Magby is a bipedal Pokémon that has a red body with a yellow, flame-shaped marking on its stomach and a black collar marking on its neck. Its head is covered with large lumps, and it has a rounded, yellow beak. There is a single spike on its back, and it has a tapered tail. Its short arms have three clawed fingers, while its feet have only two clawed toes.
Magby can breathe 1100 °F (600 °C) flames, and hot embers drip from its mouth. Its health can be determined by these flames; yellow flames show that a Magby is in good health, while flames mixed with a lot of smoke are symptomatic of fatigue, and flames dripping from its nose is a sign of a cold. Magby's volcanic habitat ensures its health. However, it can be seen living in towns. Magby is known to be rather small and timid. It leaks out flames when excited or surprised. It prefers to soak in the magma of a volcano in order to recover from the day's fatigue.
Magby
This Pokémon is still small and timid. Whenever Magby gets excited or surprised, flames leak from its mouth and its nose.
Armor Class | 12 |
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Hit Points | 5d10-10 |
Speed | 30 ft. |
Strength | 10 (+0) |
Dexterity | 13 (+1) |
Constitution | 7 (-2) |
Intelligence | 8 (-1) |
Wisdom | 8 (-1) |
Charisma | 11 (+0) |
Damage Vulnerabilities | Cold |
Damage Immunities | Fire |
Damage Resistances | Poison |
Saving Throws | Strength d20+2 | Wisdom d20+1 |
Senses | Passive Perception 11 |
Languages | Infernal |
Challenge | 3 (900 XP) |
Special 1 | Flame Body | So long as Magby isn’t wet, | its body emits small fires. |
Any creature that grapples Magby or otherwise | comes into direct contact when Magbys skin is ignited. | Until the creature takes an action to douse the fire, | the creature takes 1d4 fire damage at the end of each of its turns. |
Magby can also ignite flammable objects by touching them. | As an action, Magby can touch a metal object | and cause the effects of heat metal |
Action 1 | Slam | Melee Weapon Attack | d20+7 to hit |
Range 5 ft., one target | Hit 1d3 bludgeoning damage |
Action 2 | Ember | Breath Weapon Attack | d20+7 to hit |
Range 10 ft., any in range | Hit 1d4+5 fire damage. | Save DC 12, half damage on a success |
Action 3 | Smokescreen | Magby exhales a dense, | opaque cloud of ashy smoke and smog that forms |
a 10-foot radius sphere of ashy smoke directly in front of it. | The sphere spreads around corners, | and its area is heavily obscured. | It lasts for up to 10 minutes or until a wind of moderate |
or greater speed (at least 10 miles per hour) disperses it |
Action 4 | Confuse Ray | Magby may cast confusion as a standard action; | however, instead of its normal targeting mechanism, |
Magby's confusion is a magical ray | (that is, a ranged touch attack). | If Confuse Ray connects, automatically confuses the target with no save allowed. | If Confuse Ray scores a critical hit, |
the target becomes permanently insane, as the insanity spell |
Magmar is a bipedal Pokémon that has a red body with yellow flame designs along the bottom half. It has a puckered tan beak, small eyes, and two lumps on its forehead with a yellow flame on top of each one. Rigid, red scales cover its arms, and it has five, clawed fingers on each hand. Magmar's shoulders and thighs are yellow, and its red feet have two, clawed toes each. It has black, metal shackles around its neck and ankles. Down its back is a row of red spikes, and there is a flame at the tip of its tapering, yellow tail.
Magmar's body temperature is nearly 2,200° Fahrenheit (1,200° Celsius), giving its body an orange glow. Because it hates cold places, this Pokémon typically resides in and around active volcanoes where it is born. This Pokémon has even been known to spit scorching flames to establish an ideally warm environment for itself. The Magmar found in Alola are said to be too sturdier than Magmar found elsewhere.
In battle, Magmar blows out intense flames from all over its body to intimidate its foes and incinerate its surroundings. An outmatched Magmar will quickly retreat, using its fiery camouflage and its wavering, rippling glare to blend into any present fires. Magmar is very persistent and will hunt down anyone who manages to defeat it. It is able to heal its wounds and weariness by soaking in lava. Magmar has a bad habit of unintentionally burning its prey to a crisp. Its body is always constantly burning. Magmar is feared as one of the many causes of fires.
Magmar
Magmar dispatches its prey with fire. But it regrets this habit once it realizes that it has burned its intended prey to a charred crisp.
Armor Class | 13 |
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Hit Points | 16d6+16 |
Speed | 30 ft. |
Strength | 14 (+2) |
Dexterity | 14 (+2) |
Constitution | 20 (+5) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Resistances | Poison |
Damage Immunities | Fire |
Damage Vulnerabilities | Cold |
Saving Throws | Strength d20+4 | Wisdom d20+3 |
Senses | Passive Perception 11 |
Languages | Infernal |
Challenge | 4 (1,100 XP) |
Special 1 | Flame Body | So long as Magmar isn’t wet, | its body emits small fires. |
Any creature that grapples Magmar or otherwise | comes into direct contact with Magmar’s skin is ignited. | Until a creature takes an action to douse the fire, | the creature takes 1d6 fire damage at the end of each of its turns. |
Magmar can also ignite flammable objects by touching them. | As an action, Magmar can touch metal objects | and cause the effects of heat metal |
Special 2 | Heat Aura | Any creature that begins its turn within 5 feet of Magmar | takes 1d6 fire damage |
Action 1 | Claw | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d4+2 slashing damage |
Action 2 | Spitfire | Ranged Weapon Attack | d20+6 to hit |
Range 30/90 ft., one target | Hit 2d6+2 fire damage |
Action 3 | Fire Punch | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 2d6+3 bludgeoning damage | plus 4d6 fire damage |
Action 4 | Smokescreen | Magmar exhales a dense, | opaque cloud of ashy smoke and smog that forms |
a 10-foot radius sphere of ashy smoke directly in front of it. | The sphere spreads around corners, | and its area is heavily obscured. | It lasts for up to 10 minutes or until a wind of moderate |
or greater speed (at least 10 miles per hour) disperses it |
Action 5 | Fire Spin (Recharge 5-6) | Magmar exhales a strange, | swirling stream of fire that travels in |
a 5-foot-wide line towards a point within 60 feet of Magmar. | Each creature in that line must make | a DC 15 Dexterity saving throw, | taking 6d8 fire damage on a failed save, |
or half as much damage on a successful one. | Once the steam of fire reaches its targeted opponent, | it will create an opaque ringed wall of fire around that point. | The ringed wall is between 5 and 20 feet in diameter, |
5 and 20 feet high, and 1 foot thick. | Each creature that starts its turn inside of the ringed wall | or within 5 feet of its outside must make | a DC 15 Dexterity saving throw. |
Any creature that fails the save, | and any flammable objects in that area, are ignited. | Until a creature takes 1d6 fire damage | at the end of each of its turns. |
Any creature that tries to pass through | the ringed wall must repeat the saving throw. | The wall of fire lasts for up to 1 minute, | until Magmar uses Fire spin again, |
or Magmar is knocked unconscious |
Magmortar is a large, vaguely humanoid, red-and-yellow-striped Pokémon with an egg-shaped body. It has pink lips on its dark face. It has yellow, tubular arms with a black "band" on both and three small claws on the black part of each "hand". Its legs are small in proportion to its body with pink thighs, red feet, and black shackles around its ankles. It has one large yellow flame on its head, as well as large red flames on its shoulders and tail. Additionally, it has four pink spikes on its back. It has an organ that resembles a magma chamber.
When Magmortar prepares to shoot fire from its hands, its claws are capable of disappearing into its skin, forming a pressurized cannon. It blasts fireballs of over 3,600 °F (2,000 °C) burning foes to a blackened crisp, though avoids this method when hunting prey. Magmortar increases its body temperature by inhaling deeply, increasing the fire burning within its belly. When firing, its body can turn into a whitish hue from intense heat. Its arm starts melting when it fires a whole barrage. Magmortar is used in some factories in order to process metal. It lives in volcanic craters, with a single pair of male and female Magmortar occupying one.
Magmortar
When Magmortar inhales deeply, the fire burning in its belly intensifies, rising in temperature to over 3,600 degrees Fahrenheit.
Armor Class | 18 |
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Hit Points | 20d8+28 |
Speed | 30 ft. |
Strength | 18 (+4) |
Dexterity | 18 (+4) |
Constitution | 24 (+7) |
Intelligence | 10 (+0) |
Wisdom | 14 (+2) |
Charisma | 12 (+1) |
Damage Resistances | Poison |
Damage Immunities | Fire |
Damage Vulnerabilities | Cold |
Saving Throws | Strength d20+6 | Wisdom d20+5 |
Senses | Passive Perception 14 |
Languages | Infernal |
Challenge | 8 (4,300 XP) |
Special 1 | Flame Body | So long as Magmar isn’t wet, | its body emits small fires. |
Any creature that grapples Magmar or otherwise | comes into direct contact with Magmar’s skin is ignited. | Until a creature takes an action to douse the fire, | the creature takes 2d8 fire damage at the end of each of its turns. |
Magmar can also ignite flammable objects by touching them. | As an action, Magmar can touch metal | objects and cause the effects of heat metal |
Special 2 | Heat Aura | Any creature that begins its turn within 5 feet of | Magmar takes 2d8 fire damage |
Action 1 | Claw | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 3d8+4 slashing damage |
Action 2 | Spitfire | Ranged Weapon Attack | d20+8 to hit |
Range 30/90 ft., one target | Hit 4d6+4 fire damage |
Action 3 | Fire Punch | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 4d6+4 bludgeoning damage | plus 4d8 fire damage |
Action 4 | Smokescreen | Magmar exhales a dense, | opaque cloud of ashy smoke and smog that forms |
a 10-foot radius sphere of ashy smoke directly in front of it. | The sphere spreads around corners, | and its area is heavily obscured. | It lasts for up to 10 minutes or until a wind of moderate |
or greater speed (at least 10 miles per hour) disperses it |
Action 5 | Fire Spin (Recharge 5-6) | Magmar exhales a strange, | swirling stream of fire that travels in |
a 5-foot wide line towards a point within 60 feet of Magmar. | Each creature in that line must make | a DC 15 Dexterity saving throw, | taking 8d8 fire damage on a failed save, |
or half as much damage on a successful one. | Once the steam of fire reaches its targeted opponent, | it will create an opaque ringed wall of fire around that point. | The ringed wall is between 5 and 20 feet in diameter, |
5 and 20 feet high, and 1 foot thick. | Each creature that starts its turn inside of the ringed wall | or within 5 feet of its outside must make | a DC 15 Dexterity saving throw. |
Any creature that fails the save, | and any flammable objects in that area, are ignited. | Until a creature takes 2d8 fire damage | at the end of each of its turns. |
Any creature that tries to pass through the ringed wall | must repeat the saving throw. | The wall of fire lasts for up to 1 minute, | until Magmar uses Fire spin again, |
or Magmar is knocked unconscious |
Action 6 | Flame Wheel | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 2d6+4 fire damage and must succeed on | a DC 17 Constitution save or be burned |
Action 7 | Flamethrower | Range Breath Weapon | d20+8 to hit |
Range 60 ft. long 5 ft wide, all in range | Hit 8d6+4 fire damage and must succeed on | a DC 17 Constitution saving throw or be burned. | On a successful save, target takes half damage and is not burned |
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