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Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Monday, December 15, 2025

GLOGmas '25: Straight Flush

The spirit of the season has compelled me to join in that grandest of traditions: a Secret Santa, by way of the noble art of blogging. I drew PRIMEUMATON of the Madman's Menagerie as my target, and so I present a supplement to his Straight Flush series of bestiary entries in his MORNING STARS setting.

Town Guard
1 HD (4 HP), AC as chain, 5 morale
A bandit by any other name.
Movement: Can maintain a purposeful stroll along a familiar patrol route for 8 hours, but can only sprint for 10 minutes before having to rest.
Morality: Motivated in equal measure by their local social bonds and a reliable wage. If either is threatened, they will respond with municipally-sanctioned violence.
Intelligence: Uncreative but possess a deep well of local trivia.
Attacks: +2 to hit. All are issued with a standard-issue melee weapon (1d6). One in a patrol has a crossbow (1d6, range 120’, requires a full round to reload.)
Indistinguishable: Players can only target town guards who have been described with a unique feature (such as a crossbow) or have had such a feature inflicted upon them. Attacks against any other town guard hit a guard of the GM’s choice.

Orcneas Bannerman
2 HD (12 HP), AC as worn armor, 12 morale
The allegiance of the war-dead is a fleeting thing, but an Orcneas that still bears even a tattered flag becomes a rallying point for lost causes. On eternal battlefields, souls find a measure of lucidity in the symbol they died for and will follow the bannerman until it inevitably falls.
Movement: Shambles on shattered limbs. Wields a great flagpole as a crutch and weapon alike. Despite this, the bannerman is no slower than it was in life.
Morality: Fanatically patriotic, as an impromptu officer among the irregular war-dead.
Intelligence: Remembers the heraldry of lost ages and the grudges of its ancient lord with monomaniacal clarity. All else clouded over in a bloody haze.
Attacks: +2 to hit, one attack with their flag (counts as a polearm).
Battle-Scarred: Roll 1d6 to see how the Orcneas Bannerman died. 1-3. Roll on the regular Orcneas table. 4. Trampled. All bones shattered in a bag of bruised skin, cannot be further maimed. 5. Volley fire. The hundred arrows that took its life now protect it in death. Attacking it in melee incurs 1 damage. 6. Betrayed. Whether poisoned by disgruntled troops or stabbed in the back in the heat of the battle, its undying paranoia always detects ambushes.
Rallying Cry: Its shattered mandible mangles battle cries and marching songs alike. Other Orcneas that can hear it or see its tattered flag do not need to roll morale and will follow its orders without question.
Undead: The war-dead share none of life’s basal needs. Their wounds scab, but never heal nor rot.

Catarrhic Ooze
3 HD (12 HP), AC as unarmored, 8 morale
The body’s answer to all problems is mucus, especially if the problem itself is mucoidal in nature. In extreme cases, the sinuses autocannibalize and convert the body’s entire mass into mucus, resulting in this miserable half-living creature.
Movement: Sedate unless lunging for prey. Climbs walls and ceilings with ease.
Morality: Resentful and hungry in equal measure.
Intelligence: Single-minded ambush predator.
Attacks: +0 to hit, or +4 if undetected. Attacks grapple rather than dealing damage, see Post-Nasal Drop.
Semifluid: The Catarrhic Ooze takes half damage from all physical attacks except those made with cloth or other absorbent materials, which deal damage to the ooze as if they were iron. Can squeeze through gaps as small as the human mouth/nose.
Post-Nasal Drop: Instead of dealing damage, attacks Grapple target. Grappled creatures must save vs. suffocation at the start of each of their turns and whenever the ooze takes damage. Grappled creatures take 1 damage whenever they act or fail a save. Whenever either the ooze or its captive attempts to move, everyone involved must save or be dragged along.

Goblin King
4 HD (20 HP), AC as unarmored, 7 morale
As a goblin is a loathsome creature of amalgamated garbage, so too is a goblin king a far more loathsome entity of amalgamated goblins. Rotten stick-limbs wrap and snap about each other, tumorous wart-eyes bubble together, maws press together into slavering cavities attempting to devour each other. A vindictive intelligence emerges; a lord-mind that hates the world and its constituent goblin-organs in equal measures.
Movement: Scuttles and rolls at break-neck speed, but has minimal ability to turn or stop.
Morality: A goblin may have infinite capacity for spite, but there are yet greater infinities and the Goblin King seeks to comprehend them all. Preferably by enacting them upon hapless creatures. Especially other goblins.
Intelligence: As a town council of squabbling children, but with the determination and grudges of their great-grandparents.
Attacks: +0 to hit. Roll six times on the following table. It makes all the corresponding attacks in any order, and prefers to target either the weakest or those who have most recently captured its attention.

  1. Autocannibalize. (1d4 to itself).
  2. Many bites (2d4).
  3. Garbage shiv. See original goblin entry.
  4. Huck refuse (1d6, can be thrown 30’).
  5. Vomit filth (1d4 to all non-goblins within 10’. +10’ radius for each time this result has been rolled this turn.)
  6. Gleeful charge (scuttles 60’ and attacks everything it passes by or over during this movement for 1d6-1).

Rapacious: As the goblin’s Ruin ability, but counts as 6 goblins.

Tactical War Elephant
5 HD (24 HP), AC as chain, 8 morale
The elephant’s sinuous trunk made it the preferred beast of burden for the snakemen whenever they lowered themselves to modify the mammalian branches of the tree of life. Some changes were required: a smaller, denser frame; a more muscular and dexterous trunk; tusks that grow ceaselessly around into the eyes and brain if not regularly trimmed.

In this latter mammalian era, petty kingdoms have captured feral lesser elephants and trained them as tactical siege weapons. These creatures are too small to fit the howdahs or siege towers sized for their greater kin, but carry an entire platoon’s equipmentt and batter down village gates with ease. Military arborists have even coppiced their tusks into endless sources of ivory hilts, or trained their ceaseless growth into battering rams scrimshawed with histories of the platoon’s dead. Few lesser elephants enjoy this role, but their grander kin have not forgotten the indignities that created them, and have cast them off as sympathizers with the ancient serpent oppressors.
Movement: Purposeful strides. Cannot be slowed. Very fast if it deigns to run, or charge.
Morality: Defeatist and unsympathetic.
Intelligence: Smarter than their military handlers, as a rule.
Attacks: +4 to hit. Three attacks per round: one trunk slap (1d8 OR target saves vs. grapple, range 10’), one stomp (2d6, target saves vs. knock down), one gore (1d6+3 vs. two enemies in front of the elephant).
Charge: The Tactical War Elephant may spend its entire turn charging in a straight line up to 120’. It makes a free stomp attack against everyone it passes over, including its allies, and gores targets at the end of its movement. 

Saturday, September 25, 2021

LEGAMON: Travel Across the Land (Searching Far and Wide)

The commonly-accepted layout of the Cataclys Region.
 

Here's some more rules for my Legamon region! What would a 'mon game be without exploration?

On the map, rectangles are biomes, ovals are micro-biomes, diamonds are dungeons, and circles are towns. Stars are the sites of rumors, unexplored landmarks in the distance, and tales of eras past...

Double-lines are established routes. Dotted lines are pathways that you know of, but that require specialized 'mon or expertise to traverse (typically over water, through dark tunnels, or across passes blocked with rubble).

Dozens more pathways exist! It's up to you and your team of hardy adventurers to find them. (I have a copy of the Full Map - it's excitingly interconnected and full of fascinating secrets).

Travel
Days are divided into three segments - Morning, 
Afternoon, and Night. Each segment you're traveling in the wild, roll two dice on the biome's Signs table. If you roll a result you've rolled before that trip in the biome - or if you roll doubles - the Encounter linked to the Sign occurs.

After rolling for Signs and resolving any encounters, you may either Travel or Investigate. 

Traveling moves you one step further through the biome and closer to your destination. 

Investigating lets you follow up on a Sign you rolled this half-day, deliberately encountering whatever it portends. If you investigate, you make no progress towards your objective - but Legamon is about the journey, not the destination!

Encounters have three grades of Danger (⚠). This measures how hard they are to confront violently - encounters can (and should) be completed in other ways. Danger increases by
⚠ at night, by ⚠ in certain weather conditions, and ⚠ when you're travelling loudly (with large legamon, vehicles, running, shouting, shining bright lights around, etc). Danger starts at ⚠, and cannot increase above ⚠⚠⚠.

Rolling a duplicate sign causes the corresponding encounter at the current Danger level, even if previous signs were rolled at lower (or higher!) levels of Danger.

Investigation
Whether tracking a lost 'mon, seeking out a hidden pathway, or braving the depths of an ancient ruin, the process of investigation is abstracted in the same way. Prepare a list of Rumors and Clues for the players. Rumors are gained from NPCs in town or on the road, while Clues are found in the wild after encounters. Rumors and Clues both hint at Signs the players need to investigate as they encounter them in their exploration.

Modify the Signs that your Rumors and Clues lead to with additional Obstacles, and write down what the players gain when they overcome those obstacles - typically more Clues that help lead players to their objective.

Players who've figured out what Sign a Clue leads to will still need to organically run into that Sign in their exploration, which may take time. Players following up on extraneous Signs in the process will run into encounters that can deplete their resources.

Clues are sequenced, and therefore the players may sequence-break. This is a good thing! If the party stumble into and resolve an encounter that's later in the chain of clues, they can absolutely get later clues - or even find their objective!

Some objectives may require at least one previous obstacle to be overcome. If the party encounters the objective's Sign without overcoming a previous obstacle, they've just found a different part of the biome with similar characteristics. After all, there's more than one Serpyne nest in Iridesce Forest.

Sample Encounter Tables
Chalice Highlands
1. Circling shape high above ➔ ⚠ Prowowl searching for Dugratts or Permafrogs.
        ⚠⚠ Paragrine, hunting a stray Gruffle.
        ⚠⚠⚠ Cuatlass, hunting an entire herd.
2. Distant herd ➔ ⚠ Gruffle grazing on tall grass.
        ⚠⚠ Rundeer.
        ⚠⚠⚠ Group of Moostler.

3.
Mischief ➔ ⚠ One of Skrundle, Impossumble, or Racceteer.
        ⚠⚠ Two of them.
        ⚠⚠⚠ All three.

4.
Flock of birds ➔ ⚠ Chirpikeet.
        ⚠⚠ Hunting Sparrowls.
        ⚠⚠⚠ Pair of Hailcon.

5.
Shifting beneath the tundra ➔ ⚠ Hive of Dugratt.
        ⚠⚠ Disturbed colony of hibernating Permafrog.
        ⚠⚠⚠ Glacianura.

6. Tracks in fresh snow
➔ ⚠ Pack of Beaglisk.
        ⚠⚠ Solitary
Moostler.
        ⚠⚠⚠ Retrievyrn.

Iridesce Forest
1. Scuttling in the bushes ➔ ⚠ Isopage swarm.
        ⚠⚠ Ravenous lance of Centiknights.
        ⚠⚠⚠ Milliqueen migrating with her hive of Isopage.
2. Rustling overhead
➔ ⚠ Flock of Chirpikeet.
        ⚠⚠ Impossumble making mischief.
        ⚠⚠⚠
Lushina, seeking your light sources.
3.
Undergrowth shifting ➔ ⚠ Bush of Floresce.
        ⚠⚠
Clingrowth digesting some food.
        ⚠⚠⚠ Mythira appears out of the corner of your eye.

4.
Flickering lights in the middle distance ➔ ⚠ Candlights, looking for new "friends".
        ⚠⚠ Willowisp, starting fires with its prey for fun.
        ⚠⚠⚠ Faeker, with a spread of offputting delicacies.

5.
Snapping branches and shaking trees ➔ ⚠ Ambling Cordycol.
        ⚠⚠ Rampaging Voraceps.
        ⚠⚠⚠ Kudzilla!

6. Hissing underfoot
➔ ⚠ Bush of Klissilk trying to cocoon themselves.
        ⚠⚠ Nest of Serpyne.
        ⚠⚠⚠ Vydra, hunting.

Exploration Moves
Each 'mon has a default Exploration Move, in addition to their combat moves. This is not an exhaustive list! 'Mon may be taught additional exploration moves based on their physical and cognitive capabilities.

Antivenom. Shed can be brewed into a tonic that is either poisonous or heals poisoning in both humans and 'mon.
Calm Presence. While calm, projects calming aura.
Camouflage. Blends into native surroundings.
Caravan. Provides shelter and travel for a team of smaller 'mon and their Trainer.
Cold Surface. Can be used to cool off or freeze water.
Forecast. Can tell the weather up to a week in advance.
Foresight. Roll an extra Sign when exploring.
Fly. Can fly while carrying a trainer or smaller 'mon.
Herder. Great with kids; will keep other 'mon in line while you're away.
Hot Surface. Can be used as a campfire or stove.
Hive Queen. Lays eggs that are edible when unfertilized.
Illuminate. Sheds bright light in dark areas.
Illusionist. Can make convincing illusory displays.
Intangible. Can walk through solid surfaces.
Intelligent. As smart as a human, and expresses it in unique ways.
Intimidating. Weaker 'mon shy away from it, rather than acting aggressively or friendly.
Magnificent. Projects an aura of awe.
Messenger. Can memorize and carry message to places it's been before. 1 message at a time.
Mount: Can be ridden at high speeds by a human or smaller 'mon.
Prepared. Might have useful items on it.
Radioactive. Slowly irradiates surrounding area and creatures.
Shadowed. Casts a deep shadow, shedding darkness in bright areas.
Silent. Moves without any sound at all.
Slash. Cut through dense undergrowth.
Sneaky. Can get into areas without people noticing intrusion. What it does afterwards might alert them.
Sociable. Highly talkative with other members of its species, can get Clues easier around them.
Stinky. Can spray vile stench, wards area against anything not absolutely determined to enter.
Strength. Strong enough to pull wagons, topple trees, and shove smaller 'mon around at will.
Stubborn. Can't be moved unless it wants to be.
Sunder. Break through tough obstacles.
Surf. Can swim at surface of water while ridden by a trainer or smaller 'mon.
Sweet Fruit. Grows tasty fruits, loved by most 'mon and humans.
Tracker. Given a sample, can follow the scent.
Tunnel. Make a temporary tunnel large enough for smaller 'mon and the trainer to follow.
Warm Coat. Very snuggly, will keep you warm on cold nights. Can be sheared for warm wool.

Roster
001. Elefruit:
 Sweet Fruit.
002. Mastoak: Strength.
003. Palangrove: Sweet Fruit, Strength, Caravan.
004. Scinder: Illuminate.
005. Scindwurm: Tunnel.
006. Scinferno: Illuminate, Tunnel, Strength.
007. Jellobe: Calm Presence.
008. Zoalobe: Foresight.
009. Medusulus: Surf, Foresight, Intelligent.
010. Klissilk: Camouflage.
011. Nulluna: Shadowed.
012. Lushina: Illuminate.
013. Chirpikeet: Messenger.
014. Hailcon: Forecast, Messenger.
015. Paragrine: Forecast, Fly, Messenger
016. Serpyne, 017. Vydra: Antivenom.
018. Floresce: Sweet Fruit.
019. Isopage: Sociable (Isopage, Milliqueen)
020. Centiknight: Strength.
021. Milliqueen: Sociable (Isopage, Milliqueen), Strength, Hive Queen.
022. Rundeer: Mount.
023. Moostler: Mount, Strength.
024. Gruffle: Warm Coat.
025. Beaglisk, 026. Retrievyrn: Herder.
027. Cordycol: Social (Humans).
028. Voraceps: Strength.
029. Skrundle: Stinky.
030. Racceteer: Sneaky.
031. Impossumble: Prepared.
032. Clingrowth: Slash.
033. Kudzilla: Slash, Intimidating, Strength.
034. Crystacean: Sunder.
035. Paguranite: Sunder, Stubborn.
036. Titanicrab: Sunder, Stubborn, Caravan.
037. Silecret: Camouflage.
038. Sparrowl: Silent.
039. Prowowl: Silent, Fly.
040. Anglerblitz: Camouflage.
041. Eelit, 042. Arteray: Tracker (Creatures).
043. Sabrance: Sunder, Sociable (Sabrance, Epearry).
044. Epearry: Slash, Sociable (Sabrance, Epearry).
045. Swordoom: Intimidating.
046. Armoreck: Intimidating, Strength.
047. Candlight, 048. Willowisp: Illuminate.
049. Faeker: Calm Presence, Illusionist.
050. Koboar: Tunnel.
051. Morboar: Tunnel, Tracker (Gems).
052. Korale: Calm Presence
053. Dorminuen: Sociable (Dorminuen, Reveria), Calm Presence.
054. Reveria: Sociable (Dorminuen, Reveria), Calm Presence, Intelligent.
055. Nocturnale: Intimidating, Intelligent.
056. Geisticle: Camouflage.
057. Bunkit, 058. Pallasade: Stubborn.
059. Pyroil: Hot Surface.
060. Pyrannic: Hot Surface, Intimidating, Strength.
061. Dugratt: Sociable (Dugratt, Kingratt).
062. Kingratt: Sociable (Any), Intelligent.
063. Sierchin: Stubborn.
064. Hoardile: Prepared.
065. Pogonagon: Mount, Intimidating.
066. Cirranta: Forecast, Fly.
067. Permafrog: Cold Surface.
068. Glacianura: Cold Surface, Caravan, Surf.
069. Quartigrade, 070. Obsidigrade: Camouflage, Stubborn.
071. Spectrial: Intangible, Foresight.
072. Scarsine: Sunder, Strength.
073. Whirlord: Slash, Sunder, Strength.
074. Ooloo: Warm Coat.
075. Ashira: Shadowed.
076. Avalira: Sunder.
077. Battira: Intimidating.
078. Hivira: Sociable (Bug-types).
079. Mythira: Sneaky, Magnificent.
080. Stormira: Forecast.
081. Velucharaptor: Slash.
082. Mentatherium: Foresight.
083. Alphanthrope: Sociable (Alphanthrope), Intimidating.
084. Chiropyre: Tracker (Creatures), Silent.
085. Blubble: Surf, Strength.
086. Leviabyss: Surf, Strength, Caravan.
087. Cuatlass: Fly, Slash, Magnificent.
088. Impradiate: Illuminate, Radioactive.
089. Demoncore: Intimidating, Illuminate, Radioactive.
090. Eyescraper: Stubborn, Camouflage.

Friday, April 23, 2021

LEGAMON: Cataclys Regional Legadex

The Cataclys Regional Legadex

The Cataclys region is one of immense natural beauty and intricately layered histories. From the unsummited peak of Mt. Colossus to the uncharted depths of Abyss Canyon, from the glittering blue Iridesce Forests to the rust-red Hema Flats, legamon of all shapes and sizes roam freely through a tumultuous landscape. The peoples of Cataclys live in harmony with legamon, their ways of life shifting with the seasons, passing down the tales of the ruins that dot the landscape in rich oral tradition. These ruins are gigantic and clearly artificial – built long ago by peoples from across the ocean who dared to conquer and enslave legamon instead of treating them with the respect that all living things deserve. Their ruins stand as a testament to the folly of such an endeavor.
 
See the Expanded Regional Legadex for 40 newly-catalogued legamon in the Cataclys region!
 
#001: Elephruit, the Fruit Trunk Legamon (Grass). Level 1. Evolves into Mastoak. 
A tough, stocky legamon with fanlike leaves for ears and a long trunk covered in bark and branches. It loves berries, and can't wait until its trunk is in season to fruit. 
2 Hit Dice (10 Health), 0 Speed, 4 Armor (14 Armor Class), 0 Save (10 Save Target), 0 Attack, 1 Power Die. 
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Gourmet. Regains level extra Health from heal effects. 
SEED CANNON (Grass, Physical): Make sum attacks against the target. Each attack that hits deals damage equal to the number of attacks that have hit so far (the first to hit deals 1, the second to hit deals 2, the third to hit deals 3, etc).
#002: Mastoak, the Bark Armor Legamon (Grass). Level 2. Evolves into Palangrove. 
Mastoak’s trunk oozes delicious sap that it uses to make every kind of plant palatable to its vast appetite. It needs to eat vast amounts of food each day to fuel its rapid growth. 
4 Hit Dice (20 Health), 0 Speed, 4 Armor (14 Armor Class), 2 Save (12 Save Target), 2 Attack, 2 Power Dice. 
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Gourmet. Regains level extra Health from heal effects. 
SEED CANNON (Grass, Physical): Make sum attacks against the target. Each attack that hits deals damage equal to the number of attacks that have hit so far (the first to hit deals 1, the second to hit deals 2, the third to hit deals 3, etc).
SAP BLAST (Grass, Status): Target is Bound. They automatically fail saves to remove it for dice rounds. When they shake off the status, they take highest damage. 
 
#003: Palangrove, the Iron Forest Legamon (Grass/Steel). Level 3.
This legamon has completed its metamorphosis and shed its final layer of wooden bark for natural iron armor. Its trunk branches out into multiple strong limbs, and the canopy of leaves on its back provides shelter for an entire ecosystem of smaller legamon who rely on it for defense and food.
6 Hit Dice (30 Health), 0 Speed, 7 Armor (17 Armor Class), 5 Save (15 Save Target), 2 Attack, 3 Power Dice. 
Physical Attack: Grass. Status Attack: Steel (Trapped). Ability: Gourmet. Regains level extra Health from heal effects.
SEED CANNON (Grass, Physical): Make sum attacks against the target. Each attack that hits deals damage equal to the number of attacks that have hit so far (the first to hit deals 1, the second to hit deals 2, the third to hit deals 3, etc).
SAP BLAST (Grass, Status): Target is Bound. They automatically fail saves to remove it for dice rounds. When they shake off the status, they take highest damage.
TRAMPLE (Steel, Physical): Deal highest damage to the target, then deal that damage to the target at the start of each of the next dice rounds.

#004: Scinder, the Fire Bellied Legamon (Fire). Level 1. Evolves into Scindwurm.
A slinky, scaled legamon that's warm to the touch. When it opens its mouth, it glows with fiery embers. Its short legs have thick claws for digging, and it likes to spend cold nights buried in sun-warmed dirt.
1 Hit Die (5 Health), 1 Speed, 2 Armor (12 Armor Class), 0 Save (10 Save Target), 2 Attack, 1 Power Die.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take level fire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.

#005: Scindwurm, the Burning Pit Legamon (Fire/Ground). Level 2. Evolves into Scinferno.
Its body has grown larger and heavier, though its legs remain short. It crawls on its belly when it surfaces, but it prefers the comfort of underground, using its internal furnace to melt its way through the rock.
3 Hit Dice (15 Health), 2 Speed, 2 Armor (12 Armor Class), 2 Save (12 Save Target), 2 Attack, 2 Power Dice.
Physical Attack: Ground. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take level fire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.
ERUPTION (Fire, Physical): Deal sum damage and target saves vs. burning. This attack can be used while burrowing, but using it ends the burrow immediately.

#006: Scinferno, the Sand Wyrm Legamon (Fire/Ground). Level 3.
This legamon has grown to vast size, its maw large enough to swallow cars whole. Its legs are now vestigial, and when it deigns to surface, it appears half above ground and half below. Some say they can burrow as far down as the world’s core, and the magma they drink fuels their perilously hot digestion.
5 Hit Dice (25 Health), 2 Speed, 3 Armor (13 Armor Class), 2 Save (12 Save Target), 4 Attack, 4 Power Dice.
Physical Attack: Ground. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take level fire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.
ERUPTION (Fire, Physical): Deal sum damage and target saves vs. burning. This attack can be used while burrowing, but using it ends the burrow immediately.
DEVOUR (Normal, Physical): Engulfs the target, dealing highest damage, and then if they have fewer Health than this ‘mon they immediately make a save. If they fail, they’re devoured. This ‘mon’s attacks automatically hit devoured targets, and devoured targets can always attack this ‘mon regardless of other effects. Each round, devoured ‘mon save, and escape on a success.

#007: Jellobe, the Deep Thinker Legamon (Water). Level 1. Evolves into Zoalobe.
A globule of transparent aqua jelly with a pink brain visible inside. It elevates itself and walks around on five stubby tendrils of the same gel. The brain is small, but its many wrinkles reveal that it's highly intelligent.
1 Hit Die (5 Health), 2 Speed, 0 Armor (10 Armor Class), 2 Save (12 Save Target), 0 Attack, 2 Power Dice.
Physical Attack: Water. Status Attack: Water (Drench). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.

#008: Zoalobe, the Frontal Lobe Legamon (Water/Psychic). Level 2. Evolves into Medusulus.
Zoalobe’s brain has many lobes, one controlling each of its tentacles. They’ve grown long and much stronger, especially when it ties them together to form two larger arms. It can now project its thoughts into the minds of others.
2 Hit Dice (10 Health), 4 Speed, 1 Armor (11 Armor Class), 3 Save (13 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Water. Status Attack: Psychic (Confuse). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
LOBOTOMIZE (Psychic, Physical): Deal sum+dice damage. This can’t be healed from during combat, as it’s entirely mental.

#009: Medusulus, the High Cognition Legamon (Water/Psychic). Level 3.
Its brain has grown so much that it spills out into its tentacles. Protected by slimy gel, its tentacles have minds of their own, and often squabble amongst themselves for the main brain’s favor. The tentacles split at the ends, and these “hands” get into all sorts of trouble.
3 Hit Dice (15 Health), 5 Speed, 2 Armor (12 Armor Class), 5 Save (15 Save Target), 0 Attack, 5 Power Dice.
Physical Attack: Water. Status Attack: Psychic (Confuse). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
LOBOTOMIZE (Psychic, Physical): Deal sum+dice damage. This can’t be healed from during combat, as it’s entirely mental.
DROWN IN GOO (Water, Status): Target takes sum damage when switched out, and the ‘mon that switches in to replace it must save or take sum damage.

#010: Klissilk, the Silk Larva Legamon (Bug). Level 1. Evolves into Nulluna or Lushina.
This legamon is a small crawling thing that leaves a soft bright trail wherever it goes. One end has its face, the other end has an identical pattern to confuse predators – and researchers, who thought it had two heads until very recently.
2 Hit Dice (10 Health), 0 Speed, 2 Armor (12 Armor Class), 2 Save (12 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Bug. Status Attack: Bug (Bound). Ability: Sticky Trail. Attacks that hit also subtract level from enemy’s Speed.
FACE FLIP (Normal, Status): +sum to Save Target. Spins rapidly, showing both its faces to the enemy and Confusing it.

#011: Nulluna, the Smog Moth Legamon (Bug/Dark). Level 2.
Emerges from Klissilk in industrial areas or on the slopes of volcanoes where ash clouds the sky. It casts an ashen pallor all around, smog drifting off its wings endlessly.
3 Hit Dice (15 Health), 0 Speed, 2 Armor (12 Armor Class), 4 Save (14 Save Target), 2 Attack, 3 Power Dice.
Physical Attack: Bug. Status Attack: Dark (Flinch). Ability: Smog Cloud. Cut enemy’s Speed by level while this ‘mon is active.
WING SLASH (Bug, Physical): Deal sum damage and cut their Attack by 1.
DARK DASH (Dark, Physical): Deal sum+dice damage and they save vs. Flinch.

#012: Lushina, the Moon Moth Legamon (Bug/Fairy). Level 2.
Emerges from Klissilk under a full moon on a cloudless night. The spots on its wings shine with the current phase of the moon, even during the day or when the moon is clouded over.
3 Hit Dice (15 Health), 2 Speed, 2 Armor (12 Armor Class), 4 Save (14 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Bug. Status Attack: Fairy (Charm). Ability: Moon Reflection. Cut enemy’s Save by level while this ‘mon is active.
WING SLASH (Bug, Physical): Deal sum damage and cut their Attack by 1.
BRIGHT FLASH (Fairy, Status): Inflict Charm and Trapped. Same save ends both conditions.

#013: Chirpikeet, the Messenger Legamon (Flying). Level 1. Evolves into Hailcon.
Its song is never the same twice, leading people to believe that its language is many times more complicated than human speech. They are common companions of the indigenous peoples of the region, but considered pests by settlers.
1 Hit Die (5 Health), 1 Speed, 1 Armor (11 Armor Class), 1 Save (11 Save Target), 2 Attack, 1 Power Die.
Physical Attack: Flying. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR
STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
 
#014: Hailcon, the Soaring Legamon (Flying/Ice). Level 2. Evolves into Paragrine.
Hailcon rides the thermals, gazing down on the region from high above. When they spot small prey, they dive, wreathing themselves in ice crystals from their sheer altitude and using them to devastating effect.
2 Hit Dice (10 Health), 3 Speed, 1 Armor (11 Armor Class), 3 Save (13 Save Target), 3 Attack, 2 Power Dice.
Physical Attack: Ice. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR
STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
FROST DIVE (Ice, Status): Freezes the target. If they’re already frozen, instead shatter them, dealing sum+highest damage.
 
#015: Paragrine, the Sky Master Legamon (Flying/Ice). Level 3.
Paragrine rules the skies, faster and more accurate than any other legamon in the air. It can reach incredible speeds when it dives, and its strong wings let it lift its frozen prey back into the air to drop them from deadly heights.
3 Hit Dice (15 Health), 6 Speed, 1 Armor (11 Armor Class), 3 Save (13 Save Target), 5 Attack, 3 Power Dice.
Physical Attack: Ice. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR
STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
FROST DIVE (Ice, Status): Freezes the target. If they’re already frozen, instead shatter them, dealing sum+highest damage.
FLY (Flying, Movement): Fly high in the air. Can carry trainers this way. A flying ‘mon becomes immune to attacks it normally resists. Can maintain flight in combat for sum rounds; ends when it uses or is hit by a Physical attack.
 
#016: Serpyne, the Venomous Legamon (Poison). Level 1. Evolves into Vydra.
This long, limbless legamon is covered in quills. Each is tipped with an incredibly virulent venom, and it can fire them like darts. Shed quills are collected, and made into both arrows and antivenom.
2 Hit Dice (10 Health), 2 Speed, 0 Armor (10 Armor Class), 2 Save (12 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Poison. Status Attack: Poison (Poisoned). Ability: Venomous Body. ‘mon that deal damage to this ‘mon with a physical attack must save vs. poisoned.
DART VOLLEY (Poison, Physical): Make sum attacks; each deals level damage. If 2 or more hit, target is poisoned. 

#017: Vydra, the Many Headed Legamon (Poison). Level 2.
Sometimes, a Serpyne’s quills grow large and become heads splitting away from the main body. These extra heads all have different ideas about what to do, but come together in a consensus quite quickly. Five heads are better than one!
3 Hit Dice (15 Health), 2 Speed, 0 Armor (10 Armor Class), 5 Save (15 Save Target), 2 Attack, 2 Power Dice.
Physical Attack: Poison. Status Attack: Poison (Poisoned). Ability: Many Headed. If this ‘mon misses with the first move it makes in a turn, it can try to use another move afterwards.
DART VOLLEY (Poison, Physical): Make sum attacks; each deals level damage. If 2 or more hit, target is poisoned.
SLUDGE VOMIT (Poison, Status): Target is poisoned dice times. Each deals separate damage and is saved separately.

#022: Rundeer, the Charging Legamon (Normal). Level 1. Evolves into Moostler.
Its antlers are covered in soft velvet, so it seems harmless, but the true danger is from its iron-hard hooves. They travel in herds, and cocky predators find themselves crushed beneath their prey in short order.
2 Hit Dice (10 Health), 2 Speed, 0 Armor (10 Armor Class), 0 Save (10 Save Target), 2 Attack, 1 Power Die.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Herd Defense. After it switches in, gets +level to Save and Armor against the next attack that targets it. After it switches out, replacing ‘mon gets same bonus.
TRAMPLE (Steel, Physical): Deal highest damage to the target, then deal that damage to the target at the start of each of the next dice rounds.

#023: Moostler, the Giga Antler Legamon (Normal). Level 2.
Reports of its size never do it justice. No matter how big you’ve been told it is, it’s bigger than that. Despite being herbivorous, they are a constant danger, using their broad antlers to lift and flip cars – seemingly for fun.
4 Hit Dice (20 Health), 2 Speed, 1 Armor (11 Armor Class), 0 Save (10 Save Target), 4 Attack, 2 Power Dice.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Herd Defense. After it switches in, gets +level to Save and Armor against the next attack that targets it. After it switches out, replacing ‘mon gets same bonus.
TRAMPLE (Steel, Physical): Deal highest damage to the target, then deal that damage to the target at the start of each of the next dice rounds.
ANTLER SUPLEX (Normal, Physical): Deal sum+dice damage to the target. If this attack hits, also inflict Knockdown.

#025: Beaglisk, the Sheperd Legamon (Normal/Dragon). Level 1. Evolves into Retrievyrn.
A serpentine legamon with a long, spined tail, four stocky, powerful legs; furred in its front half and scaly in the rear. Its powerful jaws and ferocious visage bely its eager, puppy-like desire to please - and how little it knows about its own size and strength.
2 Hit Dice (10 Health), 2 Speed, 2 Armor (12 Armor Class), 0 Save (10 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Dragon. Status Attack: Normal (Taunt). Ability: Eager. Can use an extra move on the first turn of battle.
HERD (Normal, Status): +sum to Save Target. Target is forced to repeat the same action they took most recently until they save against this effect (at the normal Save Target). If they did nothing, they do nothing.

#026: Retrievyrn, the Basilisk Legamon (Normal/Dragon). Level 2.
Retrievyrn has learned its own strength, but has grown even larger and beast-like. It’s grown more eyes, four more legs, and gathers petrifying power in its maw. This helps it greatly when it needs to bring back strays from the flock.
3 Hit Dice (15 Health), 2 Speed, 2 Armor (12 Armor Class), 3 Save (13 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Dragon. Status Attack: Normal (Taunt). Ability: Eager. Can use an extra move on the first turn of battle.
HERD (Normal, Status): +sum to Save Target. Target is forced to repeat the same action they took most recently until they save against this effect (at the normal Save Target).

If they did nothing, they do nothing.
PETRIFYING GAZE (Dragon, Status): +sum to Save Target. Freeze the target.

#027: Cordycol, the Rainbow Ant Legamon (Bug). Level 1. Evolves into Voraceps.
This antlike species of legamon has been domesticated for millennia. The base form is now brightly colored, incredibly docile, and much larger than its ancient feral progenitors. Different breeds are selected for their specific coloration and unique shapes.
3 Hit Dice (15 Health), 0 Speed, 0 Armor (10 Armor Class), 2 Save (12 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Bug. Status Attack: Bug (Bound). Ability: Dazzling. At the end of a turn where this ‘mon doesn’t attack, it gets +level Armor and +level Save until the start of its next turn.
CURL UP (Normal, Maneuver): Get +sum armor until next damaged or until this ‘mon next attacks.

#028: Voraceps, the Fungal Infection Legamon (Bug/Poison). Level 2.
Cordycol were first domesticated through the implantation of a parasitic fungus that takes over the brain stem. When they're deemed large enough for battle, the fungus is implanted and turns the gentle giant into a voracious combat monster, wielding puffs of fungus to temporarily confuse and control its enemies.
4 Hit Dice (20 Health), 2 Speed, 0 Armor (10 Armor Class), 2 Save (12 Save Target), 3 Attack, 2 Power Dice.
Physical Attack: Bug. Status Attack: Poison (Poisoned). Ability: Infectious. ‘mon affected by this ‘mon’s Poisonous status are also Confused.
CURL UP (Normal, Maneuver): Get +sum armor until next damaged or until this ‘mon next attacks.
FUNGAL MADNESS (Poison, Physical): Deal sum damage. Enemy may choose to take half sum damage and become poisoned instead.

#032: Clingrowth, the Rapid Growth Legamon (Grass). Level 2. Evolves into Kudzilla.
This legamon is made of spiky vines that never seem to stop writhing. Sometimes they roughly mimic the shapes of other legamon, but never hold that form for long.
4 Hit Dice (10 Health), 1 Speed, 3 Armor (13 Armor Class), 0 Save (10 Save Target), 4 Attack, 2 Power Die.
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Voracious. Add Attack to damage dealt by physical special moves.
VINE LASH (Grass, Physical): Deal sum damage. Target saves vs. knockdown.
 
TAKE ROOT (Grass, Maneuver): Gain +dice Armor and reduce damage from the next dice physical attacks by +sum.

#033: Kudzilla, the Monster Vine Legamon (Grass). Level 3.
The writhing vines have finally settled on a gigantic, terrifying form. Its leafy maw collects solar radiation and re-emits it as a blast of searing atomic light.
6 Hit Dice (30 Health), 1 Speed, 5 Armor (15 Armor Class), 0 Save (10 Save Target), 5 Attack, 4 Power Dice.
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Voracious. Add Attack to damage dealt by physical special moves.
VINE LASH (Grass, Physical): Deal sum damage. Target saves vs. knockdown.
TAKE ROOT (Grass, Maneuver): Gain +dice Armor and reduce damage from the next dice physical attacks by +sum.
SOLAR BEAM (Grass, Physical): Deal sum+sum damage. If the attack misses, it still deals sum damage. Expend all Power Dice used on this move, regardless of their value.

#034: Crystacean, the Sharp Edged Legamon (Rock). Level 1. Evolves into Paguranite.
This crablike legamon is made of oily, rainbow crystal. Its edges are sharply angled, and everywhere it turns there’s another corner to cut yourself on.
3 Hit Dice (15 Health), 0 Speed, 3 Armor (13 Armor Class), 0 Save (10 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Rock. Status Attack: Rock (Entomb). Ability:
Tough Shell. Whenever this ‘mon hits with a physical attack, it gets +1 Armor until the end of the battle.
STALAGMITE (Rock, Physical): Deal sum damage. If the target is entombed, this automatically hits.

#037: Silecret, the Dessicant Legamon (Ground). Level 1.
It hides under a mass of salt. No one has seen its true form, though the withered arms that poke out of the pile reveal that whatever it is, it’s dehydrated and apparently okay with that.
1 Hit Die (5 Health), 0 Speed, 2 Armor (12 Armor Class), 3 Save (13 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Ground. Status Attack: Ground (Sandblast). Ability: Salty. When this ‘mon is KO’d, it gets to make one final attack in response.
SALT THE EARTH (Ground, Weather): Scatter piles of salt across the battlefield so nothing can grow. Water and grass moves deal sum damage to their users (save for half). This expends the spent die.

#040: Anglerblitz, the Shocking Surprise Legamon (Electric). Level 1.
A bloated neon fish that's all sharp teeth and fluttering fins. It can concentrate its own light in its lure; becoming nearly invisible. When it's attracted its prey, it blasts it with a powerful shockwave. This is the female form - the male form is many times smaller, and merges with the female to act as a vestigial reproductive organ.
1 Hit Die (5 Health), 1 Speed, 0 Armor (10 Armor Class), 3 Save (13 Save Target), 0 Attack, 2 Power Dice.
Physical Attack: Electric. Status Attack: Electric (Paralyze). Ability: Camo Charge. While charging an attack, this ‘mon gets +level to Armor and Save.
CHARGE WAVE (Electric, Status): Start charging this attack and release next turn. When released, deals sum damage and paralyzes (successful save avoids paralyze, halves damage). While charging, may use this move again to add sum+dice to its total damage and delay release of wave until the following turn.

#043: Sabrance, the Slashing Legamon (Fighting). Level 1.
A bipedal legamon with long slashing forearms and a bright crest. Duels paired with a Epearry to hone their skills.
2 Hit Dice (10 Health), 2 Speed, 1 Armor (11 Armor Class), 0 Save (10 Save Target), 2 Attack, 1 Power Die.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Combo. After hitting with a physical attack, get +level attack and -level armor until end of next turn.
SABRE SLASH (Fighting, Physical): Deals sum damage, or sum+highest damage if this ‘mon hit the target with a physical attack last round.

#044: Epearry, the Parrying Legamon (Fighting). Level 1.
A bipedal legamon with quick needle-like forearms and a bright crest. Duels paired with a Sabrance to hone their skills.
2 Hit Dice (10 Health), 2 Speed, 2 Armor (12 Armor Class), 0 Save (10 Save Target), 1 Attack, 1 Power Die.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Careful. Can choose to go second in any round.
EPEE RIPOSTE (Fighting, Physical): Deals sum damage, or sum+highest damage if this ‘mon has been missed by an attack or successfully made a save this round.

#045: Swordoom, the Haunted Blade Legamon (Ghost). Level 1. Evolves into Armoreck.
This legamon is made of the fallen weapons of a bloody battle, given life by the sorrow of the deaths of thousands. The eyes of the dead can be seen in the dark red haze that animates their chipped and sundered blades.
1 Hit Die (5 Health), 1 Speed, 0 Armor (10 Armor Class), 0 Save (10 Save Target), 3 Attack, 2 Power Dice.
Physical Attack: Ghost. Status Attack: Ghost (Curse). Ability: On Guard. On a turn when it hasn’t attacked yet, add this ‘mon’s Attack to its Armor.
BLADE FLURRY (Steel, Physical): Make dice attacks that each deal highest damage.

#046: Armoreck, the Battlefield Scavenger Legamon (Ghost/Steel). Level 2.
When Swordoom evolves, it dons a patchwork platemail and takes a rough, headless humanoid form. It stands one and a half times a human’s height and just as broad, wielding a halberd in one hand and the banner of the dead in the other.
4 Hit Die (20 Health), 1 Speed, 3 Armor (13 Armor Class), 0 Save (10 Save Target), 3 Attack, 3 Power Dice.
Physical Attack: Ghost. Status Attack: Steel (Trapped). Ability: On Guard. On a turn when it hasn’t attacked yet, add this ‘mon’s Attack to its Armor.
BLADE FLURRY (Steel, Physical): Make dice attacks that each deal highest damage.
GHASTLY CHARGE (Ghost, Physical): Deal sum damage and knock down target.

#047: Candlight, the Flickering Legamon (Fire). Level 1. Evolves into Willowisp.
Many consider this disembodied flame the purest manifestation of the Fire type, and regard it with a near-saintly reverence. In the darkest nights, Candlights form circles in fields, and leave a scorched pattern in their wake. No one has yet managed to decode the significance of these patterns – if such significance even exists.
1 Hit Die (5 Health), 1 Speed, 0 Armor (10 Armor Class), 3 Save (13 Save Target), 0 Attack, 2 Power Dice.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Blazing Body. ‘mon that hit this ‘mon with a physical attack save vs burning.
FLAME WHEEL (Fire, Status): +sum to Save Target. Burn the target, then deal level+1 damage for each burn status affecting the target.

#048: Willowisp, the Guiding Light Legamon (Fire/Fairy). Level 2.
Candlight grow to immense brightness in the depths of Iridesce Forest, though their size remains as small as ever. Their unique paracolored lighting draws observers to inadvertently follow, into places they won’t return from unscathed.
2 Hit Dice (10 Health), 2 Speed, 0 Armor (10 Armor Class), 7 Save (17 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Fire. Status Attack: Fairy (Charm). Ability: Blazing Body. ‘mon that hit this ‘mon with a physical attack save vs burning.
FLAME WHEEL (Fire, Status): +sum to Save Target. Burn the target, then deal level+1 damage for each burn status affecting the target.
FAIRY FIRE (Fairy, Status): If target is charmed, they automatically fail save. Deal sum damage and confuse the target.

#052: Korale, the Dreamsong Legamon (Psychic). Level 1. Evolves into Dorminuen.
The beautiful song of this ethereal legamon puts those who hear it into a deep slumber. Their dreams are incredible, but on waking find themselves drained and unrested, as Korale feeds on their delta brainwaves.
1 Hit Die (5 Health), 0 Speed, 2 Armor (12 Armor Class), 2 Save (12 Save Target), 0 Attack, 2 Power Dice.
Physical Attack: Psychic. Status Attack: Psychic (Confuse). Ability: Dream Leech. Drains level health per turn from sleeping ‘mon.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.

#056: Geisticle, the Icicle Legamon (Ghost/Ice). Level 1.
The spirit of a fallen Legamon, frozen to death on the side of the never-summited Mt. Colossus. It haunts the slopes, ambushing foolhardy climbers in the hopes of making more Geisticles.
1 Hit Die (5 Health), 0 Speed, 0 Armor (10 Armor Class), 3 Save (13 Save Target), 1 Attack, 2 Power Dice.
Physical Attack: Ice. Status Attack: Ghost (Curse). Ability: Ambush. Always takes the first turn in round 1.
FROSTBITE (Ice, Status): Target’s blood freezes in its veins. It's unable to use Status attacks without taking sum ice damage until it saves against this effect.

#057: Bunkit, the Defensive Legamon (Steel/Electric). Level 1. Evolves into Pallasade.
A catlike legamon that hides in layers upon layers of fluffy steel fur. It can charge up its fur to harden it into armor plating, which prevents it from moving but also protects it from most kinds of harm.
1 Hit Die (5 Health), 0 Speed, 3 Armor (13 Armor Class), 0 Save (10 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Steel. Status Attack: Electric (Paralyze). Ability: Shock Discharge. When hit with a physical attack, hitting ‘mon saves vs. Paralyze. Works level times per battle.
CHARGE FUR (Electric, Maneuver): Gain sum Armor until the end of next round.

#058: Pallasade, the Immovable Legamon (Steel/Electric). Level 2.
Pallasade has grown fluffier than ever before. It can extend its fur like pylons or ropes, attaching to nearby supports or burrowing them deep within the earth to resist being moved.
2 Hit Dice (10 Health), 0 Speed, 5 Armor (15 Armor Class), 3 Save (13 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Steel. Status Attack: Electric (Paralyze). Ability: Shock Discharge. When hit with a physical attack, hitting ‘mon saves vs. Paralyze. Works level times per battle.
CHARGE FUR (Electric, Maneuver): Gain sum Armor until the end of next round.
CLAMP DOWN (Steel, Physical): Deal sum damage. Even if this attack misses, gain dice Armor.

#064: Hoardile, the Collecting Legamon (Dark). Level 1. Evolves into Pogonagon.
A small rust-colored legamon that can inflate a fearsome frill. Collects and defends a hoard of valuable trinkets; as many as it can find - especially those it can steal. Has a vicious bite, and puffs of toxic smoke emerge from its nostrils when its basked for long enough on its hoard in the sun.
1 Hit Die (5 Health), 0 Speed, 2 Armor (12 Armor Class), 0 Save (10 Save Target), 3 Attack, 1 Power Die.
Physical Attack: Dark. Status Attack: Dark (Flinch). Ability: Thief. When this ‘mon hits its target with a physical attack, it steals any items it’s holding.
PUFF UP (Normal, Status): Target succumbs to fear and switches out for a random ‘mon (or runs away, if wild).
 
#065: Pogonagon, the Frightening Face Legamon (Dark/Dragon). Level 2.
Its frill has become a mighty beard. When it puffs its beard up, it looks several times its size. Most of its attacks are fear-based, as it's actually incredibly lazy - its balefire breath is limited by how much it's basked in the sun.
3 Hit Dice (15 Health), 1 Speed, 2 Armor (12 Armor Class), 3 Save (13 Save Target), 3 Attack, 2 Power Dice.
Physical Attack: Dragon. Status Attack: Dark (Flinch). Ability: Sunbather. Gain an extra Power Die if this ‘mon started the battle fully healed. Lose that Power Die when damaged.
PUFF UP (Normal, Status): Target succumbs to fear and switches out for a random ‘mon (or runs away, if wild).
BALEFIRE BLAST (Dragon, Physical): Deal sum+dice+lowest damage and they save vs. burning.

#074: Ooloo, the Vast Potential Legamon (Normal). Level 1. Evolves into Ashira, Avalira, Battira, Hivira, Mythira, Stormira… and more?
Ooloo might look like a cute little creature, but this unassuming legamon can adapt to the most hostile conditions. It absorbs the power of conflicting elements and becomes an embodiment of their coexistence.
1 Hit Die (5 Health), 1 Speed, 1 Armor (11 Armor Class), 1 Save (11 Save Target), 2 Attack, 1 Power Die.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Adapt. After an attack hits this ‘mon, it gains resistance to that damage type until the end of the battle.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.

#075: Ashira, the Forest Fire Embodiment Legamon (Fire/Grass). Level 2.
In areas with frequent forest fires, Ooloo evolves to help facilitate controlled burns. From the ashes, new life springs, and seeds are carried far both by the warm winds and Ashira’s thick pelt. Ashira form close-knit packs, and communally raise their litters.
3 Hit Dice (15 Health), 1 Speed, 2 Armor (12 Armor Class), 2 Save (12 Save Target), 3 Attack, 3 Power Dice.
Physical Attack: Fire. Status Attack: Grass (Drain). Ability: Firebreak. Automatically succeed on saves vs. burning and drain, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
CLEANSING BLAZE (Fire, Physical): An ashen fire consumes the battlefield. At the start of each round, roll a d6. On a 1-3, all combatants save vs. burning. On a 4-6, all combatants save vs. drain (if one of your ‘mon gets drained, the enemy ‘mon is healed). This expends the spent dice.


#077: Battira, the War Embodiment Legamon (Dark/Fighting). Level 2.
Intense human conflict traps many Ooloo in dangerous warzones, in which they evolve into the feared Battira. It stalks the battlefield, scavenging from corpses, and turning the tide of engagements whichever way it sees fit. Sometimes Battira fight each other out of sheer boredom, but they never severely harm each other – they save that for the war.
4 Hit Dice (20 Health), 1 Speed, 3 Armor (13 Armor Class), 1 Save (11 Save Target), 4 Attack, 2 Power Dice.
Physical Attack: Dark. Status Attack: Fighting (Stagger). Ability: Fearless. Automatically succeed on saves vs. stagger and flinch, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
FOG OF WAR (Dark, Weather): Darkens the battlefield with a haze of pure fear. At the start of each round, roll a d6. On a 1-3, all combatants save vs. stagger. On a 4-6, all combatants save vs. flinch. This expends the spent dice.


#079: Mythira, the Cryptid Embodiment Legamon (Dragon/Fairy). Level 2.
Some Ooloo just want to be left alone. When they need to escape prying eyes and the constant influx of trainers into their hunting grounds, they become the embodiment of mythical creatures, invisible to cameras and anyone purposefully looking for them. No one knows why they choose certain trainers to trust with their existence.
2 Hit Dice (10 Health), 3 Speed, 3 Armor (13 Armor Class), 1 Save (11 Save Target), 2 Attack, 3 Power Dice.
Physical Attack: Fairy. Status Attack: Dragon (Crush). Ability: Undiscovered. Automatically succeed on saves vs. charm and crush, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
FAE REALM (Fairy, Weather): Drag the battlefield into a surreal otherworld. At the start of each round, roll a d6. On a 1-3, all combatants save vs. charm. On a 4-6, all combatants save vs. crush. This expends the spent dice.

#080: Stormira, the Thunderstorm Embodiment Legamon (Water/Electric). Level 2.
When an Ooloo lives in a stormy area long enough, it evolves to ride lightning bolts up to the clouds and fall back down with the rain. Stormira are solitary predators, and fight viciously when they encounter each other.
2 Hit Dice (10 Health), 3 Speed, 1 Armor (11 Armor Class), 1 Save (11 Save Target), 3 Attack, 3 Power Dice.
Physical Attack: Electric. Status Attack: Water (Drench). Ability: Storm Rider. Automatically succeed on saves vs. paralyze and drench, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
THUNDERHEAD (Electric, Weather): Summons a storm cloud across the battlefield. At the start of each round, roll a d6. On a 1-3, all combatants save vs. drench. On a 4-6, all combatants save vs. paralyze. This expends the spent dice.

#081: Velucharaptor, the Hunting Fossil Legamon (Rock/Fighting). Level 1.
Resurrected from ancient fossils using next-generation technology, Velucharaptor has a wicked kick that makes incredible use of its enormous toe claw. It’s flamboyantly feathered, brightly colored, and can change those colors to signal to other Velucharaptors, revealing its nature as a pack hunter.
1 Hit Die (5 Health), 2 Speed, 0 Armor (10 Armor Class), 0 Save (10 Save Target), 3 Attack, 1 Power Die.
Physical Attack: Rock. Status Attack: Fighting (Stagger). Ability: Fossilized. Ancient bones let this ‘mon automatically succeed on its first save of a battle.
CLAW KICK (Fighting, Physical): Deals sum damage. Even on a miss, target can choose to be staggered, if they don’t, return the Power Dice used for this move no matter what their result was.

#082: Mentatherium, the Precocious Fossil Legamon (Rock/Psychic). Level 1.
Resurrected from ancient fossils using next-generation technology, Mentatherium is proof that creatures in every era have been just as intelligent as those today – or even more. While slothful, its mind is all the protection it needs, able to predict a predator’s movements and counter them expertly.
2 Hit Dice (10 Health), 0 Speed, 0 Armor (10 Armor Class), 2 Save (12 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Rock. Status Attack: Psychic (Confuse). Ability: Fossilized. Ancient bones let this ‘mon automatically succeed on its first save of a battle.
FORESEE (Psychic, Status): Secretly write down a move. When the enemy makes it, they must save or take sum+highest damage.

#085: Blubble, the Gentle Giant Legamon (Water). Level 2. Evolves into Leviabyss.
These blubbery titans drift slowly through the coastal seas, feeding on tiny ‘mon and plants. They are slow to anger, so make ideal transports through treacherous and stormy waters.
5 Hit Dice (25 Health), 0 Speed, 3 Armor (13 Armor Class), 2 Save (12 Save Target), 0 Attack, 2 Power Dice.
Physical Attack: Water. Status Attack: Water (Drench). Ability: Blubber. Can expend a Power Die to reduce damage from a physical attack by sum. This die doesn’t return.
SURF (Water, Movement): This ‘mon can carry passengers across the water. When used in combat, this move deals sum damage and target saves vs. knockdown.
 
CANNONBALL (Water, Physical): Deals sum damage to each other ‘mon. Gain +dice Save until the end of this ‘mon’s next turn from the shroud of water kicked up.
 
#086: Leviabyss, the Wakened Giant Legamon (Water/Dragon). Level 3.
Blubble is slow to anger, but when it's enraged, it uses its vast reserves of caloric energy to transform into a oceanic siege engine, implacable and unstoppable. Its baleen becomes scything jaws, and fins of bone burst through its skin to form natural armor.
8 Hit Dice (40 Health), 0 Speed, 6 Armor (16 Armor Class), 6 Save (10 Save Target), 3 Attack, 3 Power Dice.
Physical Attack: Water. Status Attack: Dragon (Crush). Ability: Blubber. Can expend a Power Die to reduce damage from a physical attack by sum. This die doesn’t return.
SURF (Water, Movement): This ‘mon can carry passengers across the water. When used in combat, this move deals sum damage and target saves vs. knockdown.
CANNONBALL (Water, Physical): Deals sum damage to each other ‘mon. Gain +dice Save until the end of this ‘mon’s next turn from the shroud of water kicked up.
DRAGON CRUNCH (Dragon, Physical): Crush the target. They take damage equal to the amount their Armor is decreased this way, plus highest.
 
#090: Eyescraper, the Towering Legamon (Steel). Level 2.
It juts from the landscape, looking to all onlookers as just another of the ruined towers common to the Cataclys region. However, if you look closely at its “windows”, you can see it looking back. Sometimes, the howls on the wind aren’t just blowing through the ruin-canyons – they’re the calls of forlorn Eyescrapers singing their melancholy songs.
6 Hit Dice (30 Health), 0 Speed, 5 Armor (15 Armor Class), 0 Save (10 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Steel. Status Attack: Steel (Trapped). Ability: Tower. This ‘mon is incredibly tall, and you can walk around inside it.
STEELY GAZE (Steel, Status): Choose one of the rolled results from the following list to inflict (ex. if you roll a 1 and a 3, choose either Stagger or Confused): 1. Stagger, 2. Flinch, 3. Confused, 4. Trapped, 5. Entomb, 6. Crush.
REBAR SHOT (Steel, Physical): Deal sum damage and target saves vs. being Bound by being impaled on rebar.
 
More Rules
 
Leveling Up: If a 'mon doesn't have higher-level evolutions, they still can level up and learn moves and get stronger. When you hit a milestone that would let them level up, add 1 to their Hit Dice, add 1 to their Power Dice, then distribute 5 more points as you see fit between their stats. Level 3 is still the level cap.
 
Any 'mon can level up without evolving. If you don't want it to change types or abilities, or you just like how it looks when it's small and cute, you can feed it an Everyoung Blossom to stunt its growth. They also might learn different moves this way!
 
Legamon Training: You can also use a level up (especially once your ‘mon has hit max level) to instead redistribute up to level points between its abilities, and if it’s double-typed, you may swap the types of its basic Physical and Status moves. Can’t go below level Hit Dice or Power Dice.
 
Moves: A ‘mon can only know a number of moves equal to its level, but you can always train it out of its old bad habits and into new ones that help your team composition or let you surpass the latest obstacle.
 
Stats gained or lost from moves don’t last beyond the battle. Health lost and PD spent do.
 
Even if a Physical move misses or a Status Move is saved against, still roll the Power Die to see if it returns or not.

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