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Charmander | Charmeleon | Charizard

Charmander

The flame that burns at the tip of Charmander's tail indicates its emotions. The flame wavers when it enjoys itself, but when this Pokémon becomes enraged the flame burns fiercely.

Tiny Dragon [Fire]
Hitdice: d12+1 (7 hp)
Init: +1 (+1 Dex)
Speed: 20 ft.
AC: 14 (+2 size, +1 Dex, +1 natural armor), Touch 13, Flat-footed 13
Attacks: 2 Claws +4
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Damage: Claw d3+1
Special Attacks: Ember
Special Qualities: Fire and Cold Resistance 10
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 13, Dex 12, Con 13, Int 7, Wis 10, Cha 10
Skills: Jump +2, Tumble +5
Feats: Power Attack
Climate/Terrain: Any Land and Underground
Organization: Usually Solitary
CR: 1/2
Treasure: Double Standard
Alignment: Often Chaotic
Advancement: HD 2-4 (Tiny)

Charmanders resemble very small tyranosaurs with a permanent fire on the end of their tails. That flame is very important to a Charmander's survival, and if it goes out the Charmander may die with the embers. As such Charmanders have a deathly terror of rain, and usually keep to arid locations if they can. Fortunately for the Charmander's choice of habitats, it is able to generate enough water to run its body by metabolizing its own fat and does not have to drink ever in its life (although some Charmanders have been known to do so).

Charmanders are usually orange in color, but occassionally red examples exist. Their bellies are sharply lighter in color, ranging from yellow to white. The scales of a Charmander are so fine that Charmanders seem to have smooth skin except when viewed from very close. The hands of a Charmander are able to grip things, but their arms are too uncoordinated to reasonably use a weapon in them.

Combat:

Ember (Sp): As Produce Flame cast by a druid of a level equal to Charmander's Hit Dice, at will.

Skills: Charmanders have the jump skill for free at 1 rank per hit die.

Charmeleon

When it swings its burning tail, Charmeleon elevates the temperature to unbearably high levels.

Small Dragon [Fire]
Hitdice: 6d12+12 (51 hp)
Init: +1 (+1 Dex)
Speed: 20 ft.
AC: 18 (+1 size, +6 natural, +1 Dex) Touch 12, Flat-footed 17
Attacks: 2 Claws +5, Bite +10
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Claws d4+1, Bite d6+3
Special Attacks: Ember, Frightful Presence
Special Qualities: Fire and Cold Resistance 20
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 17, Dex 12, Con 15, Int 9, Wis 10, Cha 10
Skills: Jump +9, Tumble +10, Spot +9, Listen +9, Concentration +5
Feats: Power Attack, Improved Bullrush
Climate/Terrain: Any Land and Underground
Organization: Usually Solitary
CR: 5
Treasure: Double Standard
Alignment: Often Chaotic
Advancement: HD 7-9 HD (Small), 10-12 HD (Medium)

Charmelions are larger, and usually darker and ruddier in color than Charmanders are. They have more pronounced arms and longer, sharper claws. Their skulls are enlongated in the back, causing the Charmelion to resemble a long armed, red marginocephaloid.

Carmelions are excitable and crave conflict. The flames on their tails are larger and sturdier than those of Charmanders, and when the Charmelion becomes angry the flames increase in temperature from orange to blue or white hot. The Charmelion stomach remains yellow or white, and stands at even sharper contrast to its body than a Charmander's.

Combat:

Frightful Presence (Ex): As a young adult dragon except range is 30 feet.

Ember (SP): As Produce Flame cast by a druid of a level equal to Chameleon’s Hit Dice, at will.

Skills: Chameleons have the jump skill for free at 1 rank per hit die.

Charizard

Charizard spits fire that is hot enough to melt boulders. It has been known to cause forest fires unintentionally.

Large Dragon [Fire]
Hitdice: 13d12+39 (123 hp)
Init: +0 (+0 Dex)
Speed: 40 ft, Fly 150 ft. (poor).
AC: 22 (-1 size, +13 natural) Touch 9, Flat-footed 22
Attacks: 2 Claws +14, 2 Wings +14, Tail Slap +14, Bite +19
Face/Reach: 5 ft. by 5 ft./10 ft.
Damage: Wings d6, Claws d8+3, tail slap d8+10, bite 2d6+7
Special Attacks: Ember, Frightful Presence, Flame Thrower
Special Qualities: Fire and Cold Resistance 20
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 25, Dex 10, Con 17, Int 9, Wis 10, Cha 10
Skills: Jump +20, Tumble +9, Spot +16, Listen +16, Concentration +11, Bluff +16
Feats: Power Attack, Improved Bullrush, Improved Overrun.
Climate/Terrain: Any Land and Underground
Organization: Solitary
CR: 11
Treasure: Double Standard
Alignment: Often Chaotic
Advancement: HD 14-20 (Large)

Charizards have blunted horns and clumsy, bat-like wings. Ambivalent and prone to anger, Charizards are not known for discipline. Charizards become yellower than Charmelions, and are usually orange.

Charizards are poor fliers, but take to the air preferentially regardless. A Charizard's tail flame is robust, and burns with an intensity that only rises with a Charizard's mood, and is undampened even under water.

Charizards do not play well with others, and are frequently avoided by other creatures.

Combat:

Frightful Presence (Ex): As a young adult dragon except range is 90 feet.

Ember (SP): As Produce Flame cast by a druid of a level equal to Charizard's Hit Dice, at will.

Flame Thrower (Su): As Dragon Breath. 40 ft. cone of Fire. 1d10 Fire damage per hit die.

The sample Charizard breathes 13d10 at a save DC of 16.

Skills: Charizards have the jump skill for free at 1 rank per hit die.

Charmander | Charmeleon | Charizard


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