Goomy/Sliggoo/Goodra, the Dragon Pokemon... and younger evolutions!
BAB | Fort | Ref | Will | Features | Moves | Defensive Abilities
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+1 | +0 | +0 | +2 | +1 STR, +1 CON, Gooey Body, Moves | 2/2 | 0/0
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+2 | +0 | +0 | +3 | +1 CON, Counter Punch | 3/3 | 0/0
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+3 | +0 | +0 | +3 | +1 STR, Slime Defense, Horn Radar, Bouncy | 4/4 | 0/0
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+4 | +1 | +1 | +4 | +1 CON, Stretchy Slime, Evolution, Improved Moves | 5/4 | 0/0
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+5 | +1 | +1 | +4 | +1 STR, Improved Horn Radar, Defensive Abilities | 6/5 | 1/1
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+6 | +1 | +1 | +5 | +1 CON, Improved Slime Defense, Bouncy Glide | 7/5 | 1/1
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+7 | +2 | +2 | +5 | +1 STR, Evolution, Opportunistic Move | 8/5 | 2/1
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+8 | +2 | +2 | +6 | +1 CON, Stretchy Slime, Greater Moves | 9/5 | 2/1
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+9 | +2 | +2 | +6 | +1 STR, Bouncing Flight | 10/6 | 3/2
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+10 | +3 | +3 | +7 | +1 CON, Oozing Defense | 11/6 | 3/2
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Hit Die: d10
Skills (2+int): Spot, Listen, Move Silently, Climb, Swim.
Gooey Body: Lose previous racial traits, Gain Dragon type + traits:
- Darkvision 60'
- Immunity to magic sleep effects and polymorph effects.
The Goomy begins as a small-sized creature with two slam attacks that deal 1d4 damage each, and both are primary natural attacks. The Goodra has a natural armor bonus equal to its constitution modifier. In addition, its body is malleable and oozelike; this provides 25% immunity to stunning and critical hits. This increases to 50% at 5 HD, 75% at 10 HD, and 100% at 15 HD.
Ability Score Increase: The Goodra gains +1 STR at each odd level, and +1 CON at level 1 and each even level.
Move Selection: At first level, select two of these to know, with an additional one more each level afterwards. Each morning, select up to four you know to ready; you can use them at-will, but not use a move if you have used it since the beginning of your previous turn. You may ready an additional move at 5 HD and each 4 HD after that (9, 13, 17, etc). The feat Ability Focus applies to this ability as a general effect, and affects each move; you do not need to select each move individually.
Move | Effect
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Outrage: | Fullround action: Deal HD/2 d6 damage with slam attacks instead of normal damage, and make iterative attacks with both slams, for which you are counted as having the Two-Weapon Fighting feat. You also count as having the Improved, Greater, and Perfect versions of that feat when you reach +6, +11, and +16 BAB. Slams are light weapons for the purpose of Two-Weapon Fighting penalties. You are /confused/, as the spell, for 1 round after using this move. At 4 HD, Fort DC 10 + 1/2 HD + STR or stunned for 1 round on a hit. At 8 HD, the stun bypasses immunity (but +5 on save)
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Ice Beam (Su): | Standard: Ranged touch attack for HDd6 Cold damage. At 4 HD, Ref DC 10 + 1/2 HD + CON or be unable to move (even by magic) for 1 round. At 8 HD, deals HDd10 Cold, ignores resistance, deals 1/2 to immune.
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Rain Dance (Su): | Move: 20'/HD area is clouded over and begins to rain; lasts 3d4 rounds. At 4 HD, allies inside the area gain Fast Healing 1/4 your HD, stacking with any they already have. At 8 HD, enemies inside the area take a penalty on STR and DEX checks, skill checks, and REF safes equal to -1 per 4 of your HD.
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Body Slam: | Full-Round: Full attack; roll all attacks at once, use highest d20 roll for all of them. Pool attack's damage before applying DR / checking for Massive Damage. At 4 HD, ignore all magical miss chances (including Mirror Image and similar) At 8 HD, target hit is staggered for 1 round.
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Dragon Pulse (Su): | Standard: Ranged touch attack for HDd4 untyped damage (bypasses resistance and immunity). At 4 HD, this ignores all magical miss chances (including mirror image) At 8 HD, the target of this attack must WILL DC 10 + 1/2 HD + CON or be flatfooted for 1 round.
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Aqua Tail: | Attack action: Slams deal cold damage instead of normal damage. At 4 HD, target must FORT DC 10 + 1/2 HD + STR or be frozen solid for 1 round, losing their actions. At 8 HD, slams deal double damage, and bypass cold resistance. Deal 1/2 damage to immune enemies.
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Power Whip: | Attack action: Slams deal acid damage instead of normal damage. At 4 HD, target must WILL DC 10 + 1/2 HD + STR or take a penalty to DEX equal to 1/2 your HD that cannot reduce their DEX below 1. At 8 HD, the DEX penalty also applies to STR.
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Toxic (Su): | Standard action: 5' square, all targets in it subjected to poison; FORT DC 10 + 1/2 HD + CON, damage 1d6 STR/ 1d6 STR. The damage increases by 1d6/1d6 every 6 HD. At 4 HD, this affects enemies immune to poison and ability damage, though they get +5 on their save (+10 if immune to both). At 8 HD, this poison targets whichever ability score the Goodra chooses, chosen when the move is used (can change each time).
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Iron Tail: | Attack action: Slams bypass all DR and hardness. At 4 HD, the target loses the benefit of DR and Hardness until the start of Goodra's next turn. At 8 HD, the target also loses the benefit of SR, Resistances, and Immunities to Acid/Cold/Fire/Electric/Sonic until the start of Goodra's next turn.
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Thunderbolt (Su): | Standard action: Ranged touch for HDd6 electricity damage. At 4 HD, Ref DC 10 + 1/2 HD + CON or be staggered for 1 round. At 8 HD, deals HDd10 electricity, ignores resistance, deals 1/2 to immune.
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Earthquake (Su): | All creatures on the ground within 10' take (1/2 HD)d6 untyped damage, REF DC 10 + 1/2 HD + STR for half damage. Adjacent creatures are not entitled to a save. At 4 HD, creatures who do not pass the save (including those who did not get one) are knocked prone. At 8 HD, creatures who do not pass the save (including those who did not get one) are flat-footed until the beginning of the Goodra's next turn.
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Flamethrower (Su): | Standard action: Ranged touch for HDd8 fire damage. At 4 HD, FORT DC 10 + 1/2 HD + CON or be lit on fire; unlike normal fire, this flame sustains itself and deals 2d8 damage at the start of the target's turn. The target can attempt another save to extinguish the flame as a full-round action that provokes attacks of opportunity; if they are prone it grants them a +5 on this new save. Being immersed in water automatically extinguishes the flames. At 8 HD, deals (2*HD)d8 fire, ignores resistance, deals 1/2 to immune.
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Rest (Su): | Full-round action; fall asleep. When you awake, you are healed for 20% of your maximum HP for each round you were asleep. You automatically awaken after 3 rounds. At 4 HD, you are also healed of two ill effects for each round you slept. At 8 HD, the healing is doubled, and you remove twice as many effects.
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Infestation (Su): | 5' square is marked; things in that square cannot leave it or move through it without making a FORT DC 10 + 1/2 HD + STR save. At 4 HD, targets in that square take 1d6 damage for each 4 HD you have (round up) at the start of each of your turns. At 8 HD, attacks against targets in that square count the target as flanked. |
Counter Punch: At 2nd level, you can counter attacks directed at your allies. Once per round, as a non-action, you may attempt to counter an attack directed at an ally within reach. Make an attack roll; if your attack roll is better than the attackers, you parry the offending strike. You may use this one additional time per round for each 8 HD you have.
Slime Defense: At 3rd level, your natural armor bonus applies to your touch AC as well. At 6th level, you also apply your normal armor to your touch AC as slime engulfs it and redirects attacks.
Horn Radar: At 3rd level, you gain blindsense 25'+5'/HD. At 5th level, you gain blindsight 5'+1'/HD (round down to nearest 5' increment).
Bouncy: The Goomy is naturally bouncy, and, at 6th level, is able to negate all falling damage they take, in addition to gaining a racial +8 bonus to Jump. At 6th level, this improves to flight of the Sliggoo's base land speed, with poor maneuverability, though they still fall if they are not on solid ground at the end of the turn. At 9th level, they may remain in flight constantly, as the Goodra learns to bounce off of the very air.
Stretchy Slime: At 4th level, and each 4 HD afterwards, you reach with Slams increases by 5' (to a maximum of 30' at Level 20)
Evolution: At 4th level, and again at 7th level, the Goomy evolves to Sliggoo, then to Goodra proper. At fourth level, this allows the Sliggoo to choose all of their moves over again, enlarges them to medium size (slams now deal 1d6), and increases the Sliggoo's base movement speed by 10' (to a total of 40'). At seventh level, this allows the Goodra to choose all of their moves over again, and grants Spell Resistance 11 + HD.
Defensive Ability: At 5th level, pick one of these to know. You learn a second one at 7th level, and a third at 10th. Each morning, select one; it lasts for 24 hours, at which point you may select a different ability that you know. At 9th level, you may have two active at once, and all three at 18 HD.
- Sap-Sipper: Plants (even magically grown or enhanced ones) and other natural obstructions (spiderwebs, roots, spike stones, icy floors, etc) fail to obstruct your movement and never count as difficult terrain.
- Hydration: At the beginning of each of your turns, if it is raining, you may remove one ill effect from yourself. This is normally used for magical effects, diseases, and poisons, though other uses are possible.
- Gooey: Any creature that touches you (including attacks with natural or handheld weapons) has its base movement speed reduced by 5' for each time it touched you, until it has not touched you for 1 round. If their movement speed is reduced to 0' in this way, they may not move from that square for the duration, even by magic.
Opportunistic Move: At 7th level, if you would make an attack of opportunity, you may use a move that you could initiate as an attack action, a move requiring a ranged touch attack, or Infestation you have readied to make the attack of opportunity, so long as you did not use that move since the beginning of your last turn.
Oozing Defense: At 10th level, a Goodra's oozy slime coating provides more defense than even full plate. Any attack directed at a Goodra has a 30% miss chance - as this is due to the slime, even such effects as
true seeing will not overcome it. At 15 HD, they gain a permanent
freedom of movement effect. In addition, the Goodra gains a +4 bonus on saves against mind-affecting effects; at 15 HD, they become immune to mind-affecting effects (though they may remove this immunity as a swift action, by scraping away the slime, it also removes the miss chance and
freedom of movement. It is a move action to resume it.)