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Adopted By
Quantumboost (talk)
Original Creator: FrankTrollman
Date Created: 3/3/2010
Status: Complete
Editing: Spelling and Grammar only.
129Magikarp

Magikarp from Fire Red/Leaf Green

Magikarp
Size/Type: Small Magical Beast (Aquatic)
Hit Dice: 2d10+4 (15 hp)
Initiative: -3 (-3 Dex)
Speed: 5 ft., swim 20 ft.
Armor Class: 8 (+1 size, -3 Dex), touch 8, flat-footed 8
Base Attack/Grapple: +2/-5
Attack: Slam +0 melee (1d2-3)
Full Attack: Slam +0 melee (1d2-3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Hardy
Saves: Fort +5, Ref +0, Will -1
Abilities: Str 4, Dex 4, Con 15, Int 2, Wis 8, Cha 2
Skills: Swim +10
Feats: Endurance
Environment: Any aquatic.
Organization: Usually solitary.
Challenge Rating: 1/6
Treasure: None.
Alignment: Usually Neutral
Advancement: 3-5 HD (small)
Level Adjustment:


Description::You see a red-colored fish with barbels coming from its mouth and wide, blank eyes. It doesn't seem threatening at all, as it splashes around aimlessly.

Magikarp are useless and easily deluded. They appear as red or golden scaled fish with long whiskers similar to a catfish. Magikarp are about as common as dirt, and about as tasty. Magikarp have a bone for every scale in their body, and that's a lot of bones. Magikarp are frequently abused verbally and physically because of their relative helplessness. This results in many Magikarp holding an intense rage over the course of their lives.

Combat[]

Tactics Round-by-Round:

Magikarp aimlessly thrashes against opposition.

  • Round 0: Flop around.
  • Round 1: Flop.
  • Round 2: Flop.
  • Round 3: Expire.

Hardy: Magikarp, while inept, are quite resilient, and gain a +4 bonus on any saves related to resisting poison or disease.


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