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obsidian:pokerole2.0-statblocks:srd-exeggcute [2023/07/20 19:36]
willowlark created
— (current)
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-#PokeroleSRD/Statblock 
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-====== Exeggcute ====== 
- 
-A **Grass/Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: 
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-  * **Chlorophyll** If Sunny Weather is in effect, Increase 2 Points to this Pokemon’s Dexterity Attribute. 
-  * **Harvest** If this Pokemon uses a berry as a held item during a fight, the berry will grow back at the end of the day. 
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-===== Stats ===== 
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-^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ 
-|5         |1       |1         |1             |2             | 
-|**Str**   |**Dex** |**Vit**   |**Spec**      |**Ins**       | 
-|1/3       |1/    |2/      |2/          |2/          | 
-|**Tough** |**Cool**|**Beauty**|**Clever**    |**Cute**      | 
-|1         |1       |1         |1             |1             | 
- 
-===== Skills ===== 
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-^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ 
-|                                 | 
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-===== Moves ===== 
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-  * ☐ **Barrage** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Ranged. Successive Actions. -1 Accuracy. 
-  * ☐ **Uproar** - //Normal Type// Special Move learned at //Starter//. Targets //Random Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** For the rest of the Round, no Pokemon can fall asleep. If a Pokemon was asleep it wakes up. Sound Based Move. 
-  * ☐ **Hypnosis** - //Psychic Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Insight+Allure//. **Effect:** Put the target to sleep. Dark-Type Pokemon are affected by this move. -4 Accuracy. 
-  * ☐ **Reflect** - //Psychic Type// Support Move learned at //Beginner//. Targets //User and Allies//. It’s Accuracy dice are //Special+Channel//. **Effect:** User and Allies will receive 1 less Damage from Physical Attacks. Lasts 4 Rounds. 
-  * ☐ **Leech Seed** - //Grass Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful spend 1 Will point to activate. At the end of each Round, Roll 1 Dice of Damage to the foe. User heals for 1 HP for every damage dealt this way. Grass Type Pokemon are immune to this Move. -1 Accuracy. 
-  * ☐ **Bullet Seed** - //Grass Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Ranged. Successive Actions. 
-  * ☐ **Stun Spore** - //Grass Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** Paralyze the Foe. -2 Accuracy. 
-  * ☐ **Poison Powder** - //Poison Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Poison the Foe. -2 Accuracy. 
-  * ☐ **Sleep Powder** - //Grass Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** Put the Target to Sleep. -2 Accuracy. 
-  * ☐ **Confusion** - //Psychic Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 1 Chance Dice to Confuse the foe. 
-  * ☐ **Worry Seed** - //Grass Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** Until the end of the Scene. Target’s Ability is now “Insomnia”. 
-  * ☐ **Natural Gift** - //Normal Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+3//. **Effect:** User loses its held berry. Ranged. See Natural Gift on p.432 for more info. 
-  * ☐ **Solar Beam** - //Grass Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Charge Move. If there is a Sunny Weather, you skip this Move’s Charge action. If performed under Rain, Sandstorm, or Hail Weather, this Move takes two actions to Charge. 
-  * ☐ **Extrasensory** - //Psychic Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 1 Chance Dice to Flinch the foe. 
-  * ☐ **Bestow** - //Normal Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Cool+Etiquette//. **Effect:** If target is not holding an Item, the User gives its own. 
-  * ☐ **Nightmare** - //Ghost Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Will+Channel//. **Effect:** Will only work if the Target is asleep. Deal 1 Damage to the foe. Deal 1 Damage again at the beginning of each Round if the target is still asleep. 
-  * ☐ **Ingrain** - //Grass Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** User Heals 1 HP at the end of every Round. While this move is active the User is now Blocked. 
-  * ☐ **Curse** - //Ghost Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Will+Channel//. **Effect:** Roll half the user’s HP as damage dice to itself, ignoring Defenses. The target will remove 1 success from all their rolls until the Curse is lifted.