FLYGON
Role: Draconic Insect
PL 11 (98)
STRENGTH 6
STAMINA 10
AGILITY 4
FIGHTING 9
DEXTERITY 0
INTELLIGENCE -3
AWARENESS 2
PRESENCE -2
Skills:
Close Combat (Unarmed) 2 (+11)
Expertise (Survival) 6 (+7)
Intimidation 8 (+6)
Perception 5 (+6)
Ranged Combat (Powers) 12 (+12)
Stealth 2 (+6)
Advantages:
Fast Grab, Improved Initiative 2, Startle
Powers:
"Insect Senses" Senses 2 (Acute & Extended Scent) [2]
Flight 6 (120 mph) (Flaws: Winged) [6]
"Draconic" Features 1: Considered Dragons for the Purposes of Special Items & Powers [1]
"Detect Dragons" Senses 3 (Detect Dragons- Acute & Ranged) [3]
Immunity 3 (Aging, Disease, Poison) [3]
"Dragon-Like Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Dragon's Fire" Blast 10 (Feats: Improved Critical 2) (22) -- [25]
- AE: "Dragon Breath" Damage 10 (Extras: Area- 60ft. Cone) (20)
- AE: "Fire Burst" Damage 10 (Extras: Area- 30ft. Line) (20)
- AE: "Claws & Teeth" Strength-Damage +1 (Feats: Split, Improved Critical) (3)
Offense:
Unarmed +11 (+6 Damage, DC 21)
Claws & Teeth +11 (+7 Damage, DC 22)
Dragon Breath +12 (+10 Ranged Damage, DC 25)
Area Attacks +10 (+10 Damage, DC 25)
Initiative +12
Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +10, Fortitude +10, Will +8
Complications:
Disabled (Animal)- Flygons cannot speak to sentients, nor use their limbs to easily manipulate objects.
Vulnerable (Dragon-Affecting Items)- Things that do extra damage to Dragons (including Ranger's "Favored Foe") will also work on Flygons.
Total: Abilities: 40 / Skills: 36--18 / Advantages: 4 / Powers: 49 / Defenses: 18 (98)
-Animologists, Druids and Rangers alike have been confused and misinformed about the nature of the "Flygon Evolutionary Chain" for centuries- even now, very few know the whole story about these enigmatic creatures. Most appear to be insectoid in some way or another, though they start life as almost cuddly vice-jawed critters, metamorphize into what resembles a large dragonfly, and finally end up as a borderline-draconic creature. The fact that all three of its forms tend to live in completely different areas makes the truth even more difficult to ascertain, as does the bizarre way in which they change form.
-These creatures start life as desert-dwelling, terrestrial insects called "Trapinch", who behave much like Antlions or the much larger Ankhegs- they lay traps in the sand, creating large pits that creatures may fall into- the Trapinch's head waiting at the bottom, occasionally throwing rocks or additional sand to further break up the pit's siding. Helpless creatures are torn apart by the dog-sized animals, which are typically bright red or blue. Their vicelike jaws have "teeth" built right into them. Unusally, Trapinch have no anus- they simply gain all the nutrients they can over however long it takes to gain enough material, at which point they enter a dormant state. Trapinch weave cocoons in the jungles of distant regions- the long treks causing the death of many. Finally, in these muggy spaces, they spring forth as winged creatures.
-The second form, called Vibrava, resemble four-legged Dragonflies of man-like size. Often jokingly called "Bug Drakes", the creatures are more charismatic than typical insects, can be trained to accept riders, and are very dangerous adversaries- unusually for insects, they gain breath weapons and a "hypersonic pulse" derived from their short wings, which have yet to fully develop. They are now fast-moving, agile creatures, lacking a strong bite but being much more dangerous at range. They are popular with Wood Elves, Dryads and other forest creatures, though typically do best in wetter climates. Vibrava may only attain their final form by virtue of proximity to Dragons- if the Dragon's Breath Weapon is fire, a Vibrava will deliberately fly into the path of its flames, to which they are immune (unusually, regular fire does normal damage). The Vibrava will be set alight, but not die- if enough flame is gathered (this process may take months), they will be able to attain their final form, cocooning once more.
-The final form of the creature is called the Flygon. It appears less chitinous and segmented than the previous forms, resembling a Dragon mixed with an insect. These creatures are very rare, given the difficulties in gaining enough Dragon's Fire (Dragons are as likely to bite as they are to breathe flame; Vibrava are notable not immune to giant teeth)- many Vibrava die of old age before they reach their final form. These large creatures are great warriors- among the best arthropod fighters in existence, rivaled only by the Remorhaz. Fast, agile, and strong, they are generally untameable (even tamed Vibrava tend to go completely solitary once they gain this status). Though they lack the raw power of a Dragon, they are often far more difficult to hit, and still hit very hard- they are even considered Dragons for the purpose of Magic and various Items.
-Both a Vibrava and a Flygon may breed- both produce eggs that become Trapinch. A Vibrava lays its eggs in the desert, blazing them with flames and burying them- an act which is fatal to the dehydrated creature. The Flygon also moves to the desert, but retains its life (a mature Flygon may breed a nearly limitless amount of times)- its own flames produce more quickly-maturing eggs, and the creature then either leaves the desert, or guards the nest (Ankhegs are notorious predators of Trapinch)- pairs usually do not stay together after mating, but often one parent will be a guardian until the eggs hatch (at which point it, too, will abandon the nest).
Jab's Notes: I really loved the whole Trapinch/Vibrava/Flygon thing in Pokemon Ruby & Sapphire- the ONE THING I was most eager to eventually get done in the game was actually raise my Trapinch into at least the first one. Alas, I never got to that point- I think I even delayed an Evolution once so that it would learn moves more quickly (unfortunately, that's not really a thing- I think I was mistaking the "____ Stone" Evolutions for regular ones, as THOSE can sometimes result in the loss of a potential move if you evolve them too quickly). He wasn't overly devastating, though, despite having a fairly high level- I couldn't find the right combinations for him, and I had OTHER stuff in the party that did anything it could, but better.
-The creatures have never appeared much in the mythos, despite showing up in many games. Typically, you'll just meet a random Trainer-Of-The-Day who might have one, and they're not episode-focus creatures. Despite that, they're obviously high-end once you evolve them fully- very few Pokemon hit their first evolution at Level 30.
-I wanted to stat up all three creatures, and make them all a bit different. Different habitats worked, though I dropped the thing in the game where they had a LOT of Ground-Based Attacks (they're Ground/Dragon-Types, not being Bug-Types at all). Typically, if you want to make a powerful Flygon, you give it Dragon Rage, Earthquake and a couple of other things, making it a multi-tier threat. Vibrava is a bit like the in-game creature (especially the Hypersonic thing), while with Flygon, I added in a lot of things I attach to Dragons, like the Immunities & Senses. I also made them more agile than tough, as they're still quite slender, undersized creatures for a "Dragon"-Type.
TRAPINCH
Role: Aggressive Trap-Layer
PL 5 (62)
STRENGTH 1
STAMINA 4
AGILITY 3
FIGHTING 5
DEXTERITY 0
INTELLIGENCE -4
AWARENESS 1
PRESENCE -2
Skills:
Expertise (Survival) 5 (+6)
Intimidation 4 (+2)
Perception 5 (+6)
Ranged Combat (Sand/Rocks) 8 (+8)
Stealth 5 (+8)
Advantages:
Fast Grab, Improved Hold, Startle
Powers:
"Insect Senses" Senses 1 (Acute Scent) [1]
"Tremorsense" Senses 3 (Ranged Radius Touch- Extended) [3]
Burrowing 4 [4]
Movement 1 (Environmental Adaptation- Deserts) [2]
"Powerful Bite" Strength-Damage +4 (Feats: Improved Critical) (Extras: Penetrating 6) [11]
Offense:
Unarmed +5 (+1 Damage, DC 16)
Bite +5 (+5 Damage, DC 20)
Initiative +3
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude +5, Will +4
Complications:
Disabled (Animal)- Trapinch cannot speak to sentients, nor use their limbs to easily manipulate objects.
Total: Abilities: 16 / Skills: 28--14 / Advantages: 3 / Powers: 21 / Defenses: 8 (62)
-Trapinch are fairly small, but very stealthy predators that wait at the bottom of massive sand pits, their powerful jaws awaiting their flailing prey.
VIBRAVA
Role: Giant Insect
PL 8 (104)
STRENGTH 3
STAMINA 7
AGILITY 4
FIGHTING 7
DEXTERITY 0
INTELLIGENCE -4
AWARENESS 1
PRESENCE -2
Skills:
Close Combat (Unarmed) 2 (+9)
Expertise (Survival) 6 (+7)
Intimidation 8 (+6)
Perception 5 (+6)
Ranged Combat (Powers) 8 (+8)
Stealth 2 (+6)
Advantages:
Fast Grab, Improved Initiative, Startle
Powers:
"Insect Senses" Senses 2 (Acute & Extended Scent) [2]
Flight 5 (60 mph) (Flaws: Winged) [5]
"Detect Dragons" Senses 3 (Detect Dragons- Acute & Ranged) [3]
Immunity 5 (Dragon's Breath Weapons) [5]
"Hypersonic Pulse" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Feats: Improved Critical) (Extras: Ranged, Cumulative) (25) -- [26]
- AE: "Dragon Breath" Blast 8 (Feats: Improved Critical) (17)
Offense:
Unarmed +9 (+3 Damage, DC 18)
Dragon Breath +8 (+8 Ranged Damage, DC 23)
Hypersonic Pulse +8 (+8 Ranged Affliction, DC 18)
Initiative +8
Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +7, Fortitude +8, Will +6
Complications:
Disabled (Animal)- Vibravas cannot speak to sentients, nor use their limbs to easily manipulate objects.
Disabled (Poor Flight)- Vibrava wings are not able to make long-distance trips.
Total: Abilities: 32 / Skills: 32--16 / Advantages: 3 / Powers: 41 / Defenses: 12 (104)
-Vibravas are extremely fast and agile, but are poor distance fliers.