Chimchar is a bipedal Pokémon resembling a chimpanzee. Its fur is primarily a shade of orange, although its face, outer ears, underbelly, hands, and feet are light yellow. Its ears are large in comparison to its head, and has red insides. It also has red markings around its eyes, as well as two pointed teeth in its upper jaw, a swirl-like symbol on its chest, and five fingers on its hands with three toes on its feet. It has a swirly crest of hair on its head. Its rear has a small, round, red patch that is usually obscured by flames produced by burning gas in its stomach. These flames cannot be put out by rain, although they go out when Chimchar goes to sleep, and burn weakly when it feels ill. In the past, this flame on its rear has caused people to mistake it for an apparition, dubbed the "Lantern-Tail". Chimchar is very agile, being able to climb the rocky ledges of tall mountains where it lives.
Chimchar
It is very agile. Before going to sleep, it extinguishes the flame on its tail to prevent fires.
Armor Class | 13 |
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Hit Points | 3d6-2 |
Speed | 25 ft. Walking | 25 ft. Climbing |
Strength | 11 (+0) |
Dexterity | 14 (+2) |
Constitution | 12 (+1) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Ground | Rock | Water |
Damage Resistances | Fairy | Fire | Grass |
Ice | Steel |
Skills | Acrobatics d20+2 |
Languages | Ignan |
Challenge | ½ (100 XP) |
Special | Hidden Ability | Iron Fist | When attacking with a punch-based move, Chimchar may roll the damage twice and choose either total |
Action 1 | Leer | Range Weapon Attack | d20+0 to hit |
Range 90 ft., one target | Chimchar glares with an intimidating leer to try and scare its opponents. | The targeted creature must make a DC 12 Wisdom saving throw | On a failed save, attacks made against the target have a +1 bonus to damage rolls. |
Action 2 | Scratch | Melee Weapon Attack | d20+0 to hit |
Range 5 ft., one target | Hit: 1d6+0 damage | Chimchar strikes out with hard, sharp, pointed claws |
Action 3 | Ember | Range Attack | d20+0 to hit |
Range 30ft., one target | Hit: 1d6+0 fire damage | Chimchar attacks a target within range with small flames | The target must succeed a DC 12 saving throw or become burned |
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Monferno is a bipedal, primate-like Pokémon. Orange fur covers most of its body, except for its ears, muzzle, fingers, circular areas on its palms, feet, and chest, which are tan. A small tuft of fur extends from the top of Monferno's head, and it has oval, brown eyes. Its eyes have a thick blue marking above and a small, red marking in-between. Its muzzle is short and blunt, with two small, pointed teeth in its upper jaw. There is a white ruff of fur around its neck and gold bands around its arms near its shoulders. It has five fingers on each hand, but only three toes on each foot. Its long tail has a red ring around the base and a flame burning at the tip.
The flame on Monferno's tail has several purposes. Primarily, it can be controlled to keep opponents at an ideal distance or stretched in order to make Monferno appear larger. The size of its flame, in combination with the brightness of its facial marking, indicates this Pokémon's position in its pack. The bigger the flame and the brighter the pattern, the higher the Pokémon's position. In addition to using its flaming tail as a weapon, Monferno can also leap from ceilings or walls to perform aerial attacks.
Monferno
It skillfully controls the intensity of the fire on its tail to keep its foes at an ideal distance.
Armor Class | 14 |
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Hit Points | 6d8-5 |
Speed | 30 ft. Walking | 30 ft. Climbing |
Strength | 12 (+1) |
Dexterity | 16 (+3) |
Constitution | 13 (+1) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Ground | Psychic | Water |
Damage Resistances | Dark | Fire | Grass |
Ice | Steel |
Skills | Acrobatics d20+1 | Intimidation d20+0 |
Languages | Ignan |
Challenge | 5 (1,800 XP) |
Special | Hidden Ability | Iron Fist | When attacking with a punch-based move, Monferno may roll the damage twice and choose either total |
Action 1 | Leer | Range Weapon Attack | d20+1 to hit |
90 ft., one target | Monferno glares with an intimidating leer to try and scare its opponents. | The targeted creature must make a DC 14 Wisdom saving throw | On a failed save, attacks made against the target have a +2 bonus to damage rolls. |
Action 2 | Scratch | Melee Weapon Attack | d20+1 to hit |
Range 5 ft., one target | Hit: 1d6+1 damage | Monferno strikes out with hard, sharp, pointed claws |
Action 3 | Ember | Range Attack | d20+1 to hit |
Range 30 ft., one target | Hit: 1d6+1 fire damage | Monferno attacks a target within range with small flames | The target must succeed a DC 14 saving throw or become burned |
Action 4 | Mega Punch | Melee Weapon Attack | d20+1 to hit |
Range 5 ft.,one target | Hit: 6d6+1 bludgeoning damage | Monferno punches with muscle-packed power |
Action 5 | Taunt | Range Weapon Attack | d20+0 to hit |
Range 30 ft., one target | Monferno taunts a target it can see within range, enraging it. | Target must succeed a DC 14 Wisdom saving throw | Or only be able to use attacking moves that immediately inflict damage for 1 move |
Action 6 | Furry Swipes | Melee Weapon Attack | d20+1 to hit |
Range 5 ft., one target | 1d4 then 1d6 on a 2 or higher you deal this damage again then roll d6 again +1. | Continue this process of raising the number until you fail to roll in range. | Monferno claws a target it sees within range several times |
Infernape is a bipedal, primate-like Pokémon that is primarily reddish-brown with sections of white fur on its chest, head, and lower legs. Several gold markings adorn its body: swirled, circular ones on its knees and shoulders flame-shaped ones on the back of its hands, and a stripe around its back that forms two swirls on its chest. On top of its head is a large flame, which is never extinguished. Infernape has an orange, rounded muzzle, long, round ears with blue inside, and a red ridge over its eyes. The eyes themselves are blue with yellow sclerae. There are five blue digits on both its feet and hands, and it has a long tail.
This agile Pokémon practices a unique kind of martial art that involves all of its limbs, as it shrouds itself in flame and uses fiery punches and kicks. This form of battle is comparable to dancing. Infernape is also known to possess unrivalled speed and agility. Infernape's flame is also said to never go out.
Infernape
This Pokémon confounds opponents with its speed. It uses all its limbs to fight in its own unique style.
Armor Class | 15 |
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Hit Points | 9d12-5 |
Speed | 35 ft., Walking | 40 ft., Climbing |
Strength | 15 (+2) |
Dexterity | 20 (+5) |
Constitution | 15 (+2) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Ground | Psychic | Water |
Damage Resistances | Dark | Fire | Grass |
Ice | Steel |
Skills | Acrobatics d20+2 | Intimidation d20+0 |
Languages | Ignan |
Challenge | 12 (8,400 XP) |
Special | Hidden Ability | Iron Fist | When attacking with a punch-based move, |
Infernape may roll the damage twice and choose either total |
Action 1 | Leer | Range Weapon Attack | d20+2 to hit |
Range 90 ft., one target | Infernape glares with an intimidating leer to try and scare its opponents. | The targeted creature must make a DC 16 Wisdom saving throw | On a failed save, attacks made against the target have a +4 bonus to damage rolls. |
Action 2 | Scratch | Melee Weapon Attack | d20+2 to hit |
Range 5 ft., one target | Hit: 1d6+2 damage | Infernape strikes out with hard, sharp, pointed claws |
Action 3 | Ember | Range Attack | d20+2 to hit |
Range 30 ft., one target | Hit: 1d6+2 fire damage | Infernape attacks a target within range with small flames | The target must succeed a DC 16 saving throw or become burned |
Action 4 | Mega Punch | Melee Weapon Attack | d20+2 to hit |
Range 5 ft., one target | Hit: 6d6+2 bludgeoning damage | Infernape punches with muscle-packed power |
Action 5 | Taunt | Range Weapon Attack | d20+0 to hit |
Range 30 ft., one target | Infernape taunts a target it can see within range, enraging it. | Target must succeed a DC 16 Wisdom saving throw | Or only be able to use attacking moves that immediately inflict damage for 1 move |
Action 6 | Furry Swipes | Melee Weapon Attack | d20+2 to hit |
Range 5 ft., one target | 1d4 then 1d6 on a 2 or higher you deal this damage again | then roll d6 again +1. Continue this process of raising the number until you fail to roll in range. | Infernape claws a target it sees within range several times |
Action 7 | Close Combat | Melee Weapon Attack | d20+2 to hit |
Range 5 ft., one target | 8d12+2 bludgeoning damage | Infernape fights up close with a target | Infernape’s AC drops by 1 after using this move while still in battle |
Action 8 | Mach Punch | Melee Weapon Attack | d20+5 to hit |
Range 5 ft., one target | Hit: 1d6+5 bludgeoning damage | Infernape throws a punch at a blinding speed |
Action 9 | Flame Wheel | Melee Weapon Attack | d20+2 to hit |
Range 5 ft., one target | Hit: 2d6+2 fire damage and the target must succeed on | a DC 14 Constitution Saving throw or be burned | Infernape cloaks itself in flame and attack |
Spinning itself like a wheel |
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