Monstrous Physique — Incineroar

Greetings! I can’t let go of Smash Bros. juuust yet. I needed to sneak in one more fighter into the blog before I let it go (for a while, at least). This time around, I’m choosing to stat up my other favorite new fighter to the series. It’s a big fire cat that does pro wrestling moves, so what’s not to love? Let’s check out Incineroar!

Incineroar                         CR 6
XP 4,800
N Medium magical beast
Init +6; Senses darkvision 60 ft.; Perception +12
AC 19, touch 14, flat-footed 16 (+3 Dex, +6 natural)
hp 72 (8d10+28)
Fort +10, Ref +9, Will +5
Defensive Abilities revenge; Immunities fire
Weaknesses cold
Speed 20 ft.
Melee slam +13 (2d6+7 plus 1d6 fire)
Special Attacks clothesline charge, cross chop, dark lariat
Str 20, Dex 17, Con 19, Int 10, Wis 13, Cha 16
Base Atk +8; CMB +13 (+15 grapple); CMD 26 (28 vs. grapple)
Feats Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Power Attack
Skills Perception +12, Perform (act) +11
Languages Common (can’t speak)
Environment any
Organization solitary
Treasure none
Clothesline Charge (Ex) Incineroar does not take an AC penalty when charging. In addition, if Inceneroar hits a creature as part of a charge attack, he can attempt a trip combat maneuver that does not provoke an attack of opportunity as a free action.
Cross Chop (Ex) As a full-round action, Incineroar can leap into the air and dive at a creature within 20 feet. Incineroar makes a slam attack with a +4 bonus against the creature. Incineroar lands in a space adjacent to the target after making the attack. Incineroar can use this ability once every 1d4 rounds.
Dark Lariat (Ex) As a full-round action, Incineroar can spin wildly, making a slam attack at its highest base attack bonus against each opponent within reach. Incineroar can use this ability once every 1d4 rounds.
Revenge (Ex) Incineroar can prepare to be hit by an attack as a standard action. Until the start of his next turn, he gains DR 10/—. If he is hit during this time, he gains a +1 bonus to damage rolls for until the end of his next turn. This bonus to damage rolls stacks up to a total of +5.

Incineroar is a unique fire and dark type Pokémon with a knack for high-flying moves. It fights with a unique fighting style resembling that of pro wrestling. In combat, it will do spinning lariats and whip its opponents across the battlefield. Incineroar will constantly take any chance it has to showboat, especially after a particularly flashy move. It also has the ability to take even the toughest blows, not selling them at all and using the exhilaration of getting hit to empower its own attacks. One of its greatest and most extravagant moves is the cross chop where it leaps high into the air before diving into a foe with a mighty explosion. Incineroar is somewhat slow compared to other fighters, but its powerful, explosive attacks more than make up for its lack of speed.

That’s it for this week! If you end up introducing Incineroar into your game or you have any request for a future Monstrous Physique, please drop me a line at

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