Ponyta is an equine Pokémon with cream-coloured fur. It has brown eyes and triangular ears with reddish interiors. Yellow and reddish-orange flames make up its mane and tail. The mane forms a short crest on top of its head and a short strip down its back to its tail. Additional flames are present behind its elbows and knees. The fire appears about an hour after hatching. It has four long legs, each ending in a single, gray hoof. These hooves are said to be ten times harder than diamonds and act as shock absorbers.
Ponyta are relatively lightweight for their size, as they have extraordinary jumping abilities and are capable of leaping tall buildings in a single bound. However, a newborn Ponyta is a weak runner and is actually barely able to stand. It gradually strengthens its legs and becomes faster by chasing after its parents and jumping over grass that grows taller by the day. In the anime, it is shown that Ponyta can control its flames so that its rider is not burned by them, and Ponyta only does this for those that it has accepted. Ponyta herds tend to live in grasslands, on plains, or anywhere that it can run freely.
Ponyta
It can’t run properly when it’s newly born. As it races around with others of its kind, its legs grow stronger.
Armor Class | 12 |
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Hit Points | 8d6 |
Speed | 50 ft. |
Strength | 1 (+1) |
Dexterity | 14 (+2) |
Constitution | 12 (+1) |
Intelligence | 7 (-2) |
Wisdom | 13 (+1) |
Charisma | 12 (+1) |
Damage Vulnerabilities | Cold |
Damage Resistances | Fire |
Damage Immunities | Fire |
Saving Throws | Dexterity d20+3 |
Senses | Passive Perception 11 |
Languages | Ignan |
Challenge | ½ (100 XP) |
Special 1 | Bounce | The Ponyta’s long jump is up to 20 ft., | and its high jump is up to 10 ft., |
with or without a running start. | If it jumps at least 10 ft., | in any direction and hits a creature with a Stomp attack as it lands, | it must succeed on a |
DC 11 Strength saving throw or be knocked prone |
Special 2 | Confer Fire Resistance | The Ponyta can grant resistance to fire damage to anyone riding it |
Special 3 | Flame Body | So long as the Ponyta isn’t wet, | its body emits small fires. |
Any creature that grapples the Ponyta or otherwise | comes into direct contact with the Ponyta’s coat | takes 1d4 fire damage. | A creature that mounts the Ponyta takes this damage |
at the start of each turn it begins mounted upon the Ponyta. | In either case, a Ponyta may choose to let | a creature touch it without harm |
Special 4 | Illumination | While flaming, the Ponyta sheds bright light in | a 5-foot radius and dim light for an additional 5 feet |
Special 5 | Flame Charge | If Ponyta moves at least 20 feet straight towards | a target and then hits it with a stomp on the same turn, |
the target takes an additional 1d6 fire damage |
Action | Stomp | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d6+2 bludgeoning | and 1d6 fire damage |
Rapidash is an equine Pokémon with cream-coloured fur and a pointed horn on its forehead. It has small, red eyes and triangular ears with reddish interiors. Yellow and reddish-orange flames stream from the back of its head to form a long, flowing mane. A short version of the mane trails down its back to its equally fiery tail. Flames are also present on its fetlocks. It has slender legs, each with a single black hoof.
Rapidash is a very agile Pokémon. Rapidash is said to move similar to an arrow on the land. It runs at about 150 mph (240 km/h), chasing everything that moves in hopes of racing it. With incredible acceleration, it reaches its top speed in only ten steps. At full gallop, its hooves barely touch the ground. The faster Rapidash goes, the longer the swaying flames of its mane will become. At an all-out gallop, its blazing mane sparkles, a feature that is said to enhance its beautiful appearance. Rapidash is capable of traveling an entire region like Hisui within a day and a half. Rapidash lives in grasslands, but it can also be seen on mountains.
Riding a Rapidash may look like horses, but are far cries from the domesticated equines of the Material Plane - they are wild and untamed elementals. However, in times when a herd of Rapidash are threatened by an outside force, they may allow humanoid allies to ride them into combat against it. Otherwise, earning the trust of a Rapidash would take a phenomenal deed, such as saving its life or heard.
Rapidash
This Pokémon can be seen galloping through fields at speeds of up to 150 mph, its fiery mane fluttering in the wind.
Armor Class | 13 |
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Hit Points | 20d10+60 |
Speed | 80 ft. |
Strength | 15 (+2) |
Dexterity | 16 (+3) |
Constitution | 16 (+3) |
Intelligence | -8 (-1) |
Wisdom | 14 (+2) |
Charisma | 14 (+2) |
Damage Vulnerabilities | Cold |
Damage Resistances | Fire |
Damage Immunities | Fire |
Saving Throws | Strength d2+5 | Dexterity d20+5 | Wisdom d20+5 |
Charisma d20+5 |
Senses | Passive Perception 15 |
Languages | Ignan |
Challenge | 7 (2,900 XP) |
Special 1 | Flame Charge | Rapidash moves at least 20 feet straight toward | a target and then hits it with a stomp attack on the same turn, |
the target takes an additional 1d6 fire damage |
Special 2 | Bounce | The Rapidash’s long jump is up to 30 ft. | and its high jump is up to 20 ft., |
with or without a running start. | If it jumps at least 10 ft. in any direction | and hits a target with a Stomp attack as it lands, | the target takes an extra 1d68 bludgeoning damage. |
If the target is a creature, | it must succeed on a DC 13 Strength | saving throw or be knocked prone |
Special 3 | Confer Fire Resistance | The Rapidsash can grant resistance to fire damage to anyone riding it |
Special 4 | Flame Body | So long as the Rapidash isn’t wet, its body emits small fires. | Any creature that grapples the Rapidash |
or otherwise comes into direct contact with the Rapidash’s | coat takes 4d4 fire damage. | A creature that mounts the Rapidash takes this damage | at the start of each turn it begins mounted upon the Rapidash. |
In either case, a Rapidash may choose to let | a creature touch it without harm |
Special 5 | Illumination | While flaming, the Rapidash sheds bright light in | a 10-foot radius and dim light for an additional 10 feet. |
It can spend a bonus action on its turn to fan out its | flames and ignite flammable objects with the bright light | that aren’t being worn or carried |
Special 6 | Magic Resistance | The Rapidash has advantage on saving throws | against spells and other magical effects |
Special 7 | Magic Weapons | The Rapidsash’s weapon attacks are magical |
Action 1 | Multiattack | Rapidash makes two stomp attacks |
Action 2 | Stomp | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d8+3 bludgeoning damage | and 2d8 fire damage |
Action 3 | Flame Charge | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 2d8+2 bludgeoning | or piercing damage (the Rapidash chooses) | plus 2d6 fire damage. |
If the target is a creature takes an action to douse the fire, | the creature takes 1d6 fire damage at the end of each of its turns |
Action 4 | Fire Spin | At the start of its turn, the Rapidash can make a special Dash action. | For all movement on the Rapidash’s turn, |
opportunity attacks are made against it with disadvantage | and it traces a 1-foot thick, 10-foot high wall of flame on the ground behind it. | The fire remains for up to 1 minute. | As the wall appears, each creature within 5 feet of it must make |
a DC 14 Dexterity saving throw, taking 4d8 a failed save, | or half as much damage on a successful one. | A creature must repeat this saving throw | anytime it passes through the wall. |
Each creature that ends its turn within 5 feet of either side of | the wall or enters that area for the first time on a turn | takes 2d8 fire damage | If Rapidash creates a closed loop or ring with its fire trail, |
the wall of fire becomes a swirling vortex in that portion. | The wall’s height increases to 20 feet, | the wall deals an extra die of fire damage, | and creatures within 10 feet of its interior take the dire damage |
Multiple Rapidash can tread over each other’s fire trails, | and the height and damage of overlaid trails are cumulative. | Once a Rapidash cretes a wall of fire, | it cannot do so again until it has completed |
a short or long rest |
Action 5 | Flare Blitz (Recharge 5-6) | Rapidash may move up to its speed, | leaving behind a trail of fire. |
Any creature that Rapiddash moves through must make | a DC 14 Dexterity saving throw, | taking 6d8 fire damage on a failed save | or half as much damage on a successful one. |
A creature can only be affected by this attack once per turn |
Ponyta has adapted to the forests of the Forian region, after generations of being exposed to the life energy found within. Forian Ponyta has chalk-white fur covering most of its body. Instead of flames, its mane, tail and fetlocks are covered in a long, purple-and-blue, cloudy fur. Its eyes are purple with light-blue irises, and it has a small purple-and-white horn on top of its forehead.
Forian Ponyta can absorb the life energy located in the atmosphere and store it in its mane, which will then become more colorful and potentially release a shining glow if there is a lot of energy to use. Forian Ponyta's horn has healing powers; it can heal any slight wound with a few rubs from its horn. By looking into the eyes of a person, Forian Ponyta can read the contents of their heart. Should it find any evil, it will promptly go into hiding. As shown in the anime, Forian Ponyta can send pleas for help in the form of visions to people, even if they're from another region.
Forian Ponyta
Its small horn hides a healing power. With a few rubs from this Pokémon’s horn, any slight wound you have will be healed.
Armor Class | 14 |
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Hit Points | 8d8 |
Speed | 35 ft. |
Strength | 12 (+1) |
Dexterity | 15 (+2) |
Constitution | 10 (+0) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 12 (+1) |
Saving Throws | Dexterity d20+4 |
Skills | Athletics d20+5 |
Languages | Sylvan |
Challenge | ½ (100 XP) |
Special 1 | Run Away | Forian Ponyta cannot be the target of an attack of opportunity |
Special 2 | Pastel Veil | Forian Ponyta cannot be poisoned as long | as Forian Ponyta is on the battlefield under its control |
Action | Psybeam | Ranged Weapon Attack | d20+5 to hit |
Range 60 ft., one target | d20+2 psychic damage | and the target must succeed on a | Wisdom saving throw or become confused. |
Forian Ponyta attacks using a peculiar ray |
In Forian, Rapidash takes on a new form with a white coat, pale blue eyes, and a long, curly mane and tail colored in streaks of pastel cyan and pink. Its horn is much longer than that of regular Rapidash and is deep violet in colour with a spiralling white line running its length. Its fetlocks are adorned with long pink fur that stores psychic energy, which gives it a swift, airy gait, and it has deep violet hooves.
Forian Rapidash is known for being brave and prideful. It can channel its psychic power into a powerful Psycho Cut from its horn that can pierce through sheet metal.
Forian Rapidash
Little can stand up to its psycho cut. Unleashed from this Pokémon’s horn, the move will punch a hole right through a thick metal sheet.
Armor Class | 16 |
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Hit Points | 20d10+60 |
Speed | 50 ft. |
Strength | 16 (+3) |
Dexterity | 18 (+4) |
Constitution | 14 (+2) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 12 (+1) |
Saving Throws | Dexterity d20+7 |
Skills | Athletics d20+8 |
Languages | Sylvan |
Challenge | 7 (2,900 XP) |
Special 1 | Run Away | Forian Rapidash cannot be the target of an attack of opportunity |
Special 2 | Pastel Veil | Forian Rapidash cannot be poisoned as long | as Forian Rapidash is on the battlefield under its control |
Action | Psybeam | Ranged Weapon Attack | d20+7 to hit |
Range 60 ft., one target | d20+4 psychic damage | and the target must succeed on a | Wisdom saving throw or become confused. |
Forian Rapidash attacks using a peculiar ray |
Action 2 | Fairy Wind | Ranged Weapon Attack | d20+6 |
Range 20 ft., one target | 1d6+4 fairy magic | Forian Rapidash stirs up a wind of fairy dust |
Action 3 | Healing Pulse | Ranged | Forian Rapidash emits a healing pulse on a creature |
it can see within range, | causing it to regain hit points equal | to up to half of its maximum hit points |
Action 4 | Dazzling Beam | Ranged Weapon Attack | d20+6 |
Range 20 ft., all within range | 6d6+1 fairy magic | Forian Rapidash releases a bright, | powerful light, on a successful |
save the target takes half damage |
Action 5 | Healing Wish | Melee | Forian Rapidash makes a wish to heal someone else, |
fainting, the ally that switches with | Forian Rapidash has all conditions | cured and all of its hit points recovered |
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