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LEGAMON: Cataclys Regional Legadex

The Cataclys Regional Legadex

The Cataclys region is one of immense natural beauty and intricately layered histories. From the unsummited peak of Mt. Colossus to the uncharted depths of Abyss Canyon, from the glittering blue Iridesce Forests to the rust-red Hema Flats, legamon of all shapes and sizesroam freely through a tumultuous landscape. The peoples of Cataclys live in harmony with legamon, their ways of life shifting with the seasons, passing down the tales of the ruins that dot the landscape in rich oral tradition. These ruins are gigantic and clearly artificial – built long ago by peoples from across the ocean who dared to conquer and enslave legamon instead of treating them with the respect that all living things deserve. Their ruins stand as a testament to the folly of such an endeavor.
 
See the Expanded Regional Legadex for 40 newly-catalogued legamon in the Cataclys region!
 
#001: Elephruit, the Fruit Trunk Legamon (Grass). Level 1. Evolves into Mastoak. 
A tough, stocky legamon with fanlike leaves for ears and a long trunk covered in bark and branches. It loves berries, and can't wait until its trunk is in season to fruit. 
2 Hit Dice (10 Health), 0 Speed, 4 Armor (14 Armor Class), 0 Save (10 Save Target), 0 Attack, 1 Power Die. 
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Gourmet. Regains level extra Health from heal effects. 
SEED CANNON (Grass, Physical): Make sum attacks against the target. Each attack that hits deals damage equal to the number of attacks that have hit so far (the first to hit deals 1, the second to hit deals 2, the third to hit deals 3, etc).
#002: Mastoak, the Bark Armor Legamon (Grass). Level 2. Evolves into Palangrove. 
Mastoak’s trunk oozes delicious sap that it uses to make every kind of plant palatable to its vast appetite. It needs to eat vast amounts of food each day to fuel its rapid growth. 
4 Hit Dice (20 Health), 0 Speed, 4 Armor (14 Armor Class), 2 Save (12 Save Target), 2 Attack, 2 Power Dice. 
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Gourmet. Regains level extra Health from heal effects. 
SEED CANNON (Grass, Physical): Make sum attacks against the target. Each attack that hits deals damage equal to the number of attacks that have hit so far (the first to hit deals 1, the second to hit deals 2, the third to hit deals 3, etc).
SAP BLAST (Grass, Status):Target isBound. They automatically fail saves to remove it fordicerounds.When they shake off the status, they take highestdamage. 
 
#003: Palangrove, the Iron Forest Legamon (Grass/Steel). Level 3.
This legamon has completed its metamorphosis and shed its final layer of wooden bark for natural iron armor. Its trunk branches out into multiple strong limbs, and the canopy of leaves on its back provides shelter for an entire ecosystem of smaller legamon who rely on it for defense and food.
6 Hit Dice (30 Health), 0 Speed, 7 Armor (17 Armor Class), 5 Save (15 Save Target), 2 Attack, 3 Power Dice. 
Physical Attack: Grass. Status Attack: Steel(Trapped). Ability: Gourmet. Regains levelextra Health from heal effects.
SEED CANNON (Grass, Physical): Make sum attacks against the target. Each attack that hits deals damage equal to the number of attacks that have hit so far (the first to hit deals 1, the second to hit deals 2, the third to hit deals 3, etc).
SAP BLAST (Grass, Status):Target isBound. They automatically fail saves to remove it fordicerounds.When they shake off the status, they take highestdamage.
TRAMPLE (Steel, Physical):Deal highestdamage to the target, then deal that damage to the target at the start of each of the next dicerounds.

#004: Scinder, the Fire Bellied Legamon (Fire). Level 1. Evolves into Scindwurm.
A slinky, scaled legamon that's warm to the touch. When it opens its mouth, it glows with fiery embers. Its short legs have thick claws for digging, and it likes to spend cold nights buried in sun-warmed dirt.
1 Hit Die (5 Health), 1 Speed, 2 Armor (12 Armor Class), 0 Save (10 Save Target), 2 Attack, 1 Power Die.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take level fire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dicerounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.

#005: Scindwurm, the Burning Pit Legamon (Fire/Ground). Level 2. Evolves into Scinferno.
Its body has grown larger and heavier, though its legs remain short. It crawls on its belly when it surfaces, but it prefers the comfort of underground, using its internal furnace to melt its way through the rock.
3Hit Dice(15 Health), 2Speed, 2 Armor (12 Armor Class), 2Save (12Save Target), 2 Attack, 2Power Dice.
Physical Attack: Ground. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take levelfire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dicerounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.
ERUPTION (Fire, Physical): Deal sum damage and target saves vs. burning. This attack can be used while burrowing, but using it ends the burrowimmediately.

#006: Scinferno, the Sand WyrmLegamon (Fire/Ground). Level 3.
This legamon has grown to vast size, its maw large enough to swallow cars whole. Its legs are now vestigial, and when it deigns to surface, it appears half above ground and half below. Some say they can burrow as far down as the world’s core, and the magma they drink fuels their perilously hot digestion.
5Hit Dice(25Health), 2Speed, 3Armor (13Armor Class), 2Save (12Save Target), 4Attack, 4Power Dice.
Physical Attack: Ground. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take levelfire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dicerounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.
ERUPTION (Fire, Physical): Deal sum damage and target saves vs. burning. This attack can be used while burrowing, but using it ends the burrowimmediately.
DEVOUR (Normal, Physical):Engulfs the target, dealing highestdamage, and then if they have fewer Health than this ‘mon they immediately make a save. If they fail, they’re devoured. This ‘mon’s attacks automatically hit devoured targets, and devoured targets can always attack this ‘mon regardless of other effects. Each round, devoured ‘mon save, and escape on a success.

#007: Jellobe, the Deep Thinker Legamon (Water). Level 1. Evolves into Zoalobe.
A globule of transparent aqua jelly with a pink brain visible inside. It elevates itself and walks around on five stubby tendrils of the same gel. The brain is small, but its many wrinkles reveal that it's highly intelligent.
1 Hit Die (5 Health), 2 Speed, 0 Armor (10 Armor Class), 2 Save (12 Save Target), 0 Attack, 2 Power Dice.
Physical Attack: Water. Status Attack: Water (Drench). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target fallsasleep. A sleeping 'mon can't use moves. Wakeson save or when switched out.

#008: Zoalobe, the Frontal Lobe Legamon (Water/Psychic). Level 2. Evolves into Medusulus.
Zoalobe’s brain has many lobes, one controlling each of its tentacles. They’ve grown long and much stronger, especially when it ties them together to form two larger arms. It can now project its thoughts into the minds of others.
2 Hit Dice (10 Health), 4 Speed, 1 Armor (11 Armor Class), 3 Save (13 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Water. Status Attack: Psychic(Confuse). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
LOBOTOMIZE (Psychic, Physical): Deal sum+dicedamage. This can’t be healed from during combat, as it’s entirely mental.

#009: Medusulus, the High Cognition Legamon (Water/Psychic). Level 3.
Its brain has grown so much that it spills out into its tentacles. Protected by slimy gel, its tentacles have minds of their own, and often squabble amongst themselves for the main brain’s favor. The tentacles split at the ends, and these “hands” get into all sorts of trouble.
3 Hit Dice (15 Health), 5 Speed, 2 Armor (12 Armor Class), 5 Save (15 Save Target), 0 Attack, 5 Power Dice.
Physical Attack: Water. Status Attack: Psychic(Confuse). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
LOBOTOMIZE (Psychic, Physical): Deal sum+dicedamage. This can’t be healed from during combat, as it’s entirely mental.
DROWN IN GOO (Water, Status): Target takes sumdamage when switched out, and the ‘mon that switches in to replace it must save or take sumdamage.

#010: Klissilk, the Silk Larva Legamon (Bug). Level 1. Evolves into Nullunaor Lushina.
This legamon is a small crawling thing that leaves a soft bright trail wherever it goes. One end has its face, the other end has an identical pattern to confuse predators – and researchers, who thought it had two heads until very recently.
2Hit Dice(10Health), 0Speed, 2Armor (12Armor Class), 2Save (12Save Target), 0Attack, 1Power Die.
Physical Attack:Bug. Status Attack:Bug(Bound). Ability: StickyTrail. Attacks that hit also subtract levelfrom enemy’s Speed.
FACE FLIP (Normal, Status):+sum to Save Target. Spins rapidly, showing both its faces to the enemyand Confusing it.

#011: Nulluna, the Smog Moth Legamon (Bug/Dark). Level 2.
Emerges from Klissilk in industrial areas or on the slopes of volcanoes where ash clouds the sky. It casts an ashen pallor all around, smog drifting off its wings endlessly.
3Hit Dice(15Health), 0Speed, 2Armor (12Armor Class), 4Save (14Save Target), 2Attack, 3Power Dice.
Physical Attack:Bug. Status Attack:Dark(Flinch). Ability: Smog Cloud. Cut enemy’s Speed by level while this ‘mon is active.
WINGSLASH (Bug, Physical): Deal sumdamage and cut their Attack by 1.
DARK DASH (Dark, Physical): Deal sum+dicedamage and they save vs. Flinch.

#012: Lushina, the Moon Moth Legamon (Bug/Fairy). Level 2.
Emerges from Klissilk under a full moon on a cloudless night. The spots on its wings shine with the current phase of the moon, even during the day or when the moon is clouded over.
3Hit Dice(15Health), 2Speed, 2Armor (12Armor Class), 4Save (14Save Target), 0Attack, 3Power Dice.
Physical Attack:Bug. Status Attack:Fairy(Charm). Ability: Moon Reflection. Cut enemy’s Save by levelwhile this ‘mon is active.
WINGSLASH (Bug, Physical):Deal sumdamage and cut their Attack by 1.
BRIGHT FLASH (Fairy, Status):Inflict Charm and Trapped. Same save ends both conditions.

#013: Chirpikeet, the Messenger Legamon (Flying). Level 1. Evolves into Hailcon.
Its song is never the same twice, leading people to believe that its language is many times more complicated than human speech. They are common companions of the indigenous peoples of the region, but considered pests by settlers.
1Hit Die(5 Health), 1Speed, 1Armor (11 Armor Class), 1Save (11Save Target), 2Attack, 1Power Die.
Physical Attack:Flying. Status Attack:Flying(Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR
STRIKE(Flying, Physical):Deal sum+dicedamage. If they’re knocked down, keep them knocked down next round as well.
 
#014: Hailcon, the Soaring Legamon (Flying/Ice). Level 2. Evolves into Paragrine.
Hailconrides the thermals, gazing down on the regionfrom high above. When they spot small prey, they dive, wreathing themselves in ice crystals from their sheer altitude and using them to devastating effect.
2Hit Dice(10Health), 3 Speed, 1Armor (11 Armor Class), 3 Save (13Save Target), 3Attack, 2Power Dice.
Physical Attack:Ice. Status Attack:Flying(Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR
STRIKE(Flying, Physical):Deal sum+dicedamage. If they’re knocked down, keep them knocked down next round as well.
FROST DIVE (Ice, Status):Freezes the target. If they’re already frozen, instead shatter them, dealing sum+highestdamage.
 
#015: Paragrine, the Sky Master Legamon (Flying/Ice). Level 3.
Paragrine rules the skies, faster and more accurate than any other legamon in the air. It can reach incredible speeds when it dives, and its strong wings let it lift its frozen prey back into the air to drop them from deadly heights.
3Hit Dice(15Health), 6Speed, 1Armor (11 Armor Class), 3 Save (13Save Target), 5Attack, 3Power Dice.
Physical Attack:Ice. Status Attack:Flying(Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR
STRIKE(Flying, Physical):Deal sum+dicedamage. If they’re knocked down, keep them knocked down next round as well.
FROST DIVE (Ice, Status):Freezes the target. If they’re already frozen, instead shatter them, dealing sum+highestdamage.
FLY (Flying, Movement): Fly high in the air. Can carry trainers this way.A flying ‘mon becomes immune to attacks it normally resists. Can maintain flight in combat for sumrounds; ends when it uses or is hit by a Physical attack.
 
#016: Serpyne, the Venomous Legamon (Poison). Level 1. Evolves into Vydra.
This long, limbless legamon is covered in quills. Each is tipped with an incredibly virulent venom, and it can fire them like darts. Shed quills are collected, and made into both arrows and antivenom.
2Hit Dice(10Health), 2Speed, 0Armor (10 Armor Class), 2Save (12Save Target), 0Attack, 1 Power Die.
Physical Attack:Poison. Status Attack:Poison(Poisoned). Ability: Venomous Body. ‘mon that deal damage to this ‘mon with a physical attack must save vs. poisoned.
DART VOLLEY(Poison, Physical):Make sumattacks; eachdealslevel damage.If 2 or morehit, target is poisoned. 

#017: Vydra, the Many Headed Legamon (Poison). Level 2.
Sometimes, a Serpyne’s quills grow large and become heads splitting away from the main body. These extra heads all have different ideas about what to do, but come together in a consensus quite quickly. Five heads are better than one!
3Hit Dice(15Health), 2Speed, 0Armor (10 Armor Class), 5Save (15Save Target), 2Attack, 2Power Dice.
Physical Attack:Poison. Status Attack:Poison(Poisoned). Ability: Many Headed. If this ‘mon misses with the firstmoveit makes in a turn, it can try to use another move afterwards.
DART VOLLEY (Poison, Physical):Make sumattacks; eachdealslevel damage.If 2 or morehit, target is poisoned.
SLUDGE VOMIT (Poison, Status): Target is poisoned dicetimes. Eachdealsseparate damage and is saved separately.

#022: Rundeer, the Charging Legamon(Normal). Level 1. Evolves into Moostler.
Its antlers are covered in soft velvet, so it seems harmless, but the true danger is from its iron-hard hooves. They travel in herds, and cocky predators find themselves crushed beneath their prey in short order.
2Hit Dice(10 Health), 2Speed, 0Armor (10 Armor Class), 0Save (10 Save Target), 2Attack, 1Power Die.
Physical Attack:Normal. Status Attack:Normal(Taunt). Ability: Herd Defense. After it switches in, gets +levelto Save and Armor against the next attack that targets it. After it switches out, replacing ‘mon gets same bonus.
TRAMPLE (Steel, Physical):Deal highestdamage to the target, then deal that damage to the target at the start of each of the next dicerounds.

#023: Moostler, the Giga Antler Legamon(Normal). Level 2.
Reports of its size never do it justice. No matter how big you’ve been toldit is, it’s bigger than that. Despite being herbivorous, they are a constant danger, using their broad antlers to lift and flip cars – seemingly for fun.
4Hit Dice(20 Health), 2Speed, 1Armor (11Armor Class), 0Save (10 Save Target), 4Attack, 2Power Dice.
Physical Attack:Normal. Status Attack:Normal(Taunt). Ability: Herd Defense. After it switches in, gets +levelto Save and Armor against the next attack that targets it. After it switches out, replacing ‘mon gets same bonus.
TRAMPLE (Steel, Physical):Deal highestdamage to the target, then deal that damage to the target at the start of each of the next dicerounds.
ANTLER SUPLEX(Normal, Physical): Deal sum+dicedamage to the target. If this attackhits, also inflict Knockdown.

#025: Beaglisk, the Sheperd Legamon (Normal/Dragon). Level 1. Evolves into Retrievyrn.
A serpentine legamon with a long, spined tail, four stocky, powerful legs; furred in its front half and scaly in the rear. Its powerful jaws and ferocious visage bely its eager, puppy-like desire to please - and how little it knows about its own size and strength.
2Hit Dice(10Health), 2Speed, 2Armor (12Armor Class), 0Save (10 Save Target), 0Attack, 1Power Die.
Physical Attack:Dragon. Status Attack:Normal(Taunt). Ability: Eager. Can use an extramove on the first turn of battle.
HERD(Normal, Status):+sum to Save Target. Target isforced torepeatthe same action they took most recently until they save against this effect (at the normal Save Target). If they did nothing, they do nothing.

#026: Retrievyrn, the BasiliskLegamon (Normal/Dragon). Level 2.
Retrievyrn has learned its own strength, but has grown even larger and beast-like. It’s grown more eyes, four more legs, and gathers petrifying power in its maw. This helps it greatly when it needs to bring back strays from the flock.
3Hit Dice(15Health), 2Speed, 2Armor (12Armor Class), 3Save (13Save Target), 0Attack, 3Power Dice.
Physical Attack:Dragon. Status Attack:Normal(Taunt). Ability: Eager. Can use an extramove on the first turn of battle.
HERD(Normal, Status):+sum to Save Target. Target isforced torepeatthe same action they took most recently until they save against this effect (at the normal Save Target).

If they did nothing, they do nothing.
PETRIFYING GAZE (Dragon, Status): +sum to Save Target. Freeze the target.

#027: Cordycol, the RainbowAnt Legamon (Bug). Level 1. Evolves into Voraceps.
This antlike species of legamonhas been domesticated for millennia. The base form is now brightly colored, incredibly docile, and much larger than its ancient feral progenitors. Different breeds are selected for their specific coloration and unique shapes.
3Hit Dice(15 Health), 0Speed, 0Armor (10 Armor Class), 2Save (12Save Target), 0Attack, 1Power Die.
Physical Attack:Bug. Status Attack:Bug(Bound). Ability: Dazzling. At the end of a turn where this ‘mon doesn’t attack, it gets +levelArmor and +levelSave until the start of its next turn.
CURL UP (Normal, Maneuver):Get +sumarmor until next damaged or until this ‘mon next attacks.

#028: Voraceps, the Fungal Infection Legamon (Bug/Poison). Level 2.
Cordycol were first domesticated through the implantation of a parasitic fungus that takes over thebrain stem. When they're deemed large enough for battle, the fungus is implanted and turns the gentle giant into a voracious combat monster, wielding puffs of fungus to temporarily confuse and control its enemies.
4Hit Dice(20Health), 2Speed, 0Armor (10 Armor Class), 2Save (12Save Target), 3Attack, 2Power Dice.
Physical Attack:Bug. Status Attack:Poison(Poisoned). Ability: Infectious. ‘mon affected by this ‘mon’s Poisonous status are also Confused.
CURL UP (Normal, Maneuver):Get +sumarmor until next damaged or until this ‘mon next attacks.
FUNGAL MADNESS (Poison, Physical):Deal sum damage. Enemy may choose totake half sum damage and become poisoned instead.

#032: Clingrowth, the Rapid Growth Legamon(Grass). Level 2. Evolves into Kudzilla.
This legamon is made of spiky vines that never seem to stop writhing. Sometimes they roughly mimic the shapes of other legamon, but never hold that form for long.
4 Hit Dice(10Health), 1Speed, 3Armor (13Armor Class), 0Save (10 Save Target), 4Attack, 2Power Die.
Physical Attack:Grass. Status Attack:Grass(Drain). Ability: Voracious. Add Attack to damage dealt byphysical special moves.
VINE LASH (Grass, Physical):Deal sumdamage. Target saves vs. knockdown.
 
TAKE ROOT (Grass, Maneuver): Gain +diceArmorand reduce damage from the next dicephysical attacks by +sum.

#033: Kudzilla, the Monster Vine Legamon (Grass). Level 3.
The writhing vines have finally settled on a gigantic, terrifying form. Its leafy maw collects solar radiation and re-emits it as a blast of searing atomic light.
6 Hit Dice(30Health), 1Speed, 5 Armor (15Armor Class), 0Save (10 Save Target), 5Attack, 4Power Dice.
Physical Attack:Grass. Status Attack:Grass(Drain). Ability: Voracious. Add Attack to damage dealt byphysical special moves.
VINE LASH (Grass, Physical):Deal sumdamage. Target saves vs. knockdown.
TAKE ROOT (Grass, Maneuver): Gain +diceArmorand reduce damage from the next dicephysical attacks by +sum.
SOLAR BEAM (Grass, Physical): Deal sum+sumdamage. If the attack misses, it still deals sumdamage. Expend all Power Dice used on this move, regardless of their value.

#034: Crystacean, the Sharp EdgedLegamon(Rock). Level 1. Evolves into Paguranite.
This crablike legamon is made of oily, rainbow crystal. Its edges are sharply angled, and everywhere it turns there’s another corner to cut yourself on.
3Hit Dice(15Health), 0Speed, 3Armor (13Armor Class), 0Save (10 Save Target), 0Attack, 1Power Die.
Physical Attack:Rock. Status Attack:Rock(Entomb). Ability:
Tough Shell. Whenever this ‘mon hits with a physical attack, it gets +1 Armor until the end of the battle.
STALAGMITE(Rock, Physical): Deal sumdamage. If the target is entombed, this automatically hits.

#037: Silecret, the DessicantLegamon (Ground). Level 1.
It hides under a mass of salt. No one has seen its true form, though the withered arms that poke out of the pile reveal that whatever it is, it’s dehydrated and apparently okay with that.
1Hit Die(5Health), 0Speed, 2Armor (12Armor Class), 3Save (13Save Target), 0Attack, 1Power Die.
Physical Attack:Ground. Status Attack:Ground(Sandblast). Ability: Salty. When this ‘mon is KO’d,it gets to make one final attack in response.
SALT THE EARTH (Ground, Weather): Scatter piles of salt across the battlefield so nothing can grow. Water and grass moves deal sumdamage to their users (save for half). This expends the spent die.

#040:Anglerblitz, the Shocking Surprise Legamon (Electric). Level 1.
A bloated neon fishthat's all sharp teethand fluttering fins. It can concentrate its own light in its lure; becoming nearly invisible. When it's attracted its prey, it blasts it with a powerful shockwave. This is the female form - the male form is many times smaller, and merges with the female to act as a vestigial reproductive organ.
1Hit Die(5 Health), 1Speed, 0Armor (10 Armor Class), 3Save (13Save Target), 0Attack, 2Power Dice.
Physical Attack:Electric. Status Attack:Electric(Paralyze). Ability: Camo Charge. While charging an attack, this ‘mon gets +level to Armor and Save.
CHARGE WAVE (Electric, Status):Start charging this attack andrelease next turn.When released, dealssumdamage andparalyzes (successful save avoids paralyze, halves damage).While charging, may use this move again to add sum+diceto its total damageand delay release of waveuntil the followingturn.

#043: Sabrance, the SlashingLegamon (Fighting). Level 1.
A bipedal legamonwith long slashing forearms and a bright crest. Duelspaired with a Epearry to hone their skills.
2Hit Dice(10Health), 2Speed, 1Armor (11Armor Class), 0Save (10 Save Target), 2Attack, 1Power Die.
Physical Attack:Fighting. Status Attack:Fighting(Stagger). Ability: Combo. After hitting with a physical attack, get +levelattack and -levelarmor until end ofnext turn.
SABRE SLASH (Fighting, Physical): Deals sumdamage, or sum+highestdamage if this ‘mon hit the target with a physicalattack last round.

#044: Epearry, the ParryingLegamon (Fighting). Level 1.
A bipedal legamon with quick needle-like forearms and a bright crest.Duelspaired with a Sabrance to hone their skills.
2Hit Dice(10Health), 2Speed, 2Armor (12Armor Class), 0Save (10 Save Target), 1Attack, 1Power Die.
Physical Attack:Fighting. Status Attack:Fighting(Stagger). Ability: Careful. Can choose to go second in any round.
EPEE RIPOSTE(Fighting, Physical):Deals sumdamage, or sum+highestdamage if this ‘mon has been missed by an attack or successfully made a save this round.

#045: Swordoom, the Haunted Blade Legamon (Ghost). Level 1. Evolves into Armoreck.
This legamon is made of the fallen weapons of a bloody battle, given life by the sorrow of the deaths of thousands. The eyes of the dead can be seen in the dark red haze that animates their chipped and sundered blades.
1Hit Die(5 Health), 1Speed, 0Armor (10Armor Class), 0Save (10 Save Target),3Attack, 2Power Dice.
Physical Attack:Ghost. Status Attack:Ghost(Curse). Ability: On Guard. On a turn when it hasn’t attacked yet, add this ‘mon’s Attack to itsArmor.
BLADE FLURRY (Steel, Physical): Make diceattacks that each dealhighestdamage.

#046: Armoreck, the Battlefield Scavenger Legamon (Ghost/Steel). Level 2.
When Swordoomevolves, it dons a patchwork platemail and takes a rough, headless humanoid form. It stands one and a half times a human’s heightand just as broad, wielding a halberd in one hand and the banner of the dead in the other.
4Hit Die(20Health), 1Speed, 3Armor (13Armor Class), 0Save (10 Save Target),3Attack, 3Power Dice.
Physical Attack:Ghost. Status Attack:Steel(Trapped). Ability: On Guard. On a turn when it hasn’t attacked yet, add this ‘mon’s Attack to itsArmor.
BLADE FLURRY (Steel, Physical):Make diceattacks that each dealhighestdamage.
GHASTLY CHARGE (Ghost, Physical):Deal sumdamage and knock down target.

#047: Candlight, the Flickering Legamon (Fire). Level 1. Evolves into Willowisp.
Many consider this disembodied flame the purest manifestation of the Fire type, and regard it with a near-saintly reverence. In the darkest nights, Candlights form circles in fields, and leave a scorched pattern in their wake. No one has yet managed to decode the significance of these patterns – if such significance even exists.
1Hit Die(5 Health), 1Speed, 0Armor (10 Armor Class), 3Save (13Save Target), 0Attack, 2Power Dice.
Physical Attack:Fire. Status Attack:Fire(Burning). Ability: BlazingBody. ‘mon that hit this ‘mon with a physical attack save vs burning.
FLAME WHEEL(Fire, Status):+sumto Save Target. Burn the target, then deal level+1 damage for each burn status affecting the target.

#048: Willowisp, the Guiding Light Legamon (Fire/Fairy). Level 2.
Candlight grow to immense brightness in the depths of Iridesce Forest, though their size remains as small as ever. Their unique paracolored lighting draws observers to inadvertently follow, into places they won’t return from unscathed.
2Hit Dice(10Health), 2Speed, 0Armor (10 Armor Class), 7Save (17Save Target), 0Attack, 3Power Dice.
Physical Attack: Fire. Status Attack:Fairy(Charm). Ability: BlazingBody. ‘mon that hit this ‘mon with a physical attack save vs burning.
FLAME WHEEL (Fire, Status): +sumto Save Target. Burn the target, then deal level+1 damage for each burn status affecting the target.
FAIRY FIRE (Fairy, Status):If target is charmed, they automatically fail save. Deal sum damage and confuse the target.

#052: Korale, the DreamsongLegamon (Psychic). Level 1. Evolves into Dorminuen.
The beautiful song of this ethereal legamon puts those who hear it into a deep slumber. Their dreams are incredible, but on waking find themselves drained and unrested, as Korale feeds on their delta brainwaves.
1Hit Die(5 Health), 0Speed, 2Armor (12Armor Class), 2Save (12Save Target), 0Attack, 2Power Dice.
Physical Attack:Psychic. Status Attack:Psychic(Confuse). Ability: Dream Leech. Drains levelhealth per turn from sleeping ‘mon.
LULLABY (Psychic, Status): Target fallsasleep. A sleeping 'mon can't use moves. Wakeson save or when switched out.

#056: Geisticle, the Icicle Legamon (Ghost/Ice). Level 1.
The spirit of a fallen Legamon, frozen to death on the side of the never-summited Mt. Colossus. It haunts the slopes, ambushing foolhardy climbers in the hopes of making more Geisticles.
1 Hit Die(5 Health), 0 Speed, 0 Armor (10 Armor Class), 3 Save (13 Save Target), 1 Attack, 2 Power Dice.
Physical Attack:Ice. Status Attack:Ghost (Curse). Ability:Ambush. Always takes the first turn in round 1.
FROSTBITE (Ice, Status):Target’s blood freezesin its veins. It's unable to use Status attacks without taking sum ice damage until it saves against this effect.

#057: Bunkit, the Defensive Legamon (Steel/Electric). Level 1. Evolves into Pallasade.
A catlike legamonthat hides in layers upon layers of fluffy steel fur. It can charge up its fur to harden it into armor plating, which prevents it from moving but also protects it from most kinds of harm.
1Hit Die(5 Health), 0Speed, 3Armor (13Armor Class), 0Save (10Save Target), 0Attack, 3 Power Dice.
Physical Attack:Steel. Status Attack:Electric(Paralyze). Ability: Shock Discharge. When hit with a physical attack, hitting ‘mon saves vs. Paralyze.Works leveltimesper battle.
CHARGE FUR (Electric, Maneuver): Gain sumArmor until the end of next round.

#058: Pallasade, the Immovable Legamon (Steel/Electric). Level 2.
Pallasade has grown fluffier than ever before. It can extend its fur like pylons or ropes, attachingto nearby supports or burrowingthem deep within the earth to resist being moved.
2Hit Dice(10Health), 0Speed, 5Armor (15Armor Class), 3Save (13Save Target), 0Attack, 3 Power Dice.
Physical Attack:Steel. Status Attack:Electric(Paralyze). Ability: Shock Discharge. When hit with a physical attack, hitting ‘mon saves vs. Paralyze.Works leveltimesper battle.
CHARGE FUR (Electric, Maneuver):Gain sumArmor until the end of next round.
CLAMP DOWN (Steel, Physical):Deal sumdamage. Even if this attack misses,gain diceArmor.

#064: Hoardile, the Collecting Legamon(Dark). Level 1. Evolves into Pogonagon.
A small rust-colored legamon that can inflate a fearsome frill. Collects and defends a hoard of valuable trinkets; as many as it can find - especially those it can steal. Has a vicious bite, and puffs of toxic smoke emerge from its nostrils when its basked for long enough on its hoard in the sun.
1Hit Die(5 Health), 0Speed, 2Armor (12Armor Class), 0Save (10Save Target), 3Attack, 1Power Die.
Physical Attack: Dark. Status Attack:Dark(Flinch). Ability: Thief. When this ‘mon hits its target with a physical attack, it steals any items it’s holding.
PUFF UP (Normal, Status): Targetsuccumbs to fear and switchesout for a random ‘mon (or runsaway, if wild).
 
#065: Pogonagon, the Frightening Face Legamon (Dark/Dragon). Level 2.
Its frill has become a mighty beard. When itpuffs its beard up, it looks several times its size. Most of its attacks are fear-based, as it's actually incredibly lazy - its balefire breath is limited by how much it's basked in the sun.
3Hit Dice(15Health), 1Speed, 2Armor (12Armor Class), 3Save (13Save Target), 3Attack, 2 Power Dice.
Physical Attack:Dragon. Status Attack:Dark(Flinch). Ability: Sunbather. Gain an extraPower Die if this ‘mon started the battle fully healed. Lose thatPower Die whendamaged.
PUFF UP (Normal, Status): Targetsuccumbs to fear and switchesoutfor a random ‘mon (or runsaway, if wild).
BALEFIRE BLAST (Dragon, Physical):Deal sum+dice+lowestdamage and they save vs. burning.

#074: Ooloo, the Vast Potential Legamon (Normal). Level 1. Evolves into Ashira, Avalira, Battira, Hivira, Mythira, Stormira… and more?
Ooloo might look like a cutelittle creature, but this unassuming legamon can adapt to the most hostile conditions. It absorbs the power of conflicting elements and becomes an embodiment of their coexistence.
1Hit Die(5Health), 1Speed, 1Armor (11Armor Class), 1Save (11Save Target), 2Attack, 1Power Die.
Physical Attack:Normal. Status Attack:Normal(Taunt). Ability: Adapt. After an attack hits this ‘mon, it gains resistance to that damage type until the end of the battle.
DEEP BREATH (Normal, Maneuver):Gain sumhealth. This can increase health above its maximum, but only for the duration of the battle.

#075: Ashira, the Forest Fire Embodiment Legamon(Fire/Grass). Level 2.
In areas with frequent forest fires, Ooloo evolves to help facilitate controlled burns. From the ashes, new life springs, and seeds are carried far both by the warm winds and Ashira’s thick pelt. Ashira form close-knit packs, and communally raise their litters.
3Hit Dice(15Health), 1Speed, 2Armor (12Armor Class), 2Save (12Save Target), 3Attack, 3Power Dice.
Physical Attack:Fire. Status Attack:Grass(Drain). Ability: Firebreak. Automatically succeed on saves vs. burning and drain, then heal levelhealth.
DEEP BREATH (Normal, Maneuver):Gain sumhealth. This can increase health above its maximum, but only for the duration of the battle.
CLEANSING BLAZE (Fire, Physical): An ashenfire consumes the battlefield. At the start of each round, roll a d6. On a 1-3, all combatants save vs. burning. On a 4-6, all combatants save vs. drain (if one of your ‘mon gets drained, the enemy ‘mon is healed). This expends the spent dice.


#077: Battira, the War Embodiment Legamon(Dark/Fighting). Level 2.
Intense human conflict traps many Ooloo in dangerous warzones, in which they evolve into the feared Battira. It stalks the battlefield, scavenging from corpses, and turning the tide of engagements whichever way it sees fit.Sometimes Battira fight each other out of sheer boredom, but they never severely harm each other – they save that for the war.
4Hit Dice(20Health), 1Speed, 3Armor (13Armor Class), 1Save (11Save Target), 4Attack, 2Power Dice.
Physical Attack:Dark. Status Attack:Fighting(Stagger). Ability: Fearless. Automatically succeed on saves vs. staggerand flinch, then heal levelhealth.
DEEP BREATH (Normal, Maneuver):Gain sumhealth. This can increase health above its maximum, but only for the duration of the battle.
FOG OF WAR (Dark, Weather): Darkens the battlefield with a haze of pure fear. At the start of each round, roll a d6. On a 1-3, all combatants save vs. stagger. On a 4-6, all combatants save vs. flinch. This expends the spent dice.


#079: Mythira, the Cryptid Embodiment Legamon(Dragon/Fairy). Level 2.
Some Ooloo just want to be left alone. When they need to escape prying eyes and the constant influx of trainers into their hunting grounds, they become the embodiment of mythical creatures, invisible to cameras and anyone purposefully looking for them. No one knows why they choose certain trainers to trust with their existence.
2Hit Dice(10Health), 3Speed, 3Armor (13Armor Class), 1Save (11Save Target), 2Attack, 3Power Dice.
Physical Attack:Fairy. Status Attack:Dragon(Crush). Ability: Undiscovered. Automatically succeed on saves vs. charm and crush, then heal levelhealth.
DEEP BREATH (Normal, Maneuver):Gain sumhealth. This can increase health above its maximum, but only for the duration of the battle.
FAE REALM (Fairy, Weather): Drag the battlefield into a surreal otherworld. At the start of each round, roll a d6. On a 1-3, all combatants save vs. charm. On a 4-6, all combatants save vs. crush. This expends the spent dice.

#080: Stormira, the Thunderstorm Embodiment Legamon(Water/Electric). Level 2.
When an Ooloo lives in a stormy area long enough, it evolves to ride lightning bolts up to the clouds and fall back down with the rain. Stormira are solitary predators, and fight viciously when they encounter each other.
2Hit Dice(10Health), 3Speed, 1Armor (11Armor Class), 1Save (11Save Target), 3Attack, 3Power Dice.
Physical Attack:Electric. Status Attack:Water(Drench). Ability: Storm Rider. Automatically succeed on saves vs. paralyze and drench, thenheal levelhealth.
DEEP BREATH (Normal, Maneuver): Gain sumhealth. This can increase health above its maximum, but only for the duration of the battle.
THUNDERHEAD(Electric, Weather): Summons a stormcloud across the battlefield. At the start of each round, roll a d6. On a 1-3, all combatants save vs. drench. On a 4-6, all combatants save vs. paralyze. This expends the spent dice.

#081: Velucharaptor, the Hunting FossilLegamon (Rock/Fighting). Level 1.
Resurrected from ancient fossils using next-generation technology, Velucharaptor has a wicked kick that makes incredible use of its enormous toe claw. It’s flamboyantly feathered, brightly colored, and can change those colors to signal to other Velucharaptors, revealing its nature as a pack hunter.
1Hit Die(5 Health), 2Speed, 0Armor (10 Armor Class), 0Save (10 Save Target), 3Attack, 1Power Die.
Physical Attack:Rock. Status Attack:Fighting(Stagger). Ability: Fossilized. Ancient bones let this ‘mon automatically succeed on its first save ofa battle.
CLAW KICK (Fighting, Physical): Deals sumdamage. Even on a miss, target can choose to be staggered, if they don’t, return the Power Dice used for this moveno matter what theirresult was.

#082: Mentatherium, the Precocious Fossil Legamon (Rock/Psychic). Level 1.
Resurrected from ancient fossils using next-generation technology, Mentatherium is proof that creatures in every era have been just as intelligent as those today – or even more. While slothful, its mind is all the protection it needs, able to predict a predator’s movements and counter them expertly.
2Hit Dice(10Health), 0 Speed, 0Armor (10 Armor Class), 2Save (12Save Target), 0Attack, 3Power Dice.
Physical Attack:Rock. Status Attack:Psychic(Confuse). Ability: Fossilized. Ancient bones let this ‘mon automatically succeed on its first save ofa battle.
FORESEE(Psychic, Status):Secretly write down a move. When the enemy makes it, they mustsave or takesum+highestdamage.

#085: Blubble,the Gentle Giant Legamon (Water). Level 2. Evolves into Leviabyss.
These blubbery titans drift slowly through the coastal seas, feeding on tiny ‘mon and plants. They are slow to anger, so make ideal transports through treacherous and stormy waters.
5 Hit Dice(25Health), 0Speed, 3Armor (13Armor Class), 2Save (12 Save Target), 0Attack, 2Power Dice.
Physical Attack:Water. Status Attack:Water(Drench). Ability: Blubber. Can expend a Power Die to reduce damage from a physical attack by sum. This die doesn’t return.
SURF(Water, Movement):This ‘mon can carry passengers across the water. When used in combat, this move dealssumdamage and target saves vs. knockdown.
 
CANNONBALL (Water, Physical): Deals sumdamage to each other ‘mon. Gain +diceSave until the end of this ‘mon’s next turn from the shroud of water kicked up.
 
#086: Leviabyss, the Wakened Giant Legamon (Water/Dragon). Level 3.
Blubble is slow to anger, but when it's enraged, it uses its vast reserves of caloric energy to transform into a oceanic siege engine, implacable and unstoppable. Its baleen becomes scything jaws, and fins of bone burst through its skin to form natural armor.
8 Hit Dice(40Health), 0Speed, 6Armor (16Armor Class), 6Save (10 Save Target), 3Attack, 3Power Dice.
Physical Attack:Water. Status Attack:Dragon(Crush). Ability: Blubber. Can expend a Power Die to reduce damage from a physical attack by sum. This die doesn’t return.
SURF(Water, Movement):This ‘mon can carry passengers across the water. When used in combat, this move dealssumdamage and target saves vs. knockdown.
CANNONBALL (Water, Physical): Deals sumdamage to each other ‘mon. Gain +diceSave until the end of this ‘mon’s next turn from the shroud of water kicked up.
DRAGON CRUNCH(Dragon, Physical): Crush the target. They take damage equal to the amount their Armor is decreased this way, plus highest.
 
#090:Eyescraper, the Towering Legamon (Steel). Level 2.
It juts from the landscape, looking to all onlookers as just another of the ruined towers common to the Cataclys region. However, if you look closely at its “windows”, you can see it looking back. Sometimes, the howls on the wind aren’t just blowing through the ruin-canyons – they’re the calls of forlorn Eyescrapers singing their melancholy songs.
6 Hit Dice(30 Health), 0Speed, 5Armor (15 Armor Class), 0Save (10 Save Target), 0Attack, 3Power Dice.
Physical Attack:Steel. Status Attack:Steel(Trapped). Ability: Tower. This ‘mon is incredibly tall, and you can walk around inside it.
STEELY GAZE (Steel, Status): Choose one of the rolled results from the following list to inflict (ex. if you roll a 1 and a 3, choose either Stagger or Confused): 1. Stagger, 2. Flinch, 3. Confused, 4. Trapped, 5. Entomb, 6. Crush.
REBAR SHOT (Steel, Physical): Deal sumdamage and target saves vs. being Bound by being impaled on rebar.
 
More Rules
 
LevelingUp: If a 'mon doesn't have higher-level evolutions, they still can level up and learn moves and get stronger. When you hit a milestone that would let them level up, add 1 to their Hit Dice, add 1 to their Power Dice, then distribute 5 more points as you see fit between their stats. Level 3 is still the level cap.
 
Any 'mon can level up without evolving. If you don't want it to change types or abilities, or you just like how it looks when it's small and cute, you can feed it an Everyoung Blossom to stunt its growth. They also might learn different moves this way!
 
Legamon Training: You can also use a level up (especially once your ‘mon has hit max level)to instead redistribute up to levelpoints between its abilities, and if it’s double-typed, you may swap the types of its basic Physical and Status moves. Can’t go below level Hit Diceor Power Dice.
 
Moves: A ‘mon can only know a number of moves equal toitslevel, but you can always train it out of its old bad habits and into new ones that help your team composition or let you surpass the latest obstacle.
 
Stats gained or lost from moves don’t last beyond the battle. Health lost and PD spent do.
 
Even if a Physical move misses or a Status Move is saved against, still roll the Power Die to see if it returns or not.

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