| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 11 | +0 | +0 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 19 | +4 | +7 |
Flaming Tail. If the flame on its tail is put out, it dies. Water not above 50 gallons nor lack of oxygen on the open flame can put out the fire. If in a large amount of water, roll for the flame like a death saving throw. If the trait Mega Evolution is activated, this flame cannot be put out unless you are killed during battle.
Heat Resistant. You cannot be damage by fire damage by natural sources (ex. natural lava pools, fire not caused by a magic spell, weapon, etc.)
Water Weakness. You take double damage from cold attacks involving water. If the trait Mega Evolution is activated with Charizardite X, this trait isn't applied.
Ability. This Pokemon can have multiple extra traits, but only 1 can be used unless changed by an item, action, or ability. Choose one of the traits down below.
Blaze. All attacks deal an extra 2d6 fire damage when you are below half health.
Solar Power. You deal an extra 2d6+3 fire damage if the sun is harsh.
Mega Evolution. This trait can only be activated with the use of a Key Stone (Mega Stone) with Charizard within 30 ft of a Charizardite X (Mega Stone) or Charizardite Y (Mega Stone). You Mega Evolve, increasing your score modifier bonus and armor class by 2, gaining an extra 20 ft in movement speed, and losing your own ability, but gaining a new one.
Charizardite X. This is achieve if you used the Charizardite X. You will lose the Monster Sub-Type of Air, but will gain the Monster Sub-Type of half black-dragon. You will also lose your vulnerabilities to lightning, and thunder damage. You gain resistance to lightning and thunder damage. You gain vulnerabilities to force and bludgeoning damage. You lose you resistance to radiant damage. You gain a new ability.
Tough Claws. You deal an extra 2d6+2 force damage on all melee attacks.
Charizardite Y. This is achieved with the use of a Charizardite Y. You gain a new ability.
Drought. Weather in a 200 ft radius is replaced by harsh sunlight causing attacks that deal fire damage to deal an extra 2d6+2 fire damage.
Gigantamax. 1/Day. You respond to the Dynamax energy in a Dynamax Band, causing you to become gigantic, doubling your HP, becoming immune to being grappled or restrained, and losing your actions, bonus actions, and reactions, but gain new traits you can use. This transformation lasts for 3 rounds and will end at the end of the round. When it ends, your HP will become half of what it was in when you were Gigantimaxed, and you regain access to your actions, bonus actions, and reactions.
Move Set X
G-Max Wildfire (Fire Blast). cost, 1 action. Can only be used when the trait Gigantimax is active. range 100 ft. One creature of your choice in range your must roll a Charisma saving throw (16), if failed, they take 9d10 Fire damage and cause every other creature in a 50 ft radius to take 2d4+3 fire damage at the end of the round for 5 rounds. If successful, they take half and you cause every other creature in a 50 ft radius to take 2d4+3 fire damage at the end of the round for 3 rounds. You launch your colossal fiery wings in the shape of a bird, which circles opponents while continuously scorching them with flames even hotter than magma.
Max Wyrmwind (Dragon Claw). cost, 1 action. Can only be used when the trait Gigantimax is active. range 100 ft. One creature of your choice in range your must roll a Charisma saving throw (16), if failed, they take 9d10 Force damage and decrease damage delt by melee attacks by 4 for every creature in a 50 ft radius for 3 rounds. If successful, they take half and you decrease damage delt by melee attacks by 4 for every creature in a 10 ft radius for 3 rounds. A giant whirlwind hits the target.
Max Lightning (Thunder Punch). cost, 1 action. Can only be used when the trait Gigantimax is active. range 100 ft. One creature of your choice in range your must roll a Charisma saving throw (16), if failed, they take 9d10 Lightning damage and create a field of electricity with the zone of combat that increases Lightning and Thunder damage by 2d6 Lightning damage, with the field lasting for 5 rounds. If successful, they take half and create a field of electricity with the zone of combat that increases Lightning and Thunder damage by 2d6 Lightning damage, with the field lasting for 5 rounds. This field replaces those caused by a trait, spell, or another Max attack. A giant lightning bolt strikes the target.
Max Guard (Dragon Dance). cost, 1 action. Recharge (2).Can only be used when the trait Gigantimax is active. You're are protected from all damage. A gigantic screen shields you from all attacks.
Move Set Y.
G-Max Wildfire (Flamethrower). cost, 1 action. Can only be used when the trait Gigantimax is active. range 100 ft. One creature of your choice in range your must roll a Charisma saving throw (16), if failed, they take 9d10 Fire damage and cause every other creature in a 50 ft radius to take 2d4+3 fire damage at the end of the round for 5 rounds. If successful, they take half and you cause every other creature in a 50 ft radius to take 2d4+3 fire damage at the end of the round for 3 rounds. You launch your colossal fiery wings in the shape of a bird, which circles opponents while continuously scorching them with flames even hotter than magma.
Max Air Stream (Air Slash). cost, 1 action. Can only be used when the trait Gigantimax is active. range 100 ft. One creature of your choice in range your must roll a Charisma saving throw (16), if failed, they take 9d10 Force damage and increase movement speed for you and your allies by 10 ft in a 50 ft radius for 3 rounds. If successful, they take half and you increase movement speed for you and your allies by 10 ft in a 10 ft radius for 3 rounds. A giant stream of air hits the target.
Max Quake (Scorching Sands). cost, 1 action. Can only be used when the trait Gigantimax is active. range 100 ft. One creature of your choice in range your must roll a Charisma saving throw (16), if failed, they take 9d10 Bludgeoning damage and increases your and your ally's, within 50 ft., armor class by 1 when being attacked by ranged attacks for 5 rounds (stacks). If successful, they take half damage and increases your and your ally's, within 50 ft., armor class by 1 when being attacked by ranged attacks for for 3 rounds (stacks). An giant eruption of churned earth hits the target.
Max Guard (Protect). cost, 1 action. Recharge (2).Can only be used when the trait Gigantimax is active. You're are protected from all damage. A gigantic screen shields you from all attacks.
Multiple Sets. I have made multiple move sets for you to chose. You can only use one of these sets unless changed during a long rest lasting a week. If you wish, you can make a combination of these move sets on your own, but only four can be chosen [ex. Dragon Claw (MA) (you can also have Thunder Punch, but you will only be able to add 2 different attacks instead of 3 and vice versa). Flamethrower. Dragon Dance. Protect.] The attacks that you choose will also carry over for your max moves when the trait Gigantimax is activated. I recommend keeping note of which moves you specifically chose.
Move Set X.
Multi-attack. You make two Dragon Claw or Thunder Punch attacks.
Dragon Claw. Melee Attack. reach (5 ft.). +6 to hit. On hit, deal 2d8+2 Force damage.
Thunder Punch. Melee Attack. reach (5 ft.). +6 to hit. On hit, deal 2d8+2 Lightning damage.
Fire Blast. 5/Day. Recharge (5). Conjuration Spell. range (50 ft.).
You produce a blast of fire in the shape of the kanji 大, punching the blast of fire in the direction of your choosing. All creatures in a 5x5x50 ft. line must make a Strength saving throw (15) or take 5d10+4 Fire damage. On a successful save, they take half damage.
Move Set Y
Flamethrower. Ranged Spell Attack. range (50 ft.). +7 to hit. On hit, deal 5d8+5 Fire damage.
Air Slash. Ranged Spell Attack. range (50 ft.). +7 to hit. On hit, deal 5d8+5 Slashing damage.
Scorching Sands. Ranged Spell Attack. range (50 ft.). +7 to hit. On hit, deal 5d8+5 Bludgeoning damage.
Move Set X
Dragon Dance. Recharge (4). Enchantment Spell.
You dance a majestic dance resembling that of a majestic dragon. You increase your speed stat by 10 ft and deal an extra 1d4+2 Force damage on all melee attacks. This lasts for 2 rounds
Move Set Y
Protect. 10/Day. Enchantment Spell.
On being hit, you put up a protective barrier increasing your armor class by 3, potentially causing the attack to miss.
Description
Charizard is a draconic, bipedal Pokemon. It is primarily orange with a cream underside from the chest to the tip of its tail. It has a long neck, small blue eyes, slightly raised nostrils, and two horn-like structures protruding from the back of its rectangular head. Two fangs are visible in its upper jaw when its mouth is closed. Two large wings with blue-green undersides sprout from its back, and a horn-like appendage juts out from the top of the third joint of each wing. A single wing finger is visible through the center of each wing membrane. Charizard's arms are short and skinny compared to its robust belly, and each limb has three white claws. It has stocky legs with cream-colored soles on each of its plantigrade feet. The tip of its long, tapering tail burns with a sizable flame, which can intensify to a blue flame if Charizard is irritated.
Charizard typically inhabits mountains and valleys. However, Charizard can also live in volcanoes, forming packs with other members of its family, and are fully capable of living inside lava within volcanic craters.
Charizard flies in search of powerful opponents to battle, and its fire will burn hotter as it gains experience. Its fiery breath can melt boulders and massive glaciers and has been known to cause forest fires accidentally. Though its fiery breath is hot, it never turns it on any opponent weaker than itself. Only a weak Charizard would show off its power. Charizard can swim underwater, with the flame on the tip of the tail can still keep burning underwater. Charizard's wings can carry it to an altitude of 4,600 feet (1,400 meters), but notes say that its droppings were found on Mt. Fuji, implying it could fly thrice as high. Charizard is known to sleep in an incredibly relaxed position, as it is very confident in its power. In the animated series, it was shown that Charizard may be vulnerable to their tail flame going out in the same way as it's pre-evolution
Forms
Charizard has three alternate forms: Mega Charizard X, Mega Charizard Y, and Gigantimax Charizard.
Both of Charizard's Mega Evolutions feature a shorter snout, white, vertical slit pupils, and a bright underside reaching the lower jaw.
- Mega Charizard X
As Mega Charizard X, its body and legs are more physically fit, though its arms remain thin. Its skin turns black with a sky-blue underside and soles. Two spikes with blue tips curve upward from the front and back of each shoulder, while the tips of its horns sharpen, turn blue, and curve slightly upward. Its brow and claws are larger, and its eyes are now red. It has two small, fin-like spikes under each horn and two more down its lower neck. The finger disappears from the wing membrane, and the lower edges are divided into large, rounded points. The third joint of each wing-arm is adorned with a claw-like spike. Mega Charizard X breathes blue flames out the sides of its mouth, and the flame on its tail now burns blue consistently. It is said that its new power turns it black and creates more intense flames.
- Mega Charizard Y
As Mega Charizard Y, it becomes sleeker in appearance but retains its normal coloration. It has three pointed horns on the back of its head, the middle of which is longer. Its snout has larger fangs and a ridge on the nose. Its neck is shorter, but its torso is thinner and longer. It features longer digitigrade feet. Its hands are less developed, with extremely shortened fingers that are no longer separated from each other. Small wings develop on its wrists, while the ones on its back become larger, lose the wing finger passing through their membrane and end up with ragged edges. The back of its tail has a large spike at the base and three smaller ones near the tip, which now burns with a longer flame. Mega Charizard Y is said to have incredible flying prowess that is greater than that of a jet fighter.
As Gigantamax Charizard, it becomes larger and more physically fit. The lower part of its body glows white, with several yellow diamonds on the lower belly. There are also diamond-shaped spots located on the front legs. The claws located on its hands and feet become longer and sharper. The feet become longer and digitigrade, retaining small glowing soles under the forefeet. The sclerae of the eyes become yellow. The glow of a flame can be seen in the mouth, and the teeth grow, with the lower front teeth and three teeth in the middle now protruding when the mouth is closed. The flame on the tail extends out and has three red clouds surrounding it, like the clouds most other Gigantamax Pokémon have. Two flames sprout from its horns, and its wings are transformed into literal flame wings extending to the shoulder blade.
Due to being enhanced by Gigantamax energy, the fire within Charizard's body has become much stronger, burning hotter than 3,600 degrees Fahrenheit (2,000 degrees Celsius) and continuing to rise in temperature when Gigantamax Charizard roars. When using its signature G-Max Move, G-Max Wildfire, it launches its colossal fiery wings in the shape of a bird, which circles opponents while continuously scorching them with flames even hotter than magma.
Previous Versions
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