Beldum / Metang / Metagross Species in Other Realms | World Anvil

Beldum / Metang / Metagross

Beldum is a robotic Pokémon that has a long body with a set of claws sticking out of its rear end. It has one large, red eye in the center of its nearly spherical head, which is set into a ball-and-socket joint at its front end. A short crest projects from its body and extends over its head.   Even though Beldum is mechanical, it still has emotions, the need to eat, and a way of reproducing. Beldum's body lacks blood and is instead made of cells that are all magnets. It uses magnetism to move, communicate, and control its attacks. Beldum sometimes gathers in swarms, communicating with each other telepathically and magnetically and moving in sync. When enraged, it can cause nearby machines to break from its strong magnetism. Beldum can also use its magnetic force to rapidly pull in enemies and then use its sharp claws to harm them. Beldum is scarce in the wild, but it does tend to inhabit areas with rugged terrain. It anchors itself to a cliff using its hooks when it sleeps.  

Beldum

From its rear, Beldum emits a magnetic force that rapidly pulls opponents in. They get skewered on Beldum’s sharp claws.


Armor Class14
Hit Points 6d4+12
Speed25 ft. flying (hover)
Strength15 (+2)
Dexterity10 (+0)
Constitution14 (+2)
Intelligence8 (-1)
Wisdom12 (+1)
Charisma10 (+0)
SensesPassive Perception 9Darkvision 20 ft.
LanguagesBinary
Challenge1/8 (25 XP)
ActionTake DownMelee Weapon Attack d20+1 to hit
Reach 5 ft., one targetHit 1d6-1 bludgeoning damage
  Metang is a robotic Pokémon with teal, metallic skin. It has a disc-shaped body with a pair of flat, gray spikes on either side toward the rear. A jet cannot scratch Metang due to its strong body. There is a gray spike in the middle of its face, similar to a nose. A pair of red eyes reside in two holes in its metallic skin. While it appears to lack legs, it has a pair of thick arms with three claws on the ends. The arms are considerably thicker below the elbow and have a flat, blunt protrusion extending over the joint.   Metang is formed when two Beldum fuse together. A magnetic nervous system joins the brains of these two Pokémon. This linkage allows Metang to generate a strong, psychokinetic power that is doubled. However, this does not increase its intellect. This Pokémon's high intelligence and strong magnetic field are other sources of powerful psychic energy. In addition to generating psychic power, its magnetism allows Metang to hover in midair. It is able to rotate its arms backwards in order to travel at speeds over 60 mph (100 km/h) in search of prey. When Metang finds its prey, it uses its psychic power to stop it from escaping. Then it firmly grabs onto the prey with its claws, never letting go. Metang's claws are able to rip through steel. This Pokémon lives on rough terrains and harsh mountains. It pursues Nosepass, loving its magnetic minerals.  

Metang

Two Beldum have become stuck together via their own magnetic forces. With two brains, the resulting Metang has doubled psychic powers.


Armor Class17
Hit Points 12d6+24
Speed25 ft.25 ft Flying (hover)
Strength17 (+3)
Dexterity12 (+1)
Constitution16 (+3)
Intelligence12 (+1)
Wisdom16 (+3)
Charisma10 (+0)
SensesPassive Perception 13Darkvision 30 ftTruesight 5 ft.
LanguagesBinary
Challenge1 (200 XP)
Action 1MultiattackMetang makes two Metal Claw attacks
Action 2Metal ClawMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d6+1 slashing damage
Action 3ConfusionMetang assaults a creature it can seewithin 60 feet with psychic energy.
The target must succeed on aDC 13 Wisdom saving throw ortake 2d6 psychic damage
  Metagross is a massive, robotic Pokémon with a turquoise, disc-shaped body, and four legs. The main body appears to serve as both head and body, and this Pokémon's overall construction gives it the appearance of a mechanized arachnid. It uses its heavy body to pin down its prey before consuming them with its large mouth. A large, metallic cross is situated in the center of its face. On either side of the cross, a red eye peers out from a space in Metagross's metallic armor. Its four legs are joined to the main body by ball-and-socket joints. While the upper portion of the legs is relatively thin, they are considerably thicker below the knee. Each leg has three short claws on the end and a flat, blunt protrusion extending over the knee. The legs can be tucked in, allowing Metagross to float in the air.   Metagross is the result of two Metang fusing together. This gives Metagross four brains in total, all connected by a complex network of neurons. Because of these complex connections and the number of brains, this Pokémon is capable of performing complex calculations and is more intelligent than a supercomputer. It is imbued with psychic powers and uses its intelligence to analyze its opponents during battle. Metagross uses its fantastic strength to pin down a victim using its four claws and body. This allows Metagross to use its large mouth and teeth to chew its victim to pieces. This Pokémon can be found on rough terrains. Metagross can also be found living in snowy mountains as their magnetic powers becomes stronger in freezing temperatures.  

Metagross

Because the magnetic powers of these Pokémon get stronger in freezing temperatures, Metagross living on snowy mountains are full of energy.


Armor Class22
Hit Points 18d8+90
Speed30 ft.30 ft. Flying (hover)
Strength20 (+5)
Dexterity15 (+2)
Constitution20 (+5)
Intelligence24 (+7)
Wisdom30 (+10)
Charisma10 (+0)
Saving ThrowsIntelligence d20+10 WIsdom d20+13
SensesPassive Perception 20Darkvision 40 ft.Truesight 10 ft.
SkillsAthletics d20+7
LanguagesBinary
Challenge8 (3,900 XP)
Action 1MultiattackMetagross makes four Metal Claw attacks
Action 2Metal ClawMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 1d6+4 slashing damage
Action 3PsychicMetagross assaults a creature it can seewithin 100 feet with psychic energy.
The target must succeed on aDC 21 Wisdom saving throw ortake 4d10 psychic damage
Action 4Hyper Beam (Recharge 5-6)Metagross fires a powerful beam in aline 100-feet long and 10-feet wide.
All creatures in the are must make aDC 15 Dexterity saving throw,taking 6d8 force damage on a failed save,or half as much damage on a successful one

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