Drilbur / Excadrill
Drilbur is a mole-like Pokémon that has a short, wide body with two small, ovoid feet with three toes each. Its body is mostly black, but has a jagged, navy blue stripe that runs diagonally around its torso from its left shoulder. It is connected at the bottom to another stripe, which extends around the base of its torso. It has a white face with a long snout, tipped by its pink nose. Its eyes are at the base of its nose on either side. Drilbur's arms are wide and thin with a blue spot on its palms. It lacks traditional hands, as its arms form directly into its three, extremely large claws. It has a very small, stubby tail.
Drilbur can straighten its body and align its claws forward, allowing it to spin like a drill and dig through the ground. It can dig at speeds of up to 30 mph (50 km/h). A Drilbur is fast enough to make a running car race with it. Drilbur has no issues being around humans and can be very friendly. However, many farmers dislike Drilbur because it tends to destroy their vegetable crops.
Excadrill is a bipedal, mole-like Pokémon with a dark-brown body with diagonal, red splotches. Three markings are on its front, resembling scratch marks, with two under each arm, and two on its back. It has short legs with small, narrow feet, each containing three toes. Its small white face is long and thin, tipped by its pink nose. Its eyes are set back, on either side of the bridge of the nose. Under them, on each side, are two thin, red stripes. A large blade roughly twice as large as its face extends from its forehead. The top of the blade contains two smaller blades, resembling fins. Its arms are thick and have three large blades instead of fingers, with two smaller blades on top of the middle ones. On its knees, halfway down its arm, and just behind where its forehead meets its face, are small red spots.
Due to its evolution, Excadrill's drill has turned into steel. Excadrill can straighten its entire body, allowing it to spin like a drill. It can cut through iron and steel plating and it can dig at speeds of over 90 mph (150 km/h). Known as the "Drill King", it uses its excellent digging abilities to build a complex network of tunnels for its nest at more than 300 feet (100 meters) below the surface. Its tunneling can be both beneficial and harmful to humans, as it can help workers with its swift digging prowess for tunnel construction, but it can be detrimental to underground structures, such as subway tunnels.
Drilbur
It can dig through the ground at a speed of 30 mph. It could give a car running aboveground a good race.
Armor Class | 13 | ||
---|---|---|---|
Hit Points | 3d6+2 | ||
Speed | 25 ft. Walking | 30 ft. Burrowing | |
Strength | 12 (+1) | ||
Dexterity | 14 (+2) | ||
Constitution | 13 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 10 (+0) | ||
Damage Vulnerabilities | Grass | Ice | Water |
Damage Resistances | Poison | Rock | |
Damage Immunities | Electric | ||
Saving Throws | Strength d20+1 | ||
Skills | Athletics d20+1 | ||
Languages | Terran | ||
Senses | Tremorsense 40 ft. | ||
Challenge | 1 (200 XP) | ||
Special 1 | Sand Rush | Drilbur’s speed is doubled in desert terrain or during a sandstorm | |
Special 2 | Sand Force | During a sandstorm, Drilbur can double its attack when it hits an opponent | |
Action 1 | Mud Slap | Range Attack | Range 10 ft., one target |
d20+1 to hit | Hit: 1d6+1 Ground-type damage | Drilbur hurls mud into the face of its target it can see within | |
Action 2 | Scratch | Melee Attack | Range 5 ft., one target |
d20+1 to hit | Hit: 1d6+1 Normal-type damage | Drilbur strikes out with hard, sharp, pointed claws |
Excadrill
Forming a drill with its steel claws and head, it can bore through a steel plate, no matter how thick it is.
Armor Class | 14 | ||
---|---|---|---|
Hit Points | 8d10+4 | ||
Speed | 30 ft. Walking | 40 ft. Burrowing | |
Strength | 16 (+3) | ||
Dexterity | 18 (+4) | ||
Constitution | 17 (+3) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 10 (+0) | ||
Damage Vulnerabilities | Grass | Ice | Water |
Fighting | |||
Damage Resistances | Bug | Dragon | Fairy |
Flying | Normal | Psychic | Rock |
Steel | |||
Damage Immunities | Electric | Poison | |
Saving Throws | Strength d20+3 | Constitution d20+3 | |
Skills | Athletics d20+3 | ||
Languages | Terran | ||
Senses | Tremorsense 80 ft. | ||
Challenge | 8 (3,900 XP) | ||
Special 1 | Sand Rush | Excadrill’s speed is doubled in desert terrain or during a sandstorm | |
Special 2 | Sand Force | During a sandstorm, Excadrill can double its attack when it hits an opponent | |
Action 1 | Mud Slap | Range Attack | Range 10 ft., one target |
d20+3 to hit | Hit: 1d6+3 Ground-type damage | Excadrill hurls mud into the face of its target it can see within | |
Action 2 | Scratch | Melee Attack | Range 5 ft., one target |
d20+3 to hit | Hit: 1d6+3 Normal-type damage | Excadrill strikes out with hard, sharp, pointed claws | |
Action 3 | Mud Sport | Range Self 15 ft, all allies | Excadrill kicks up mud around itself |
For the remainder of the battle | All electric-type attacks deal half-damage | ||
Action 4 | Rapid Spin | Melee Attack | Range 5 ft., one target |
d20+4 to hit | Hit: 1d4+4 Normal-type damage | Excadrill spins its body at high speed | |
Action 5 | Fury Swipes | Melee Attack | Range 5 ft., one target |
d20+3 to hit | Hit: 1d4+3 Normal-type damage | Excadrill claws a target it can see within range | On a hit d6 on a 2 or higher you deal the damage again |
Continue this adding 1 to the DC until you fail to roll in range | |||
Action 6 | Metal Claw | Melee Attack | Range 5 ft., one target |
d20+3 to hit | Hit: 2d4+3 Steel-type damage | Excadrill takes a target it can see within range with steel claws | On a hit d10 on a 10 you gain +1 bonus to damage rolls while remaining in the battle |
Action 7 | Dig | Range Attack | Range 90 ft.one target |
d20+3 to hit | Hit: 8d8+3 Ground-type damage | Escadrill digs underground, entering a semi-invulnerable status | While in this status moves like Earthquake and Magnitude do double damage |
You can also be hit by a fissure | Before you dig, decide on a space you can see within range to emerge | On your next turn you come up from underground at the space you chose | If a target is there you make your attack roll |
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