Cyndaquil / Quilava / Typhlosion / Lodrain Typhlosion Species in Other Realms | World Anvil

Cyndaquil / Quilava / Typhlosion / Lodrain Typhlosion

Cyndaquil is a small, bipedal mammalian Pokémon with bluish fur on top of its body and cream-colored fur on its underside. Its eyes are usually seen closed, and it has a long, thin snout. Its arms are short, but its legs are slightly more developed and have a single nail on each foot. On its back are four red circles that can erupt into flames. When the flames are burning, its back has the appearance of being covered in spines. Cyndaquil is capable of defending itself using these flames, and the fire grows more powerful as it becomes angry or defensive. However, if it is tired, the flames are not able to burn properly. It is usually timid by nature and often curls into a ball when intimidated. Though rare in the wild, it can be found living on grasslands.  

Cyndaquil

Cyndaquil protects itself by flaring up the flames on its back. The flames are vigorous if the Pokémon is angry. However, if it is tired, the flames splutter fitfully with incomplete combustion.


Armor Class14
Hit Points 1d10+1
Speed30 ft.
Strength6 (-2)
Dexterity14 (+2)
Constitution13 (+1)
Intelligence8 (-1)
Wisdom11 (+0)
Charisma12 (+1)
SkillsSpot d20+5
LanguagesInfernalTerran
Challenge1/2 (100 XP)
Special 1SmokescreenCyndaquil can fill a cylinder centered on itself witha 5-foot radius and 5 feet high with smoke from the flames on its back,
similar to an obscuring mist effect.Fire-subtype creatures can see further through the smoke;for them, creatures 10 feet awayhave only concealment and creatures 5 feet away are not concealed.
The smoke dissipates after 3 rounds
Action 1SlamMelee Attack Action d20+3 to hit
Reach 5 ft., one targetHit: 1d4-2 bludgeoning damage
Action 2EmberCyndaquil has a very minor breath weapon.Cyndaquil's ember attack strikes in a 10 ft.
line and deals 1d6+11 fire damage.Creatures in the area may halve the damage on a successful Reflex save DC 16.Cyndaquil may not use Ember for 1d4 rounds after having used it
  Quilava is a quadrupedal mustelid Pokémon with a long, slender body. The top half of its body is a dark blue-green, while its underside is cream-colored. It has triangular ears with dark red interiors, a rounded snout, and triangular red eyes. Each of its paws has three toes. It has five red spots on its body that can project flames: two arranged vertically on its forehead and three lined up horizontally on its rear.   Before a battle, Quilava turns its back, so its flames face its opponent. It battles using these intense flames in combination with gusts of superheated air. Its own fur is non-flammable, which protects it from other fire attacks. Quilava tends to be rare in the wild but can sometimes be found living on grasslands.  

Quilava

Quilava keeps its foes at bay with the intensity of its flames and gusts of superheated air. This Pokémon applies its outstanding nimbleness to dodge attacks even while scorching the foe with flames.


Armor Class16
Hit Points 7d10+14
Speed30 ft.
Strength10 (+0)
Dexterity17 (+3)
Constitution14 (+2)
Intelligence8 (-1)
Wisdom14 (+2)
Charisma16 (+3)
Damage ResistanceFire
SkillsHide d20+6 Listen d20+6 Spot d20+9
LanguagesInfernalTerran
Challenge5 (1,800 XP)
Special 1SmokescreenQuilava can fill a cylinder centered on itself witha 15-foot radius and 15 feet high with smoke
from the flames on its back,similar to an obscuring mist effect.Fire-subtype creatures can see further through the smoke;for them, creatures 10 feet away
have only concealment and creatures 5 feet away are not concealed.The smoke dissipates after 4 rounds
Special 2ScentQuilava sniffs out hidden foes,and tracks by sense of smell.
Creatures with the scent abilitycan identify familiar odors justas humans do familiar sights
Special 3Flame WheelQuilava adds 1d8 fire damage toany attack it makes as part of a charge.
An attack it makes as part of a charge also hasa 10% chance to set an opponent on fire
Action 1SlamMelee Attack Action d20+8 to hit
Reach 5 ft.,one targetHit 1d6 bludgeoning damage
Action 2FlareMelee Touch Attack d20+8 to hit
Touch AttackHit 1d4+2 fire damage
Action 3EmberQuilava has a minor breath weapon.A Quilava's ember attack strikes in a 20 ft. line
and deals 1d8+13 fire damage.Creatures in the area may halve the damage ona successful Reflex save DC 18Quilavas may not use Ember for 1d4 rounds after having used it
Action 4SwiftRange Attack d20+8 to hit
Range 40 ft. 3 targetsHit 1d6+8 force type damage.Quilava can use swift attack 2 times an encounter
  Typhlosion is a mustelid Pokémon with a bulky, yet long and agile body. It is classified as a quadruped, but it is capable of bipedal movement. Most of its body is cream-colored, but its back and the top of its head are a dark green blue. It has a short, rounded snout and small, triangular eyes and ears. When its mouth is open, its sharp canine teeth and thick tongue are visible. Each of its paws has five digits and there is a course, spiky fringe of fur along its rear. Across the back of its neck, there are several red spots that can produce fire.   Typhlosion is capable of making anything go up in flames when angered and creating explosions by rubbing its fur together. The heat it generates when ready for battle creates a shimmering haze that can also be used to hide itself. Though it is rare in the wild, it can be found living on grasslands.  

Typhlosion

Typhlosion obscures itself behind a shimmering heat haze that it creates using its intensely hot flames. This Pokémon creates blazing explosive blasts that burn everything to cinders.


Armor Class22
Hit Points 14d10+28
Speed40 ft.
Strength14 (+2)
Dexterity20 (+5)
Constitution15 (+2)
Intelligence9 (-1)
Wisdom16 (+3)
Charisma18 (+4)
Damage ResistancesFireColdSonic
SkillsHide d20+12 Listen d20+9 Spot d20+16
Tumble d20+12
LanguagesTerranInfernal
Challenge7 (7,200 XP)
Special 1SmokescreenTyphlosion can fill a cylinder centered on itself witha 15-foot radius and 15 feet high
with smoke from the flames on its back,similar to an obscuring mist effect.Fire-subtype creatures can see further through the smoke;for them, creatures 10 feet away have only concealment
and creatures 5 feet away are not concealed.The smoke dissipates after 5 rounds
Special 2Flame WheelTyphlosion adds 1d10 fire damage toany attack it makes as part of a charge.
An attack it makes as part of a charge also hasa 10% chance to set an opponent on fire.Furthermore, it can free itself from any sortof freezing effect, such as the freeze spell,
as a free action at will
Special 3ScentTyphlosion detects approaching enemies,sniff out hidden foes,
and track by sense of smell.Tyohlosion can identify familiar odors just as humans do familiar sights
Action 1SlamMelee Attack d20+16 to hit
Reach 5 ft.,one targetHit 1d10+2 bludgeoning damage
Action 2FlareMelee Touch d20+11 to hit
Touch AttackHit 1d6+2 Fire damage
Action 3Lava PlumeTyphlosion forgoes breath weaponsin favor of explosive bursts of firepower.
Typhlosion may create a 40-ft.-radius burst,centered on itself, that does 3d6+14 fire damageto all creatures in the area except for Typhlosion itself.Creatures in the area may halve the damage on
a successful Reflex save, DC 16Typhlosion may not use Lava Plumefor 1d6+1 rounds after having used it.
Action 4SwiftRange Weapon Attack d20+11 to hit
Range 40 ft., 3 targetsHit 1d8+19 force damage.Swift is only usable 3 times per encounter
  Lodrain Typhlosion's appearance is believed to have been influenced by the energy emanating from Mount Coronet at the center of the Lodrain region. Its ears droop beside its head. The fur on its back is a purplish-blue color, and extends to the front of its neck, forming a collar pattern. It has fire-producing spots all around its neck, covering the collar pattern, and these spots produce flames that wisp in a bright magenta-red color.   Lodrain Typhlosion has graceful and refined movements, and a gentler, more pacifistic nature compared to Typhlosion. It can often be seen staring into space; it is assumed that as Lodrain Typhlosion does this, it looks at the flow of life energy and searches for wayward spirits and lost souls to eat. It is believed that Lodrain Typhlosion purifies spirits with its flames as it eats them, before it guides them back to the afterlife where they belong. Despite its peaceful nature, Lodrain Typhlosion can lose control of its emotions when sufficiently angered and can unleash ghost flames that can incinerate its opponents until nothing remains. It can emit a total of 108 ghost flames from the spots on its neck. Once unleashed, every single ghost flame attacks its opponents while taking on the appearance of ferocious beasts.  

Lodrain Typhlosion

Said to purify lost, forsaken souls with its flames and guide them to the afterlife. I believe its form has been influenced by the energy of the sacred mountain towering at Hisui’s center.


Armor Class16
Hit Points 14d12
Speed30 ft
Strength17 (+3)
Dexterity20 (+5)
Constitution12 (+1)
Intelligence6 (-2)
Wisdom14 (+2)
Charisma12 (+1)
Damage VulnerabilitiesWater
Damage ResistancesPrimordial
Saving ThrowsDexterity d20+12 Strength d20+12
SkillsAthletics d20+15 Persuasion d20+14
LanguagesPrimordial
Challenge13 (10,000)
Special 1ScentLodrain Typhlosion sniffs out hidden foes,and tracks by sense of smell.
Creatures with the scent ability can identifyfamiliar odors just as humans do familiar sights
Special 2SmokescreenLodrain Typhlosion can fill a cylinder centered on itself witha 15-foot radius and 15 feet high
with smoke from the flames on its back,similar to an obscuring mist effect.Fire-subtype creatures can see further through the smoke;for them, creatures 10 feet away have only concealment
and creatures 5 feet away are not concealed.The smoke dissipates after 4 rounds
Action 1InfernoRange Attack d20+11 to hit
Range 120 ft.,one targetHit 8d10+3 fire damage
Action 2Flame ChargeMelee Attack d20+11 to hit
Reach 5 ft., one targetHit 2d8+5 fire damage.After the attack Lodrain Typhlosions walking speedincreases by 10 ft for the remainder of the turn
Action 3FlamethrowerRange AttackLodrain Typhlosion exhales an intense blast of fire that
is 60 feet long and 5 feet wideto scorch its opponents.Each target in range must make a Dexterity DC 15 saving throw.On a failed save,
a target takes 8d6+3 Fire damageand must succeed on aConstitution DC 15 saving throw to avoid being burned.On a successful save, a target takes
half damage and is at no risk of being burned
Action 4OverheatMelee, No touch d20+11 to hit
Reach 10 ft.,one targetHit 12d8+3 fire damage

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