Diglett is a tiny, brown Pokémon that seems to be perpetually buried within the earth, leaving only its head visible. Its small stature makes it both the lightest and shortest ground type. It has beady black eyes and a large, round, pink nose. A Diglett in Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team mentions that it has feet, though their size and appearance are unknown. It spends much of its time underground and has very thin skin. If Diglett is exposed to sunlight, its blood will heat up and cause it to grow weak.
Diglett lives in tunnels and caves under the earth, where it feeds on tree roots and vegetables. It also sometimes lives in burrows near forests and has even been shown to live inside of trees. Diglett digs regularly through the earth at a shallow depth, leaving perfectly tilled soil in its wake. Some farmers welcome Diglett because it tills their fields and its droppings enrich the soil, but others consider it a pest for eating their vegetables. Druddigon is a natural predator of Diglett.
Diglett
If a Diglett digs through a field, it leaves the soil perfectly tilled and ideal for planting crops.
Armor Class | 12 |
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Hit Points | 4d4+4 |
Speed | 0 ft. | Burrow 60 ft. |
Strength | 12 (+1) |
Dexterity | 14 (+2) |
Constitution | 8 (-1) |
Intelligence | 6 (-2) |
Wisdom | 15 (+2) |
Charisma | 10 (+0) |
Damage Resistance | Lightning |
Skills | Perception d20+4 |
Senses | Darkvision 60 ft. | Tremorsense 60 ft. | Passive Perception 14 |
Languages | Terran |
Challenge | 1/2 (100 XP) |
Special 1 | Sunlight Sensitivity | While in sunlight, Diglett has disadvantage on attack rolls, | as well as on Wisdom (Perception) checks that rely on sight |
Special 2 | Labyrinthine Recall | Diglett can perfectly recall any path it has travelled underground |
Special 3 | Echolocation | Diglett can't use its blindsight while deafened |
Special 4 | Keen Hearing | Diglett has advantage on Wisdom | (Perception) checks that rely on hearing |
Special 5 | Tunneler | Diglett can burrow through solid rock at half its burrowing speed | and leaves a 10 inch-wide, 10-inch -high tunnel in its wake |
Action 1 | Scratch | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft. one target | Hit 1d4+2 slashing damage |
Action 2 | Mudslap | Ranged Weapon Attack | d20+4 to hit |
Range 20/40 ft., one target | 1d4+2 bludgeoning damage | and target has disadvantage on their next attack roll |
Action 3 | Sand Attack | Diglett throws sand or dirt in a 60-foot cone. | Each creature in that area must make |
a DC 10 Dexterity saving throw, | if it fails, the target is blinded for 1 minute. | At the end of each of its turns, | the target can make a Constitution saving throw. |
On a success, the effect ends |
Action 4 | Magnitude | You create a seismic disturbance at a point on | the ground in 120 feet. |
An intense tremor rips through the ground in | a 60-foot-radius circle centered on that point | and shakes creatures and structures in contact | with the ground in that area. |
The ground in the area becomes difficult terrain for 1 round. | Each creature on the ground that is concentrating | must make a DC 11 Constitution saving throw. | On a failed save, the creature’s concentration is broken. |
Each creature on the ground must make | a DC 11 Dexterity saving throw. | Also, roll a d10 . If the creature fails the save, | the result of the d10 determines the number |
of d4s of force damage it takes, | or half as much damage on a successful one. | Also on a failed save, the creature is knocked prone |
Reaction | Dig | Once per day as a reaction, when a creature targets | Diglett with a melee attack, |
Diglett can use its reaction to burrow down 5 feet | into the ground without provoking opportunity attacks | if the ground is made of sand or dirt or clay or | any earthy material, possibly causing the attack to miss. |
Diglett must see or hear or sense the attacker to use this feature |
Dugtrio is a set of Diglett triplets sharing a single body. Each head has brown skin, black eyes, and a large, round, pink nose. Dugtrio's three heads think the same thoughts and act cooperatively, though on rare occasions may fight over which head gets to eat first. In order to make burrowing easier, each head will bob up and down to loosen the soil. Dugtrio can tunnel under the earth at 60 mph (100 km/h) to a depth of 60 miles (100 kilometres), triggering tremors and earthquakes. It is capable of burrowing endlessly. Dugtrio lives in tunnels and caves under the earth. As shown in the anime, it sometimes lives in hollow trees in forests. It maintains the soil and plants trees to revitalize wooded areas. Druddigon is a natural predator of Dugtrio.
Dugtrio
A team of Diglett triplets. It triggers huge earthquakes by burrowing 60 miles underground.
Armor Class | 17 |
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Hit Points | 12d4+12 |
Speed | 20 ft. | Burrow 60 ft. |
Strength | 12 (+1) |
Dexterity | 19 (+4) |
Constitution | 12 (+1) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 14 (+2) |
Damage Resistance | Lightning |
Skills | Perception d20+14 | Listen d20+14 | Spot d20+11 |
Senses | Darkvision 60 ft. | Tremorsense 60 ft. | Passive Perception 15 |
Languages | Terran |
Challenge | 3 (700 XP) |
Special 1 | Sunlight Sensitivity | While in sunlight, Dugtrio has disadvantage on attack rolls, | as well as on Wisdom (Perception) checks that rely on sight |
Special 2 | Labyrinthine Recall | Dugtrio can perfectly recall any path it has travelled underground |
Special 3 | Three Heads | Dugtrio has advantage on Wisdom | (Perception) checkers and on saving throws against being blinded, |
charmed, deafened, frightened, stunned, and knocked unconscious |
Special 4 | Tunneler | Dugtio can burrow through solid rock at half its burrowing speed | and leaves a 10 inch-wide, 10-inch -high tunnel in its wake |
Action 1 | Multiattack | Dugtrio makes three scratch attack |
Action 2 | Scratch | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft. one target | Hit 1d4+4 slashing damage |
Action 3 | Mud Bomb | Ranged Weapon Attack | d20+6 to hit |
Range 20/40 ft., one target | Hit 4d6+4 bludgeoning damage | and target is blinded until the end of their next turn |
Action 4 | Sand Attack | Diglett throws sand or dirt in a 60-foot cone. | Each creature in that area must make |
a DC 10 Dexterity saving throw, | if it fails, the target is blinded for 1 minute. | At the end of each of its turns, | the target can make a Constitution saving throw. |
On a success, the effect ends |
Action 5 | Earthquake (Recharge 5=6) | Dugtrio lets loose a mighty earthquake. | All creatures on the ground within 40 feet of Dugtrio |
must make a DC 14 Dexterity saving throw, | taking 8d6 bludgeoning damage | and falling prone on a failed save, | or half damage on a successful one |
In Sorcanno, Diglett has developed three fine gold whiskers on its head from living in soil with high iron content. These whiskers function as sensors and allow it to monitor its surroundings without coming above ground, though it will still occasionally poke its head out to monitor its surroundings. The whiskers can also be used for communication, wobbling around to relay mood or emotion. They stand straight up for anger, swing around for happiness, and droop for sadness. Needing to be able to dig through Sorcanno volcanic rock, Sorcanno Diglett is notably stronger than its non-Sorcanno counterparts. However, they are still very small.
Sorcanno Diglett
The metal-rich geology of this Pokémon’s habitat caused it to develop steel whiskers on its head.
Armor Class | 12 |
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Hit Points | 2d6 |
Speed | 20 ft. | Burrowing 20 ft. |
Strength | 12 (+1) |
Dexterity | 12 (+1) |
Constitution | 14 (+2) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Fire | Water |
Damage Resistances | Psychic | Steal |
Damage Immunities | Electric | Poison |
Saving Throws | Dexterity d20+4 |
Skills | Stealth d20+4 | Athletics d20+4 |
Senses | Tremorsense 80 ft. |
Languages | Terran |
Challenge | 1/2 (100 XP) |
Special 1 | Sand Veil | Sorcanno Diglett’s AC increases by 2 in desert terrain |
Special 2 | Tangling Hair | Any time Sorcanno Diglett is hit with a melee attack, | the attacker must make a dexterity saving throw DC 9, |
or have its speed reduced by 10 ft. | until the end of Diglett’s next turn |
Special 3 | Sand Force | During a sandstorm. Sorcanno Diglett can double its | attack bonus when it hits an opponent |
Action 1 | Sand Attack | Sorcanno Diglett throws sand | or dirt in a 60-foot cone. |
Each creature in that area must make | a DC 10 Dexterity saving throw, | if it fails, the target is blinded for 1 minute. | At the end of each of its turns, |
the target can make a Constitution saving throw. | On a success, the effect ends |
Action 2 | Mudslap | Ranged Weapon Attack | d20+4 to hit |
Range 20/40 ft., one target | 1d4+2 bludgeoning damage | and target has disadvantage on | their next attack roll |
Action 3 | Dig | Sorcanno Diglett digs underground, | entering a semi-invulnerable status. |
Before digging Sorcanno Diglett decides on a space | he can see within range to emerge. | On Sorcanno Diglett's next turn he comes from underground. | If a creature is there make a 8d8+1 bludgeoning damage |
Action 4 | Iron Head | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 4d8+1 steel damage, | and target must succeed on | a Constitution saving throw or flinch |
Sorcanno Dugtrio is nearly identical to its counterpart, except each head has a mop of golden hair formed from modified whiskers. The left head has a bob-cut, the right head has curly "shoulder-length" hair, and the last one has flowing hair that touches the ground behind it. This hair is made out of thin, yet heavy strands of steel and it grows slowly and continuously throughout Sorcanno Dugtrio's life. The hairs act as sensors that can detect vibrations from long distances underground. The Sorcanno Dugtrio is regarded as a feminine deity of the earth and taking its hairs is thought to bring bad luck.
Sorcanno Dugtrio
Their beautiful, metallic whiskers create a sort of protective helmet on their heads, and they also function as highly precise sensors.
Armor Class | 16 |
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Hit Points | 5d10+12 |
Speed | 20 ft. | Burrowing 20 ft. |
Strength | 15 (+2) |
Dexterity | 16 (+3) |
Constitution | 16 (+3) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Fire | Water |
Damage Resistances | Psychic | Steal |
Damage Immunities | Electric | Poison |
Saving Throws | Dexterity d20+7 | Constitution d20+7 |
Skills | Stealth d20+6 | Athletics d20+7 |
Senses | Tremorsense 120 ft. |
Languages | Terran |
Challenge | 3 (700 XP) |
Special 1 | Sand Veil | Sorcanno Dugtrio’s AC increases by 2 in desert terrain |
Special 2 | Tangling Hair | Any time Sorcanno Dugtrio is hit with a melee attack, | the attacker must make a dexterity saving throw DC 11, |
or have its speed reduced by 10 ft. | until the end of Dugtrio’s next turn |
Special 3 | Sand Force | During a sandstorm. Sorcanno Dugrio can double | its attack bonus when it hits an opponent |
Action 1 | Sand Attack | Sorcanno Dugtrio throws sand or dirt in a 60-foot cone. | Each creature in that area must make |
a DC 10 Dexterity saving throw, | if it fails, the target is blinded for 1 minute. | At the end of each of its turns, | the target can make a Constitution saving throw. |
On a success, the effect ends |
Action 2 | Mud Bomb | Ranged Weapon Attack | d20+6 to hit |
Range 20/40 ft., one target | Hit 4d6+4 bludgeoning damage | and target is blinded until the | end of their next turn |
Action 3 | Dig | Sorcanno Dugtrio digs underground, | entering a semi-invulnerable status. |
Before digging Sorcanno Dugtrio decides on | a space he can see within range to emerge. | On Sorcanno Dugtrio’s next turn he comes from underground. | If a creature is there make a 9d8+2 bludgeoning damage |
Action 4 | Tri Attack | Ranged Weapon Attack | d20+6 to hit |
Range 20/40 ft., one target | Hit 6d6+2 damage and | the target must succeed on a | DC 12 Constitution saving throw |
or become burned,frozen or paralyzed. | Sorcanno Dugtrio’s heads strike simultaneously | with a beam attack |
Action 5 | Earthquake (Recharge 5-6) | Sorcanno Dugtrio lets loose a mighty earthquake. | All creatures on the ground within 40 feet of |
Dugtrio must make a DC 14 Dexterity saving throw, | taking 9d6 bludgeoning damage | and falling prone on a failed save, | or half damage on a successful one |
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