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The Underchomp Sheet
Basics
- Name: The Underchomp
- Affinity: Fire
- XP: Always 9
Weapon Levels
- n/a
Support Levels
- n/a
Inventory
- 1)
- 2)
- 3)
- 4)
- 5)
- 6)
- 7)
- 8)
- 9)
- 10)
- Armor: None
- Money: None
Combat Stats
- HP: 16 (Each of Three Heads)
- VP: 100
- MP: 100
- Attack Power: 3
- Magic Power: 4
- Defense Power: 4
- Brain Power: 1
Field Stats
- Strength: 9
- Hand-Eye: 9
- Platform: 5
- Knowledge: 5
- Clever: 1
- Charisma: 3
- Unique: n/a
- Weight: 9
Attacks
- Basic Attack: Lunges and bites the target.
Weapons
- 1)
- 2)
- 3)
- 4)
Special Attacks
- Charge~ Charge: 3, VP: 1
"Builds up extra power for its next attack." - Crimson Fire (Red Head)~ Attack: x1, VP: 1, Target: One, Element: Fire, Ailment: Burn, Turns: 3, Chance: 50%
"Breathes crimson fire on the target. It may inflict a burn." - Blue Fire (Blue Head)~ Attack: x1 [X], VP: 1, Target: One, Element: Fire
"Breathes blue fire on the target. It's so hot that it burns through defenses." - Stinky Breath (Yellow Head)~ Attack: x1, VP: 1, Target: One, Element: Poison, Ailment: Poison, Turns: 5, Chance: 50%
"Exhales putrid, poisonous breath on the target. It may inflict poisoning."
Psychic Attacks
- None
Magical Attacks
- None
Elemental Modifiers
- Earth --
- Ice x0
- Water --
- Wind --
- Fire x0
- Thunder --
- Poison x0
- Plant --
Information
Super Paper Mario's equivalent to the mythical Cerberus, the three-headed dog of Hades. This version is basically three Chomps chained to the same post: red, blue, and yellow. It was the only enemy in Super Paper Mario fought in a turn-based battle instead of real time, making it more suited for Arpeggio conversion than the rest of that game's content. Unfortunately, it's not especially strong or interesting, and is rendered outright moot by sleep.
Notes
- ~It has three separately-targetable heads: the Red Head, the Blue Head, and the Yellow Head. Each of these gets its own HP pool, a separate action per turn, and is unaffected by another head dying or Charging, but all three heads draw from the same pool of VP (and, hypothetically, MP), and XP is only awarded in one chunk once all three heads die.
- ~If any Sleep-inducing attack is attempted on the Underchomp with more than 0% accuracy, it will never miss, affecting all three heads, and all heads will never be awoken by further attacks, only waking once the full turn count wears off (or if the Sleep is cured outright). In all other cases, each head is affected separately by Status Conditions.