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