Monstrous Physique — Pokémon

With the imminent release of the latest versions of Pokémon, I got rather excited about the little pocket monsters. The games are something I’ve enjoyed since childhood and now they were on my mind yet again. With over 700 of the critters to choose from, it’s kind of difficult to choose just one to stat up. So I didn’t—I chose three of them.

pokemon_trainer_brawl

This large, light-blue turtle stands on its hind legs. It sports a welcoming demeanor.
Squirtle                           CR 3
XP 800
N Small magical beast (aquatic)
Init +5; Senses low-light vision; Perception +7
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 30 (4d10+8)
Fort +5, Ref +6, Will +3
Defensive Abilities shell withdraw; Resist fire 5
Weaknesses vulnerable to electricity
OFFENSE
Speed 30 ft., swim 30 ft.
Melee 2 claws +6 (1d6+1), slam +6 (1d6+1)
Spell-Like Abilities (CL 4th; concentration +6)
At will—hydraulic push
1/day—slipstream
STATISTICS
Str 12, Dex 17, Con 15, Int 10, Wis 11, Cha 14
Base Atk +4; CMB +4; CMD 17 (21 vs. trip)
Feats Improve Initiative, Iron Will
Skills Acrobatics +10, Perception +7, Swim +10;
Languages Common (cannot speak)
SQ amphibious, surf
ECOLOGY
Environment temperate and tropical water
Organization solitary, pair, or squad (3–5)
Treasure none
SPECIAL ABILITIES
Shell Withdraw (Ex) When Squirtle uses the total defense action, it withdraws into its shell, granting it cover.
Surf (Ex) Squirtle can pull other creatures with it while it swims. A creature can grab on to Squirtle as a move action and is moved along with Squirtle while Squirtle uses its swim speed. Squirtle can either pull one Medium creature, two Small creatures, or four Tiny creatures. Diminutive and fine creatures can instead ride on Squirtle’s shell, which can hold 16 diminutive creatures or 32 fine creatures.

This lizard’s bright blue skin is marked with dark patches. A large blooming flower rests on its back.
Ivysaur                            CR 6
XP 2,400
N Medium plant
Init +2; Senses low-light vision, scent Perception +13
DEFENSE
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 67 (9d8+27)
Fort +9, Ref +5, Will +4
Weaknesses vulnerability to cold, vulnerability to fire
OFFENSE
Speed 30 ft.
Melee bite +8 (1d6+2), 4 vine whips +8 (1d6+2 plus grab)
Ranged 6 razor leaves +4 (1d8)
Space 5 ft.; Reach 5 ft. (15 ft. with vines)
Spell-Like Abilities (CL 9th; concentration +12)
1/day—poison (DC 16)
3/day—sleep (DC 14)
STATISTICS
Str 14, Dex 15, Con 16, Int 10, Wis 13, Cha 17
Base Atk +6; CMB +8 (+10 disarm, grapple, or trip); CMD 21 (27 vs.trip)
Feats Combat ExpertiseB Combat Reflexes, Dodge, Improved Disarm, Improved Trip, Mobility
Skills Perception +13, Survival +10
Languages Common (cannot speak)
ECOLOGY
Environment temperate forests and plains
Organization solitary, pair, or garden (3–20)
Treasure none
SPECIAL ABILITIES
Razor Leaves (Ex) Ivysaur can sling sharp leaves that are capable of cutting flesh or wood. A razor leaf deals slashing damage and ignores the hardness of wood.
Vine Whips (Ex) Ivysaur controls a number of vines attached to its back, attacking creatures from a distance as if they were whips. Ivysaur does not provoke attacks of opportunities while using the vine whips and always deal lethal damage to armored creatures with the whips. Ivysaur can use a vine whip to deliver touch spells or to perform the disarm and trip combat maneuver.

This large, winged lizard is the color of a bright ember. Its tail ends with a vibrant flame.
Charizard                        CR 9
XP 6,400
N Large dragon (fire)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +19
Aura frightful presence (150 ft., DC 20)
DEFENSE
AC 25, touch 10, flat-footed 25 (+1 Dex, +15 natural, —1 size)
hp 126 (11d12+44)
Fort +12, Ref +8, Will +9
Immunity fire, sleep, paralysis
Weaknesses vulnerability to cold, vulnerability to water
OFFENSE
Speed 20 ft., fly 40 ft. (good)
Melee bite +17 (4d8+5), 2 claws +17 (2d8+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (40-ft. cone, DC 20, 12d6 fire, every 1d4 rounds), seismic toss
Spell-Like Abilities (CL 11th; concentration +14)
3/day—fireball (DC 16)
STATISTICS
Str 21, Dex 12, Con 21, Int 10, Wis 14, Cha 17
Base Atk +11; CMB +17 (+21 grapple); CMD 29
Feats Flyby Attack, Hover, Improved Initiative, Weapon Focus (bite, claw), Wingover
Skills Climb +19, Fly +16, Intimidate +17, Perception +16, Sense Motive +16, Survival +16
Languages Common (cannot speak)
ECOLOGY
Environment Temperate and tropical mountains
Organization solitary, pair, or flight (3–6)
Treasure none
SPECIAL ABILITIES
Seismic Toss (Ex) After Charizard successfully maintains a grapple, it can fly up to its fly speed while holding the creature as a free action. While flying, if Charizard maintains a grapple, it can choose to instead throw its target down towards the ground, immediately ending the grapple. The thrown creature takes fall damage based on its size, modified by the distance it falls. A medium or smaller creature takes 1d8 points of damage per 10 feet fallen, to a maximum of 20d8. A large or huge creature takes 2d6 points of damage per 10 feet fallen, to maximum of 40d6. A gargantuan or colossal creature takes 2d8 points of damage per 10 feet fallen, to a maximum of 40d8. Regardless of the thrown creature’s size, it takes an additional amount of damage equal to its number of hit dice per 30 feet fallen.
Vulnerability to Water (Ex) Charizard takes a –4 penalty to save against spells with the water subschool or any water-based abilities and attacks. When taking damage from water-based abilities, Charizard takes half again as much damage (+50%).

These strange monsters hail from a faraway land where people and monster work in unison. The creatures vary in shape, size, and abilities ranging from electric rodents to creatures that resemble living objects. While these monsters cannot speak, beyond a specific phrase that many take to be their names, they can understand language, allowing them to work well with people.
Squirtle resembles a walking turtle. It is capable of spraying a seemingly endless amount of water from its mouth to push its foes away. Ivysaur appears to be a small dinosaur living a symbiotic relationship with the plant on its back. The plant helps defend the creature by spraying spores to put enemies to sleep or lashing out with thorny vines. Charizard looks similar to a small dragon. It breathes extremely hot flames and is capable of carrying creatures away. Charizard is said to only desire to fight worthy opponents.

In Your Game

The Great Fire
A small town is threathened by a number of wildfires. The locals are unable to keep up with the string of fires and ask the PCs for help. Even with their resources, the PCs cannot combat nature. A small group of Squirtle live nearby and its up to the PCs to convince the aloof turtles to help with saving the town.

The Secret Garden
The PCs stumble upon the home of dozens of Ivysaur. The PCs are almost run out of the garden, but when local loggers threaten the Ivysaurs’ home, its up to the PCs to keep the garden safe.

The Hidden Valley
A valley deep in the mountain is home to a small band of Charizard. The PCs stumble upon an injured Charizard far from its home. The PCs must help nurse the injured creature and gain its trust. Once they befriend the beast, they have to help the Charizard earn its place back with the rest of its kin.

Monstrous Origins

I think everyone has heard about Pokémon by this point. The creatures originated in a set of Gameboy RPGs, but quickly transitioned into other games, anime, and movies. The three that I picked are a form of one of the three initial Pokémon that a player can choose in the original game. These Pokémon and their evolutions were brought into the Super Smash Bros. series as one character: Pokémon Trainer. The Trainer is able to swap between the three different Pokémon, allowing for different fighting styles and strategy.
The three Pokémon each have their own unique abilities and way of fighting. Squirtle is quick and scrappy. His iconic ability is water gun, which is easily reproduced with hydraulic push. Ivysaur uses his plant abilities to attack from a distance. Razor leaf and vine whip do not have spell equivalents, but it is not much work to add them in the game. Finally, Charizard is just a big scary dragon. It breathes fire and is strong. It’s not too hard to make that work. One thing I wanted to include was the grand spectacle that is the Seismic Toss move from the anime. It was awesome as a kid and it had to be cool here, too.

That’s it for this week! Please let me know if you like seeing multiple creatures at once. I might do more Pokémon if enough people like it! If you end up adding these Pokémon into your game or you have any request for a future Monstrous Physique, please drop me a line at KnowDirection@hotmail.com.

Luis Loza

Luis Loza is a developer at Paizo, working on the Pathfinder Lost Omens line and formerly on Campaign Setting and Player Companion lines. He's done freelance for Paizo Inc, Legendary Games, Rogue Genius Games, and more third-party publishers. His hobbies include gaming both tabletop and video, making jokes, obsessing over time travel, taking naps with Nova his cat, and walks with his wife. He is eternally plagued with a hunger for tacos. Consider checking his material on his Patreon at patreon.com/luisloza

1 Comment

  1. Scott Melville

    I love that the group noun for Squirtles is a Squad. That’s a deep cut callback.

    https://media.giphy.com/media/jvjCPZ9XvHNu0/giphy.gif