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Looking like a grub with a sharp horn on its head, a Weedle is a grub, with a sharp horn on its head. The horn is poisonous, so most creatures try to avoid it. Weedles can be brown or orange, but are usually yellow. Weedles are somewhat dangerous, but live in constant terror, and can usually be avoided just by giving them a wide berth. Combat: Weedles usually attempt to bind their opponents in sticky silk, then stab them repeatedly with their head horns until they die. String Shot (Su): A Weedle can fire a series of sticky strands at its enemies, making it difficult for them to move. A Weedle'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 weedle 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 weedle 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). Poison (Ex): A Weedle's Gore Attack is poisonous, DC 10 + 1/2 Hit Dice + Constitution Modifier, Initial and Secondary damage 1d6 Constitution damage.
Kakunas are an in-between stage of Beedrill and Weedle. Kakunas are incompletely formed and and barely move. Kakunas can harden themselves, but are not in any way dangerous. Combat: Kakunas rely on the fickle nature of attackers to hope that they will give up an attack as futile after dealing with the Kakuna's powerful hardness. Stone Skin (Sp): A Kakuna 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.
Beedrill resemble large bees with conical spikes on the ends of two of their arms. Beedrills are poisonous, dangerous, and filled with a fury that is incomprehensible. Beedrills usually congregate in hives which are hidden in trees. However, sometimes a Beedrill will go out on long journeys by itself looking for sources of food. Beedrills are more intelligent than their previous forms, and unless they freak out, can be reasoned with. Smaller than a man, Beedrills are none-the-less feared for their 3 poisonous barbs and foul disposition. Combat: Beedrills usually mix it up fairly hard. Their twineedle ability is put to maximum use in fly-by attacks or when hasted. Rage (Ex): A Beedrill can Rage as a Barbarian of as many levels as the Beedrill has hit dice. Poison (Ex): A Beedrill's needle's and stinger are poisonous. Any time the beedrill inflicts damage with a needle it injects a deadly poison (DC 10 + 1/2 Beedrill's hit dice plus its constitution modifier) which inflicts initial and secondary damage of 1d6 Constitution damage. The poison in its stinger is the same, but more potent (DC is 14 + one half Beedrill's hit dice plus Beedrills Con Modifier). Haste (SP): While raging, a Beedrill can cast haste on itself at will as a Sorcerer with a level equal to its hit dice. The haste effect automatically ends when the Rage ends. Twineedle (Ex): Beedrill can attack with both of its Needles with a single partial attack. Both needle attacks are considered secondary natural weapon attacks in this case. |
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