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Moltres: Fire / Flying Type

The air rippled as the heat from the volcano wafted upward. Moltres stood on the volcano’s rim and stepped forward towards his visitor. His body tense, he asked, “What are you doing here?” Articuno grinned. “I want to summon Lugia and destroy her.” “You're mad!” Moltres spat, shaking his head and stepping back from his old rival. Articuno hopped closer, quickly shortening the distance between them, “We can do it, but I need your help, I need your skill to bring her down.“ Moltres shook his head, “No, no, I will not fight her.” Articunos face fell, a dark shadow passing over his features. “Fine then, but I can’t let you get in my way.”

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When Moltres fly across the sky, the flames from their wings will melt any snow on the ground. In locations where winter seems to be lingering for too long, they will often fly over them to bring spring. From time to time they may migrate to new locations, bringing a heat wave with them.

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Moltres’s wings are made of flames and from time to time embers may fall off of them, but amazingly they won’t light anything below them on fire. When Moltres get hurt, they will search out a source of lava. Once above it they will dive into the lava and a hard coat will form around their wounds, protecting them from getting infected.

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Moltres will often have multiple homes that they visit throughout the year as they migrate around the world with the spring. Most Moltres will create dirt homes far away from any trees so not to accidentally light them on fire. Their homes tend to be in warmer climates, but if they stay put for a long enough period of time the area around them will start to warm up to a comfortable temperature.

Moltres Traits

Allignment: Moltres guards its treasured orb and its home with its life. When left by itself it tends to be calm and collected, but if it is aroused by one of the other three legendary birds its anger tends to surface and it may initiate a fight.


Height: 6’07”
Weight: 132 LBS


25 Feet


500 years


You can speak, read and write Common, Ancient and Tankonian‌.


There are 30 natures, pick a nature that best describes your character. Increase and decrease the appropriate stat accordingly.

Racial Ability score increase

XXXX(something about why you get said mods). Your Charisma and Dexterity ability score increases by +1 and at level 7 your Charisma score increases by +1. See rules on racial ability score increase for more information.


This is the only evolution of this line. Moltres can not evolve.

Moltres Names

Possible names for Moltres

Fire, Sulfura, Moltres, Lavados, Faier, Foniuh or Huoyanniao.

Abilities: Pick One

Pressure: You step towards your enemy and you see them shaking. Just being in your presence terrifies them. They should be terrified, you have so many ways in which you can defeat them.

On a short rest you may regain power points points equal to half your hit die rather than gaining health.

Flame Body: The air around you shimmers as your body pulses with natural heat. If your foe is smart, they will avoid hitting you at all costs; but something tells you that they aren't that bright.

When you get hit with a melee strike you may use a reaction to force the foe to make a Dexterity saving throw, if failed they gain the ‘burned’ condition. You can use this ability the number of times equal to your proficiency bonus per long rest. Your DC save is 8+Proficiency bonus+Constitution.


You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. (see flying speed for more information). This is a temporary trait, when the sheet is finished it will be updated.

Racial Attacks: Pick One

LV 1

Flamethrower Pg XXXX

Agility Pg XXXX

Air Slash Pg XXXX

LV 7

Sky Attack Pg XXXX

Heat Wave Pg XXXX

Solar Beam Pg XXXX

For a list of all attacks, see the Pokémon's attack sheet.

Type Effectiveness

The below are the effectiveness of racial attacks against this pokemon based on type: Not Very effective: Fighting, Bug, Steel, Fire, Grass and Fairy. Super Effective: Rock, Water and Electric. Immune: Ground. See ‘type effectiveness’ for more information.

Evolution Trait

Embers: When a creature makes an unarmed strike or melee attack roll against you, you can cause them to make a Constitution saving throw. If failed they gain the ‘burned’ condition. You can use this trait an amount of times per long rest equal to your proficiency modifier. Your DC save for this trait is 8+proficiency+Charisma modifier. This is a temporary trait, when the sheet is finished it will be updated.

Moltres drifted down out of the sky and upon landing, a layer of ash lifted off the ground. As the ash slowly settled back down she looked around. There were a few skeletons of trees still standing, all of them smoking. She had not started this fire, but she would be blamed for it. She had done some traveling a few years back and her name had become synonymous with the words fire and destruction. She dug her claw into the ash until it hit something small and hard. She pulled the object out and smiled. This seed proved it, fire wasn’t all bad, it brought life and warmth just as much as it did destruction. She knew that, and her friends new that. That was all that really mattered to her.