Lucario (3.5e Monster)

Combat
 (Su): With a Standard Action, Lucario may deliver a Slam attack that deals Electricity damage and forces the target to attempt a Fortitude Save (Strength-based) or be Stunned for 1 round. The sample Lucario has a Save DC of 18. This is an [Electric] effect.

 (Su): Lucario has 2 Fighting Styles and 2 Master Fighting Styles. These are all [Fighting] effects.

 (Ex): Lucario can never be stunned or dazed.

 (Su): Once per minute, Lucario can briefly expand its aura. All within 10' are automatically struck and take 1d6 Force damage per level; however, this is a [Fighting] effect. In a Contest, this always gets a minimum of one point.

 (Su): Lucario can energize its fists to make attacks that can even strike incorporeal foes. It requires a Standard Action, and also Paralyzes struck foes for 1d4+1 rounds if they fail a Fortitude Save (Charisma-based). The sample Lucario has a Save DC of 18. This is a [Fighting] effect, however it affects Ghost Type Pokemon just fine.

 (Ex): Lucario may make a Slam attack as an Immediate action, just to be extra mean to unsuspecting enemies.

Bug, Fairy, Rock, Normal, Grass, Ice, Ghost, Dragon, Steel, Poison and Dark attacks are Not Very Effective, taking a -4 Circumstance Penalty to the attack roll or Save DC, and reducing the damage by Lucario's hit dice (10). Lucario is magnetic. It does not suffer Critical Hits from anything that isn't Super Effective, although Rust effects deal 1d6 Acid damage per hit die and leaves it Slowed for one minute. Lucario's natural weapons can be [Fighting] or [Steel] effects, as it desires. It is also immune to being poisoned or diseased.

Additional Hit Dice: Every even Hit Die, the Armoured in Life bonus improves by +1. Every odd level, increase Strength or Charisma by +1. Every 3 levels, increase Dexterity by +1. At levels 15 and 19, Lucario gains a Grand Master Fighting Style.

Megavolution: if subject to a Megavolve effect, Lucario's natural weapons all become Magic Weapons, gaining an Enhancement Bonus to attack and damage rolls of +1 per 3 hit dice, being able to hit Incorporeal creatures (with a 50% Miss Chance) and overcoming Damage Reduction X/magic. Additionally, any Save DC for a Fighting Style it has increases by +4, as does Force Palm. Its Aura Sphere deals 4d6 more damage than normal, however it loses the effects of Inner Focus.

Note: if using Tome Feats, replace Luck of Heroes with Blitz, Improved Toughness with Great Fortitude, Power Attack with Insightful Strike and Weapon Focus with Combat School.