ROCKSLIDE
(Rock, Weather): Calls
down a tidal wave of stone to sweep across the battlefield. At the
start of each round, roll a d6. On a 1-3, all combatants save vs.
entomb. On a 4-6, all combatants save vs. knockdown.
#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.
#078:
Hivira,
the Swarm
Embodiment Legamon (Bug/Psychic).
Level 2.
In the depths of
Iridesce Forest, Ooloo assimilate into the hive, hearing the call of
the swarm and understanding that there’s no greater safety than
that of numbers. Their psychic call marshals and hatches swarms of
new bug-types, working in tandem with the existing structures of the
Iridesce Hive for mutual benefit.
2
Hit Dice
(10
Health), 2
Speed,
3
Armor (13
Armor Class), 2
Save (12
Save Target), 3
Attack,
2
Power Dice.
Physical Attack: Bug. Status Attack: Psychic (Confuse). Ability: Escape Artist. Automatically succeed on saves vs. bind and confuse, then heal level health.
Physical Attack: Bug. Status Attack: Psychic (Confuse). Ability: Escape Artist. Automatically succeed on saves vs. bind and confuse, 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.
MAYFLY
SWARM (Bug,
Weather): Hatch
a swarm
of buzzing flies that shroud
the battlefield like a thick fog. At the start of each round, roll a
d6. On a 1-3, all combatants save vs. bind. On a 4-6, all combatants
save vs. confuse.
#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.
#083: Alphanthrope, the Night
Hunting Legamon (Dark). Level 2.
The haunting howls of
Alphanthrope ring
out through the nights of Far Noctis. A
hunting pack of Alphanthrope communicates and
stuns its prey with the same howls, echoing around the woods to mask
their location. It sounds like no matter where one turns, there’s
another Alphanthrope waiting with open jaws and claws as bright as
the moon.
3
Hit
Dice (15
Health), 2
Speed,
0
Armor (10
Armor Class), 3
Save (13
Save Target), 4
Attack,
2
Power Dice.
Physical Attack: Dark. Status Attack: Dark (Flinch). Ability: Pack Tactics. All ‘mon in a battle alongside this ‘mon, including ‘mon it switches out for (but only for the next round), can use this ‘mon’s Speed instead of their own.
Physical Attack: Dark. Status Attack: Dark (Flinch). Ability: Pack Tactics. All ‘mon in a battle alongside this ‘mon, including ‘mon it switches out for (but only for the next round), can use this ‘mon’s Speed instead of their own.
HOWL
(Dark, Status): Target
Flinches and is Confused.
RENDING BITE (Dark,
Physical): Deal sum+Attack
damage.
#084: Chiropyre,
the Blood Drinking Legamon (Dark). Level 2.
While many speak of Chiropyre like a
nightmarish story, it’s as real as can be. It glides
through the night on wings of stretched and torn skin and terrifies
you
into submission with a gaze of pure malice. When all your efforts to
rebuff it have failed, it slurps your blood and organs and even your
bones out through your throat, leaving nothing but a bag of skin
behind – with its face distorted permanently into the horrified
rictus of someone whose last sight
was a Chiropyre.
3
Hit Dice
(15
Health), 2
Speed,
0
Armor (10
Armor Class), 5
Save (15
Save Target), 1
Attack,
3
Power Dice.
Physical Attack: Dark. Status Attack: Dark (Flinch). Ability: Haemophage. Drain effects this ‘mon inflicts deal an extra level damage and heal an extra level health.
Physical Attack: Dark. Status Attack: Dark (Flinch). Ability: Haemophage. Drain effects this ‘mon inflicts deal an extra level damage and heal an extra level health.
DRAIN LIFE (Dark, Status):
Drain the target.
HAEMHORRAGE (Dark, Physical): Deal
sum+sum
damage.
Target can roll any number of their remaining Power Dice to staunch
the bleeding and reduce damage by the sum
of that roll (still
expend rolled dice on 4-6).
#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.
#087: Cuatlass, the
Sky Blade Legamon (Dragon). Level
3.
Cuatlass wing their
way across the Chalice skies, undisputed masters of their
domain. Their sinuous bodies let them curl around their prey and
crush them into submission, while their powerful feathered wings give
them enough lift to carry that prey high into the sky. Shepherds only
have one reaction to a Cuatlass sighting: leaving Gruffle in
offering, to sate its hunger.
4
Hit Dice
(20
Health), 4
Speed,
2
Armor (12
Armor Class), 2
Save (12
Save Target), 5
Attack,
4
Power Dice.
Physical Attack: Dragon. Status Attack: Dragon (Crush). Ability: Aerial Ace. May use Fly at the start of a round in addition to any moves it will later make (this still costs PD).
Physical Attack: Dragon. Status Attack: Dragon (Crush). Ability: Aerial Ace. May use Fly at the start of a round in addition to any moves it will later make (this still costs PD).
DRAGON’S MAJESTY (Dragon,
Status): Crush the target. Gain
+sum Attack
while they’re crushed.
FLY (Flying,
Movement/Utility): 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.
DEVASTATE (Dragon,
Physical): Deal
sum+dice+level+highest+lowest
damage. Expend all dice
spent on this ability regardless of result.
by Kira Kallas |
Impradiates wander
aimlessly, burning with an intense blue light that hurts to look at.
It did not exist in this land before the Ancients, and has lurked in
their ruins ever since they came to these shores. Some say it’s a
physical manifestation of their sins against the natural world,
instead of a living creature.
3
Hit Dice
(15
Health), 0
Speed,
0
Armor (10
Armor Class), 4
Save (14
Save Target), 4
Attack,
3
Power Dice.
Physical Attack: Poison. Status Attack: Fire (Burning). Ability: Radioactive. Prolonged exposure to this legamon causes radiation sickness, cancer, and death. All other ‘mon in a party with this ‘mon start with one fewer Hit Die (if this reduces them to 0 Hit Dice, they start with 1 Health).
Physical Attack: Poison. Status Attack: Fire (Burning). Ability: Radioactive. Prolonged exposure to this legamon causes radiation sickness, cancer, and death. All other ‘mon in a party with this ‘mon start with one fewer Hit Die (if this reduces them to 0 Hit Dice, they start with 1 Health).
IRRADIATE (Poison,
Status): Inflict Poisoned and
Burning. Same save ends both statuses. Can’t be healed or prevented
by abilities, items, or
immunities.
CRITICALITY (Fire,
Physical):Deal
sum+dice
damage. If a Power Die rolls a 6, reroll it, and add the new result
to the sum and
add 1 to dice.
If the rerolled die is a 1-3, it is returned to your pool.
#089:
Demoncore, the N̯͈̩̞̭̕O͓̙͘ ̝̱̻H̞̣̲̝̲IG̴̙̣͇̗̪ͅH̠̭̫̹L͍͕̰̥̞͢Y͕̤̭
̶E̱̞͉̥͟ͅS̪͓͚̲͉̲T̜̟̤̰̫ͅE̝͚̪̘E͏̜̯̣̯M̖͔E̺̘̟̼̮͖ͅD̶̲ ̛̟̦D͍͓́Ȩ͇͕͚͇̰͈E̻D̢S҉
͕A̛R̯Ḙ̴̖
͙̞͖̘C͕̥O̹̤̦͓̬̕M̠͎͕͚̫̫̻M̲͔̣̲EM̘̫O̞͟Ṛ̞̦̰̭A̜̲͇̳͓͡ͅT̺̜̣̥̬ͅE̫̩͇̜͚ͅD͎̝ Legamon (Fire/Poison).
Level 3.
WE CONSIDERED OURSELVES
TO BE A POWERFUL CULTURE... THIS MESSAGE IS A WARNING ABOUT DANGER...
THE DANGER IS STILL PRESENT IN YOUR TIME, AS IT WAS IN OURS... THIS
PLACE IS BEST SHUNNED AND LEFT UNINHABITED. - Ancient inscription on
several ruins across the Hema Desert.
5
Hit Dice
(25
Health), 0
Speed,
0
Armor (10
Armor Class), 6
Save (16
Save Target), 6
Attack,
4
Power Dice.
Physical Attack: Poison. Status Attack: Fire (Fire). Ability: Radioactive. Prolonged exposure to this legamon causes radiation sickness, cancer, and death. All other ‘mon in a party with this ‘mon start with one fewer Hit Die (if this reduces them to 0 Hit Dice, they start with 1 Health).
Physical Attack: Poison. Status Attack: Fire (Fire). Ability: Radioactive. Prolonged exposure to this legamon causes radiation sickness, cancer, and death. All other ‘mon in a party with this ‘mon start with one fewer Hit Die (if this reduces them to 0 Hit Dice, they start with 1 Health).
IRRADIATE (Poison,
Status): Inflict Poisoned and
Burning. Same save ends both statuses. Can’t be healed or prevented
by abilities, items, or
immunities.
CRITICALITY (Fire,
Physical):Deal
sum+dice
damage. If a Power Die rolls a 6, reroll it, and add the new result
to the sum and
add 1 to dice.
If the rerolled die is a 1-3, it is returned to your pool.
FALLOUT (Dark,
Weather): At the beginning of each
round, roll a d6. On a 1-3, all
‘mon save vs. Poisoned.
On a 4-6, all
‘mon save vs.Curse.
Whenever a ‘mon passes one
of these saves, they Flinch.
Expends the spent dice.
by Hua Teo |
#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.
#091:
Chitainia,
the
Hive
Queen
of
Iridesce Forest (Fairy/Bug).
[INFORMATION CLASSIFIED. ENTER LEGENDARY CLEARANCE >_ ]
#092:
Nyxanther, the
Tiger
Lord
of Noctis
Jungle (Dark/Grass).
[INFORMATION CLASSIFIED. ENTER LEGENDARY CLEARANCE >_ ]
#093:
Carcharybdis, the
Shark
King
of Ocul Bay (Water/Steel).
[INFORMATION CLASSIFIED. ENTER LEGENDARY CLEARANCE >_ ]
#094:
Desolai,
the Heart-Storm
of
Veyl Desert (Ground/Psychic).
[INFORMATION CLASSIFIED. ENTER LEGENDARY CLEARANCE >_ ]
#095:
Revengeant,
the Spirit of the Cataclysm
(Ghost/Fighting).
[INFORMATION CLASSIFIED. ENTER LEGENDARY CLEARANCE >_ ]
#096:
Magtitan,
the Volcanic Warrior (Fire).
[INFORMATION CLASSIFIED. ENTER LEGENDARY CLEARANCE >_ ]
#097:
Arctitan, the
Glacial Warrior (Ice).
[INFORMATION CLASSIFIED. ENTER LEGENDARY CLEARANCE >_ ]
#098:
Voltitan,
the Lightning Warrior
(Electric).
[INFORMATION CLASSIFIED. ENTER LEGENDARY CLEARANCE >_ ]
#099:
Entrokos, the
Entropic Principle
(Rock/Poison).
[INFORMATION CLASSIFIED. ENTER LEGENDARY CLEARANCE >_ ]
#100:
Genaeratos,
the Generative Principle
(Flying/Dragon).
[INFORMATION CLASSIFIED. ENTER LEGENDARY CLEARANCE >_ ]
Fantastic work, again! Are Impradiate and Demoncore immune to Radioactive? Is anything? ... what about the trainer? Yikes
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