Geodude is a brownish-gray boulder Pokémon. It has bulging, rocky eyebrows, trapezoidal, brown eyes, and a wide mouth. Its arms are muscular with five-fingered hands. Geodude uses its arms to climb steadily up steep mountain paths. As a result of their physical appearance, Rhyperior sometimes mistakes these Pokémon for actual boulders and fires them through their hands.
Geodude is proud of its sturdy body and will bash against others of its kind in a contest of sorts to prove whose body is harder. It will even go as far as to compare itself with other species such as Roggenrola and Carbink. The longer it lives, the more chipped and worn its body becomes. Long-lived Geodude are completely smooth and round and they have a calm demeanor. However, Geodude's heart remains rugged and tough, no matter what. Geodude can be most often found on mountain trails and fields, with a scholar counting about 100 of them on just one route. It will sit still in these areas, which is why it is often mistaken for a rock. It is often stepped on and will sometimes swing its arms in anger when this occurs. When Geodude sleeps deeply, it buries itself halfway into the ground. Once buried, it will not awaken even if someone steps on it. In the morning, Geodude rolls downhill in search of food.
Geodude
Commonly found near mountain trails and the like. If you step on one by accident, it gets angry.
Armor Class | 15 |
---|
Hit Points | 4d4+8 |
Speed | 5 ft. | Fly 30 ft. (hover) |
Strength | 13 (+1) |
Dexterity | 12 (+1) |
Constitution | 18 (+4) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Damage Resistances | Acid | Fire | Bludgeoning |
Piercing | Slashing from nonmagical attacks |
Damage Immunities | Lightning | Poison |
Condition Immunities | Petrified | Poisoned |
Senses | Passive Perception 10 |
Languages | Terran |
Challenge | 1/2 (100 XP) |
Special 1 | False Appearance | While Geodude remains motionless, | it is indistinguishable from an ordinary rock |
Special 2 | Sturdy (Recharges after a long rest) | When the Geodude is reduced to 0 hit points, | it must make a Constitution saving throw |
with a DC of 5+ the damage taken, | unless the damage is fire or from a critical hit. | On a success, the geodude drops to 1 hit point instead |
Special 3 | Stone Camouflage | The Geodude has advantage on Dexterity | (Stealth) checks made to hide in rocky terrain |
Action 1 | Tackle | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | HIt 1d8+1 bludgeoning damage |
Action 2 | Rock Throw | Ranged Weapon Attack | d20+3 to hit |
Range 20/40 ft., one target | Hit 1d6+1 bludgeoning damage |
Action 3 | Rock Polish (Recharge 5-6) | As a bonus action, the geodude sheds bulk | from its rocky body to increase its speed. |
It gains a retroactive +3 to its last initiative roll, | potentially moving it up in the turn order (losing ties). | This action is cumulative |
Graveler is a bipedal, boulder Pokémon. Its round body is covered with small bumps and it has a rocky crest above its small eyes and mouth. It has four arms, each with a three-fingered hand. Its second pair of arms is typically kept tucked against its chest. It was shown in Pokémon Snap that, despite having legs, it can revert to a legless form. This grants it the ability to float.
Graveler's preferred locomotion is rolling, specifically, because it is a slow walker. It often rolls down mountain paths at high speeds exceeding 60 mph, crushing objects in the way and stopping by running into huge rocks should it build up too much speed. However, it will explode if it rolls into a river instead. Graveler is known to be generally free and uncaring, not minding if pieces of itself break off, as it has the ability to restore itself over time. Graveler climbs a mountain from base to summit, feasting on rocks all the while. Upon reaching the peak, it rolls down to the bottom. Gravelers live in horizontal holes that they gouge out in sheer cliff faces.
Graveler
Often seen rolling down mountain trails. Obstacles are just things to roll straight over, not avoid.
Armor Class | 16 |
---|
Hit Points | 12d6+36 |
Speed | 30 ft. |
Strength | 17 (+3) |
Dexterity | 14 (+2) |
Constitution | 21 (+5) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Resistances | Acid | Fire | Bludgeoning |
Piercing | Slashing from nonmagical attacks |
Damage Immunities | Lightning | Poison |
Condition Immunities | Petrified | Poisoned |
Saving Throws | Strength d20+5 | Constitution d20+4 |
Senses | Passive Perception 11 |
Languages | Terran |
Challenge | 4 (1,100 XP) |
Special 1 | While Graveler remains motionless, | it is indistinguishable from an ordinary boulder |
Special 2 | Sturdy (Recharges after a long rest) | When the Graveler is reduce to 0 hit points, | it must make a Constitution saving throw |
with a DC of 5+ the damage taken, | unless the damage is fire or from a critical hit. | On a success, the Graveler drops to 1 hit point instead |
Special 3 | Stone Camouflage | The Graveler has advantage on Dexterity | (Stealth) checks made to hide in rocky terrain |
Action 1 | Rock Blast | The Graveler makes two Smack Down attacks |
Action 2 | Tackle | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d8+3 bludgeoning damage |
Action 3 | Smack Down | Ranged Weapon Attack | d20+4 to hit |
Range 40/80 ft., one target | Hit 2d6+2 bludgeoning damage | and the target must succeed on a | DC 13 Strength saving throw |
or be knocked prone. If the target is in the air, | they have disadvantage on the saving throw, | and fall to the ground on a failure |
Action 4 | Defense Curl | As a bonus action, the Graveler can | curl into a ball to protect itself. |
While curled up, it has a +1 bonus to AC, | its speed becomes a rolling speed and increases | by 10 ft., and it cannot use Smack Down. | Attacks of opportunity have disadvantage against |
the Graveler while it is rolling. It can | uncurl as a bonus action on a later turn |
Action 5 | Rollout | If the Graveler is curled up, so long as it | uses at least 10 ft. of its rolling speed beforehand, |
it can make a special Tackle attack. | If it uses at least 20 ft. of rolling speed, | it has advantage on the attack. | If the target is a creature, the creature |
must succeed on a DC 13 Strength saving throw | or be knocked prone. | This special attack deals a cumulative extra die | of damage with each consecutive hit, |
up to a maximum of 6d8+3 damage on hit. | The Graveler doesn’t need to attack | the same target each time to accrue extra damage dice |
Action 6 | Rock Polish (Recharge 5-6) | As a bonus action, the Graveler sheds | bulk from its rocky body to increase its speed. |
It gains a retroactive +3 to its last initiative roll, | potentially moving it up in the turn order (losing ties). | When used repeatedly, the effects | of this action are cumulative |
Reaction | Parry | Graveler adds 2 to its AC against one melee attack | that would hit. To do so, |
the Graveler must see the attacker |
Golem is a bipedal tortoise-like boulder Pokémon with a spherical body covered by a shell of plated, green rocks. Its body is so hard that even dynamite cannot scratch it. Its head protrudes from the center of the shell. The head has a flat snout with two pointed teeth in the lower jaw and red eyes. It has short arms that have three claws and two legs with feet that have four claws in front and one in back. The head and limbs are light brown in colour. Golem grows bigger by shedding its skin once a year. The discarded shell immediately hardens when exposed to air, crumbling away and returning to the soil. However, it stops shedding with age and moss grows over its shell. As shown in the Pocket Monsters Carddass Trading Cards, Golem's shell is hollow.
Golem is able to withdraw its head and limbs into its shell and roll at high speeds. It is dangerous when doing this, as it is unable to see and may crash into or run over anything in its path. To prevent it from rolling into the homes of people downhill, grooves are dug into the sides of the mountains to divert the rolling Golem's course. It is seldom seen in the wild. However, it can be found living in mountainous regions.
Magnitude Cheat Sheet | | | |
D10 |
Diamter |
Radius |
Damage |
1 |
10 ft. |
5 ft. |
1d10 bludgeoning damage |
2 |
20 ft. |
10 ft. |
2d10 bludgeoning damage |
3 |
30 ft. |
15 ft. |
3d10 bludgeoning damage |
4 |
40 ft. |
20 ft. |
4d10 bludgeoning damage |
5 |
50 ft. |
25 ft. |
5d10 bludgeoning damage |
6 |
60 ft. |
30 ft. |
6d10 bludgeoning damage |
7 |
70 ft. |
35 ft |
7d10 bludgeoning damage |
8 |
80 ft. |
40 ft. |
8d10 bludgeoning damage |
9 |
90 ft. |
45 ft. |
9d10 bludgeoning damage |
10 |
100 ft. |
50 ft. |
10d10 bludgeoning damage |
Golem
Once it sheds its skin, its body turns tender and whitish. Its hide hardens when it’s exposed to air.
Armor Class | 19 |
---|
Hit Points | 26d6+130 |
Speed | 30 ft. |
Strength | 19 (+4) |
Dexterity | 14 (+2) |
Constitution | 24 (+7) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Resistances | Acid | Fire | Bludgeoning |
Piercing | Slashing from nonmagical |
Damage Immunities | Lightning | Poisoned |
Condition Immunities | Petrified | Poisoned |
Saving Throws | Strength d20+8 | Constitution d20=11 |
Senses | Passive Perception 11 |
Languages | Terran |
Challenge | 9 (5.000 XP) |
Special 1 | False Appearance | While the Golem remains motionless, | it is indistinguishable from an ordinary boulder |
Special 2 | Stone Camouflage | The Golem has advantage on Dexterity | (Stealth) checks to hide in rocky terrain |
Special 3 | Sturdy (Recharges after a long rest) | When the Golem is reduced to 0 hit points it | must make a Constitution saving throw with |
a DC of 15+ the damage taken, | unless the damage is fire or from a critical hit. | On a success the Golem drops to 1 hit point instead |
Action 1 | Rock Blast | The Golem makes three Tackle attacks | or four Smack Down attacks |
Action 2 | Tackle | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft, one target | Hit 2d12+3 bludgeoning damage |
Action 3 | Smack Down | Ranged Weapon Attack | d20+8 to hit |
Range 40/80 ft., one target | Hit 2d8+4 bludgeoning damage | and the target must succeed on a | DC 16 Strength saving throw or be knocked prone. |
If the target is in the air, they have | disadvantage on the saving throw, | and fall to the ground on a failure |
Action 4 | Defense Curl | As a bonus action, the Golem can curl | into a ball to protect itself. |
While curled up, it has a +1 bonus to AC, | its speed becomes a rolling speed and increases by 10 ft., | and it cannot use Smack Down. | Attacks of opportunity have disadvantage against |
the Golem while it is rolling. | It can uncurl as a bonus action on a later turn |
Action 5 | Rollout | If the Golem is curled up, so long as it uses at least 10 ft., | of its rolling speed beforehand, |
it can make one special Tackle attack. | If it uses at least 20 ft., | of its rolling speed, it has advantage on the attack. | If the target is a creature, |
the creature must succeed on a DC 16 Strength saving throw | or be knocked prone. This special attack | deals a cumulative extra die | of damage with each consecutive hit, |
up to a maximum of 6d12+4 damage on hit. | The Golem doesn’t need to attack the same | target each time to accrue extra damage dice |
Action 6 | Magnitude | The Golem conjures tremors of unpredictable strength, | centered on itself. 1d10 the result times 10 |
is the diameter of the attack in feet and the result itself | is how many total d10 (including the initial one) | must be rolled for damage. | Each creature in the affected area must make |
a DC 16 Dexterity saving throw, | taking that much bludgeoning damage | on a failed save or half as much on a success. | Structures in the area take double damage. |
Targets in the air are unaffected |
Action 7 | Stone Edge (Recharge 5-6) | The Golem stomps the ground, | causing 10-foot tall prongs of rock to suddenly |
jut out of the ground in a 5-foot square | within 30 feet of the Golem. | The Golem choses the shape of the prongs | and whether they deal bludgeoning or piercing damage. |
Each creature in the affected square must make | a DC 16 Dexterity saving throw, | taking 8d12 damage | of the chosen type on a failed save |
or half as much damage on a successful one |
Action 8 | Rock Polish (Recharge 5-6) | As a bonus action, the Golem polishes | its rocky body to increase its speed. |
It gains a retroactive +3 to its last initiative roll, | potentially moving it up in the turn order (losing ties). | When used repeatedly, the | effects of this action are cumulative |
Reaction | Parry | Golem adds 4 to its AC against one melee attack | that would hit it. To do so, |
the Golem must see the attacker |
In the Sorcanno region, Geodude is made from a magnetic rock with a more silvery appearance. There are areas on Sorcanno Geodude's body that are especially magnetic and attract iron sand, creating the appearance of black eyebrows and strands of short black hair. Its fingers are fused together, leaving only the thumb and index finger free. Stepping on Sorcanno Geodude results in an electrical shock and sometimes an angry headbutt. Like regular Geodude, it competes with others by bashing their bodies together. The iron sand sticks to the one with stronger magnetism. The Sorcanno Golem will fire these Geodude if real rocks are absent.
Sorcanno Geodude
Its stone head is imbued with electricity and magnetism. If you carelessly step on one, you’ll be in for a painful shock.
Armor Class | 13 |
---|
Hit Points | 2d6 |
Speed | 20 ft. |
Strength | 14 (+2) |
Dexterity | 9 (-1) |
Constitution | 14 (+2) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Damage Resistances | Fire | Poison | Lightning |
Damage Vulnerabilities | Water |
Saving Throws | Constitution d20+4 |
Skills | Athletics d20+4 | Survival d20+4 |
Languages | Terran |
Challenge | 1/2 (100 XP) |
Special 1 | Sturdy | When Sorcanno Geodude takes an amount of damage from | a single hit that is equal or greater |
than half the Sorcanno Geodude maximum | HP, the damage is halved. |
Special 2 | Magnet Pull | Steel opponents in battle with | Sorcanno Geodude may not switch out or flee. |
Action 1 | Tackle | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft. one target | Hit 1d6+2 bludgeoning damage. | Sorcanno Geodude slams into a target | using his whole body |
Action 2 | Spark | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 2d6+2 electrical damage. | Sorcanno Geodude strikes a target with | an electrically charged tackle |
Action 3 | Thunder Punch | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 2d8+2 electrical damage. | Sorcanno Geodude punches a target with | an electrified fist, the target must make a |
DC 12 Constitution saving throw or become paralyzed |
In the Sorcanno region, Graveler looks similar to its regular counterpart, but with a silvery sheen. It lacks defined digits on its upper limbs and has two toes on each foot rather than three. There are several small, yellowish crystals scattered across its body and iron sand attracted by magnetism. This black sand creates crystal-like formations above its eyes, across the tops of the upper pair of arms, and on the sides of its face. Sorcanno Graveler feeds on dravite, which creates the yellow crystals on its body and grants it electrical abilities. It often fights with others over food, and when two smash together, it creates a flash of light and a booming sound; for this reason, people refer to it as "the fireworks of the earth". Similar to its counterpart, Sorcanno Graveler also rolls down mountain paths; however, instead of flattening obstacles as it rolls, it sends them flying by zapping them with electricity.
Sorcanno Graveler
When it comes rolling down a mountain path, anything in its way gets zapped by electricity and sent flying.
Armor Class | 15 |
---|
Hit Points | 1d8+36 |
Speed | 25 ft. |
Strength | 16 (+3) |
Dexterity | 10 (+0) |
Constitution | 16 (+3) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Water |
Damage Resistances | Fire | Poison | Lightning |
Saving Throws | Constitution d20+6 | Strength d20+6 |
Senses | Tremorsense 50 ft. |
Languages | Terran |
Challenge | 4 (1,100 XP) |
Special 1 | Sturdy | When Sorcanno Graveler takes an amount of damage | from a single hit that is equal or greater |
than half the Sorcanno Graveler | maximum HP, the damage is halved |
Special 2 | Magnet Pull | Steel opponents in battle with Sorcanno Graveler may not switch out or flee |
Action 1 | Tackle | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft. one target | Hit 1d6+3 bludgeoning damage. | Sorcanno Graveler slams into a | target using his whole body |
Action 2 | Spark | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d6+3 electrical damage. | Sorcanno Graveler strikes a target with | an electrically charged tackle |
Action 3 | Thunder Punch | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d8+3 electrical damage. | Sorcanno Graveler punches a target with an | electrified fist, the target must make a |
DC 14 Constitution saving throw or become paralyzed |
Action 4 | Rock Blast | Ranged Weapon Attack | d20+6 to hit |
Range 15 ft., one target | Hit 1d4 bludgeoning damage. | Then d6 on a 2 or higher, you deal | this damage again and d6 adds 1 to the DC. |
Continue this process of raising the number | until you fail to roll in range. | Additionally, d20 for each repeat . | On a 20 2d4 for instant damage. |
Sorcanno Graveler hurls several hard rocks | at a target he can see within range |
Action 5 | Discharge | Ranged Weapon Attack | d20+6 to hit |
Range 30 ft., all within range | Hit 6d6 electrical damage. | Sorcanno Graveler lets out a loose flare | of electricity that damages all targets |
within range except for it. | Roll attack and damage for each target, | each target must make a | DC 14 Constitution saving throw or be paralyzed |
Action 6 | Stealth Rock | Sorcanno Graveler lays a trap of | levitating stones around its targets. |
The trap hurts any foe's attack next round, | dealing damage equal to one-tenth of | Sorcanno Graveler’s maximum hit points. | If the target has resistance to bludgeoning damage, |
halve this damage, if the target has | a vulnerability then double the damage |
In the Sorcanno region, Golem has much shorter forearms with two claws. The feet have only two claws as well. Its face attracts iron sand, creating the appearance of a mustache, eyebrows, and a large black beard. Jutting out of the top of its body are two large, black rocks with a smaller rock in between, forming the shape of a cannon. On the inner edge of the larger rocks are three golden dots. The cannon prevents them from easily rolling into a ball like its variant. Sorcanno Golem is capable of firing the small rock by using magnetism. The rock will be electrically charged, creating shocks across the whole area of impact. Numbness and fainting can occur with even a glancing blow. If rocks are not available, it will fire nearby Geodude instead.
Sorcanno Golem
It uses magnetism to accelerate and fire off rocks tinged with electricity. Even if it doesn’t score a direct hit, the jolt of electricity will do the job.
Armor Class | 16 |
---|
Hit Points | 20d12+130 |
Speed | 30 ft. |
Strength | 19 (+4) |
Dexterity | 13 (+1) |
Constitution | 18 (+4) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Water |
Damage Resistances | Fire | Poison | Lightning |
Saving Throws | Athletics d20+8 | Survival d20+8 |
Senses | Tremorsense 80 ft. |
Languages | Terran |
Challenge | 9 (5,000 XP) |
Special 1 | Sturdy | When Sorcanno Golem takes an amount of damage from | a single hit that is equal or greater than |
half Sorcanno Golem’s maximum | hit points, the damage is halved |
Special 2 | Magnet Pull | Steel opponents in battle with Sorcanno Golem may not switch out or flee |
Action 1 | Tackle | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft. one target | Hit 1d6+4 bludgeoning damage. | Sorcanno Golem slams into a | target using his whole body |
Action 2 | Spark | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 2d6+4 electrical damage. | Sorcanno Golem strikes a target with | an electrically charged tackle |
Action 3 | Thunder Punch | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 2d8+8 electrical damage. | Sorcanno Golem punches a target with | an electrified fist, the target must |
make a DC 16 Constitution saving throw or become paralyzed |
Action 4 | Rock Blast | Ranged Weapon Attack | d20+8 to hit |
Range 15 ft., one target | Hit 3d4 bludgeoning damage. | Then d6 on a 2 or higher, you deal | this damage again and d6 adds 1 to the DC. |
Continue this process of raising the number until | you fail to roll in range. Additionally, | d20 for each repeat . | On a 20 2d8 for instant damage. |
Sorcanno Golem hurls several hard rocks | at a target he can see within range |
Action 5 | Discharge | Ranged Weapon Attack | d20+8 to hit |
Range 30 ft., all within range | Hit 6d10 electrical damage. | Sorcanno Graveler lets out a loose flare | of electricity that damages all targets |
within range except for it. Roll attack and | damage for each target, each | target must make a DC 16 Constitution | saving throw or be paralyzed |
Action 6 | Stealth Rock | Sorcanno Golem lays a trap of levitating stones around its targets. | The trap hurts any foe's attack next round, |
dealing damage equal to one-tenth of | Sorcanno Golem maximum hit points. | If the target has resistance to bludgeoning damage, | halve this damage, if the target has |
a vulnerability then double the damage |
Action 7 | Explosion | Sorcanno Golem attack by causing a tremendous explosion. | It immediately faints, and each target |
within range must make a DC 16 Constitution saving throw, | taking 20d12 bludgeoning damage | on a failed save or half as much on a success |
Action 8 | Stone Edge | Ranged Weapon Attack | d20+8 to hit |
Range 30 ft., one target | 6d12+4 bludgeoning damage. | Sorcanno Golem stabs a target from | below using sharpened stones |
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