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Caterpies are small and weak. Caterpies look like green catterpillers with a y-shaped horn on the front of their head. Catterpies eat mostly leaves from trees, and attack other creatures only to defend theselves. Unfortunately, Caterpies are not very bright, and believe that any time they fall out of a tree they have been attacked - and promptly attack the nearest creature to the fullest of their abilities. Catterpies are a prey animal, and slow, and will fight until their enemy is immobilzed before retreating. Combat: Caterpies usually begin combat with a spray of sticky silk to immobilize opposition. Once the enemy cannot move, Caterpies usually run away. String Shot (Su): A Caterpie can fire a series of sticky strands at its enemies, making it difficult for them to move. A Caterpie's string shot suffers no range penalties and has a maximum range of close (25 ft. plus 5 ft. per 2 hit dice). If the caterpie hits with a ranged touch attack the opponent is entangled (-4 effective dexterity and -2 on to-hit rolls), until they are freed. The strings of caterpie silk can be escaped with a full round action, (escape artist DC 15) or snapped with a full-round action (strength check DC 15). The strands can be escaped or broken as a move equivalent action (DC 25) or free action (DC 35). The strands can also be burned off, which takes one round and is harmless (except for whatever damage is inflicted by the fire itself), or cut with a slashing weapon (hardness 8, 3 hit points).
Metapods are an in-between stage of caterpie and butterfree. Metapods have no movable limbs at all, and can move only by hopping. A Metapod on the run is a comical sight, not unlike a sleepingbag race. Metapods can harden themselves significantly, but are not of much threat to anyone. Combat: Metapods don't have a lot of combat options, and usually choose to harden themselves and wait for would-be attackers to go away. Stone Skin (Sp): A Metapod can cast stone skin on itself as a spell-like ability usable 3 times per day at a caster level equal to its hit dice.
Butterfrees are dangerous and beautiful. Resembling child-sized butterflys, Butterfrees have a significant wingspan and individualized color scheme. Once they break free of their pod, Butterfrees become massively more intelligent, and gain magical powers. Butterfrees go on migrations in order to avoid cold winter nights and to mate. Every Butterfree instinctively knows where to go so that the breeding grounds can be filled with caterpies again next year. Combat: Butterfree can hover indefinately, and are skilled at attacking ground based targets. Usually a Butterfree likes to combat groups, where its confusion ability comes into its own. Butterfrees are relatively fragile in melee and avoid it whenever possible. Confusion (SP): A Butterfree can use confusion as a Sorcerer of a level equal to its hit dice (DC 16 + Charisma Bonus), at will. Poison Powder (Ex): Creatures who remain within close proximity (20 ft.) of a Butterfree for 2 consecutive rounds are exposed to Insanity Mist (DMG page 80) unless they do not breathe during that period (either because they do not normally breathe or because they voluntarily hold their breath). Butterfree can suppress or resume this ability as a free action. |
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