Dandelion the Triceratopsoil

== Description ==
Dandelion is a Triceratopsoil from Thor Aru. They look like a triceratops covered in soil and flowers, grass, and other plants. As a Grass type Pokey, they're gentle and sweet, preferring to heal over harm. When they were introduced in the Choosing Ceremony in WoDaD Session 34, Chi Pin chose them to be their new Pokey.
== Stats ==
Dandelion the Triceratopsoil	Dandelion the Triceratopsoil	Dandelion the Triceratopsoil 	Dandelion the Triceratopsoil 	Dandelion the Triceratopsoil 	Dandelion the Triceratopsoil 	Dandelion the Triceratopsoil 	Dandelion the Triceratopsoil 	 	 	 	 	 	 	 	
Level: 	15 	EXP: 	0 	SM: 	0/17 	HP: 	42/42 	 	 	 	 	 	 	 	
Episode met: 	Episode met: 	33 	33 	Place met: 	Place met: 	Thor Aru 	Thor Aru 	 	 	 	 	 	 	 	
Type(s): 	Type(s): 	Grass 	Grass 	Grass 	Grass 	Grass 	Grass 	 	 	 	 	 	 	 	
Resistant to: 	Resistant to: 	Rock, Water 	Rock, Water 	Rock, Water 	Rock, Water 	Immune: 	 	 	 	 	 	 	 	 	
Vulnerable to: 	Vulnerable to: 	Fire, Poison 	Fire, Poison 	Fire, Poison 	Fire, Poison 	Fire, Poison 	Fire, Poison 	 	 	 	 	 	 	 	
Special Trait: 	Special Trait: 	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight.	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight. 	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight. 	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight. 	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight. 	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight. 	 	 	 	 	 	 	 	
Special Trait: 	Special Trait: 	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight.	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight. 	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight. 	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight. 	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight. 	A Grass type Pokey gains +1 to its Health and Speed Attributes when in direct sunlight. 	Attack Attribute:	Attack Attribute:	0	damage added to each attack.	damage added to each attack.	damage added to each attack.	damage added to each attack.	damage added to each attack.
Defense Attribute: 	Defense Attribute: 	8 	x1/2 armor gained. 	x1/2 armor gained. 	x1/2 armor gained. 	x1/2 armor gained. 	x1/2 armor gained. 	 	 	 	 	 	 	 	
Health Attribute: 	Health Attribute: 	3 	d4's added to total HP. 	d4's added to total HP. 	d4's added to total HP. 	d4's added to total HP. 	d4's added to total HP. 	 	 	 	 	 	 	 	
Speed Attribute: 	Speed Attribute: 	3 	Higher speed goes first. Winner by 3+ gets 2 turns. 	Higher speed goes first. Winner by 3+ gets 2 turns. 	Higher speed goes first. Winner by 3+ gets 2 turns. 	Higher speed goes first. Winner by 3+ gets 2 turns. 	Higher speed goes first. Winner by 3+ gets 2 turns. 	 	 	 	 	 	 	 	
Nature: 	Nature: 	Gentle 	Gentle 	Gentle 	Gentle 	Gentle 	Gentle 	 	 	 	 	 	 	 	
Move 1: 	Type: 	SM Cost: 	Plant yourself in place during combat. You heal 1d8 HP at the end of each of your turns (for up to five turns), but you cannot move from your position until you end the spell	Plant yourself in place during combat. You heal 1d8 HP at the end of each of your turns (for up to five turns), but you cannot move from your position until you end the spell	Plant yourself in place during combat. You heal 1d8 HP at the end of each of your turns (for up to five turns), but you cannot move from your position until you end the spell	Plant yourself in place during combat. You heal 1d8 HP at the end of each of your turns (for up to five turns), but you cannot move from your position until you end the spell	Plant yourself in place during combat. You heal 1d8 HP at the end of each of your turns (for up to five turns), but you cannot move from your position until you end the spell	 	 	 	 	 	 	 	
Rooted 	Grass 	3 	Plant yourself in place during combat. You heal 1d8 HP at the end of each of your turns (for up to five turns), but you cannot move from your position until you end the spell	Plant yourself in place during combat. You heal 1d8 HP at the end of each of your turns (for up to five turns), but you cannot move from your position until you end the spell	Plant yourself in place during combat. You heal 1d8 HP at the end of each of your turns (for up to five turns), but you cannot move from your position until you end the spell	Plant yourself in place during combat. You heal 1d8 HP at the end of each of your turns (for up to five turns), but you cannot move from your position until you end the spell	Plant yourself in place during combat. You heal 1d8 HP at the end of each of your turns (for up to five turns), but you cannot move from your position until you end the spell	 	 	 	 	 	 	 	
Move 2: 	Type: 	SM Cost: 	Poison the target (hand) for 1d6 rounds. They take 1d8 damage (intimate ignore-armor poisoning poison) each round 	Poison the target (hand) for 1d6 rounds. They take 1d8 damage (intimate ignore-armor poisoning poison) each round 	Poison the target (hand) for 1d6 rounds. They take 1d8 damage (intimate ignore-armor poisoning poison) each round 	Poison the target (hand) for 1d6 rounds. They take 1d8 damage (intimate ignore-armor poisoning poison) each round 	Poison the target (hand) for 1d6 rounds. They take 1d8 damage (intimate ignore-armor poisoning poison) each round 	 	 	 	 	 	 	 	
Fight Dirty 	Poison 	5 	Poison the target (hand) for 1d6 rounds. They take 1d8 damage (intimate ignore-armor poisoning poison) each round 	Poison the target (hand) for 1d6 rounds. They take 1d8 damage (intimate ignore-armor poisoning poison) each round 	Poison the target (hand) for 1d6 rounds. They take 1d8 damage (intimate ignore-armor poisoning poison) each round 	Poison the target (hand) for 1d6 rounds. They take 1d8 damage (intimate ignore-armor poisoning poison) each round 	Poison the target (hand) for 1d6 rounds. They take 1d8 damage (intimate ignore-armor poisoning poison) each round 	 	 	 	 	 	 	 	
Move 3: 	Type: 	SM Cost: 	Heal 2d6 damage (close area) 	Heal 2d6 damage (close area) 	Heal 2d6 damage (close area) 	Heal 2d6 damage (close area) 	Heal 2d6 damage (close area) 	 	 	 	 	 	 	 	
Warmth of Sun 	Grass 	5 	Heal 2d6 damage (close area) 	Heal 2d6 damage (close area) 	Heal 2d6 damage (close area) 	Heal 2d6 damage (close area) 	Heal 2d6 damage (close area) 	 	 	 	 	 	 	 	
Move 4: 	Type: 	SM Cost: 	Paralyze the target for up to 1 minute (far stunning) 	Paralyze the target for up to 1 minute (far stunning) 	Paralyze the target for up to 1 minute (far stunning) 	Paralyze the target for up to 1 minute (far stunning) 	Paralyze the target for up to 1 minute (far stunning) 	 	 	 	 	 	 	 	
Stun Spores 	Grass 	9 	Paralyze the target for up to 1 minute (far stunning) 	Paralyze the target for up to 1 minute (far stunning) 	Paralyze the target for up to 1 minute (far stunning) 	Paralyze the target for up to 1 minute (far stunning) 	Paralyze the target for up to 1 minute (far stunning)