Machop is a humanoid, bipedal Pokémon that has gray skin. It has three brown ridges on top of its head, large red eyes, and a relatively flat face. On either side of its chest are three, thin, rib-like stripes. Its feet appear to have no toes, while its hands have five fingers. Machop also has a short, stubby tail.
Machop's entire body is covered with muscles that will never tire or cramp. With these muscles, it can lift many times its own body weight. Machop is capable of hurling up to 100 adults. It trains by lifting Graveler every day and becomes more dedicated the more its muscles grow. Machop's muscles can never get sore, no matter what training it does. It spends its time and energy practicing all different forms of martial arts and trying to improve its abilities. Once it feels confident, it challenges Makuhita to a battle. Machop lives in the mountains.
Machop
Its whole body is composed of muscles. Even though it’s the size of a human child, it can hurl 100 grown-ups.
Armor Class | 12 |
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Hit Points | 5d6+15 |
Speed | 30 ft. |
Strength | 20 (+5) |
Dexterity | 14 (+2) |
Constitution | 16 (+3) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Saving Throws | Dexterity d20+4 |
Skills | Athletics d20+8 |
Senses | Passive Perception 10 |
Languages | Terran |
Challenge | 1 (200 XP) |
Special 1 | Tireless | Machop is immune to exhaustion and fatigue |
Special 2 | No Guard | When the Machop makes its first attack on its turn, | it can decide to forgo its guard. |
Doing so gives its advantage on its melee attack rolls during its turn, | but attack rolls against the Machop have advantage until its next turn |
Special 3 | Powerful Build | The Machop counts as one size larger when determining its | carrying capacity and the weight it can push, drag, or lift |
Action 1 | Karate Chop | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d6+5 bludgeoning damage |
Action 2 | Low Kick | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one creature | Hit 1d4+3 bludgeoning damage, | plus one additional die of damage for each | size larger than small the target is. |
If the target is Medium or larger, | the target must succeed on a DC 13 Strength | saving throw or be knocked prone |
Action 3 | Focus Energy | The Machop tenses its muscles and concentrates on the fight. | For 1 minute, it scores a critical hit on attack rolls of 19 or 20 |
Machoke is a bipedal, humanoid Pokémon covered in gray skin. It has a vaguely reptilian face with a short snout, narrow red eyes, and four pointed teeth visible inside its mouth. Two of these teeth are in the upper jaw, while two are in the lower jaw. On top of its head are three brown ridges. Its arms are muscular with dark red, vertical stripes on them. The lower part of its body has black markings that resemble briefs. It is always seen wearing a black and gold power-save belt resembling a championship belt. It possesses large pectoral muscles that protrude slightly over its belt.
Machoke is a Pokémon of immense strength. Its muscles are as hard as steel, and it is capable of lifting extremely heavy objects with only one finger. Machoke's body is powerful enough to never get tired. Machoke is a popular Pokémon used as a motif for sculptures. In spite of this, it is modest and often helps people with manual labour. The belt it wears regulates its strength, but Machoke removes it when facing a truly powerful opponent. It can be found in the mountains, where it trains daily.
Machoke
Its muscular body is so powerful, it must wear a power-save belt to be able to regulate its motions.
Armor Class | 15 |
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Hit Points | 16d8+64 |
Speed | 30 ft. |
Strength | 28 (+9) |
Dexterity | 14 (+2) |
Constitution | 18 (+4) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 11 (+0) |
Saving Throws | Dexterity d20+5 |
Skills | Athletics d20+13 |
Senses | Passive Perception 10 |
Languages | Terran |
Challenge | 5 (1,800 XP) |
Special 1 | Tireless | Machoke is immune to exhaustion and fatigue |
Special 2 | No Guard | When the Machoke makes its first attack on its turn, | it can decide to forgo its guard. |
Doing so gives it advantage on melee weapon attack rolls during its turn, | but attack rolls against the Machoke have advantage until its next turn |
Special 3 | Powerful Build | The Machoke counts as one size larger | when determining its carrying capacity |
and the weight it can push, drag, or lift |
Action 1 | Multiattack | The Machoke makes three Karate Chop Attacks. | It may substitute one Karate Chop with a Low Kick |
Action 2 | Karate Chop | Melee Weapon Attack | d20+12 to hit |
Reach 5 ft., one target | Hit 1d8+9 bludgeoning damage | and the target is grappled (escape DC 19). | Machoke can have only one creature grappled at a time |
Action 3 | Focus | The next attack Machoke makes is a critical hit |
Action 4 | Low Kick | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one creature | Hit 1d6+5 bludgeoning damage, | plus one additional die of damage for | each size larger than Small the target is. |
If the target is Medium or larger, | the target must succeed on a DC 16 Strength saving throw | or be knocked prone |
Action 5 | Vital Throw | The Machoke makes a special grapple attempt against | a Large or smaller creature that it can see. |
On a successful grapple, the Machoke may immediately | follow up by throwing the creature up to 60 feet away, | dealing 8d8 bludgeoning damage. | Machoke can attempt to throw the target at another creature, |
making a ranged attack with a d20+12 bonus. | On a successful attack, both creatures take | the same damage and are knocked prone |
Action 6 | Focus Energy | The Machoke tenses its muscles in order to concentrate on the fight. | For 1 minute, it scores a critical hit on attack rolls of 19 or 20 |
Machamp is a humanoid Pokémon with four well-muscled arms. It has bluish-gray skin, red eyes, and pale yellow lips. On its head, there are three brown ridges right above its eyes. It has two arms on each side of its body: a pair located in the normal position, and another pair directly above that attaches on the top of the shoulders. It has black markings that resemble briefs and wears a golden power-save belt that resembles a championship belt. Its legs have considerable muscle tone, and its feet have two toes each.
Machamp is said to know every martial arts style in the world. It punches extremely quickly, throwing five hundred punches a second. With only one hand, it can move a mountain. In Generation VII, Strength was its signature move. Because of its four arms, it can hit from a multitude of angles and pin all of its foe's limbs down at once. Its arms also allow it to attack and defend simultaneously. The four arms react much faster than Machamp can think. However, it has poor dexterity, and cannot handle delicate work without its arms becoming tangled. The belt it wears restricts its muscle activity, but it can cause consequences if removed.
Machamp
It quickly swings its four arms to rock its opponents with ceaseless punches and chops from all angles.
Armor Class | 15 |
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Hit Points | 28d8+112 |
Speed | 35 ft. |
Strength | 34 (+12) |
Dexterity | 15 (+2) |
Constitution | 20 (+5) |
Intelligence | 8 (-1) |
Wisdom | 12 (+1) |
Charisma | 12 (+1) |
Damage Vulnerabilities | Psychic |
Saving Throws | Strength d20+12 | Dexterity d20+7 | Constitution d20+9 |
Charisma d20+5 |
Skills | Athletics d20+17 |
Senses | Passive Perception 11 |
Languages | Terran |
Challenge | 14 (11,500 XP) |
Special 1 | Tireless | Machamp is immune to exhaustion and fatigue |
Special 2 | Close Combat | The Machamp can make one grapple | or shove attempt as a bonus action in its turn |
Special 3 | No Guard | When the Machamp makes its first attack on its turn, | it can decide to forgo its guard. |
Doing so gives it advantage on melee weapon attack rolls during its turn, | but attack rolls against the Machamp have advantage until its next turn |
Special 4 | Powerful Build | The Machamp counts as one size larger | when determining its carrying capacity |
and the weight it can push, drag, or lift |
Action 1 | Multiattack | The Machamp makes four Karate Chop attacks. | It may substitute one Karate Chop with a Low Kick |
Action 2 | Karate Chop | Melee Weapon Attack | d20+12 to hit |
Reach 5 ft., one target | Hit 1d12+7 bludgeoning damage | and the target is grappled (escape DC 24). | Machamp can have two creatures grappled at a time |
Action 3 | Low Kick | Melee Weapon Attack | d20+12 to hit |
Reach 5 ft., one creature | Hit 1d8+7 bludgeoning damage, | plus one additional die of damage for | each size larger than Small the target is. |
If the target is Medium or larger, | the target must succeed on a DC 20 Strength saving throw | or be knocked prone |
Action 4 | Dynamic Punch | Melee Weapon Attack | d20+12 to hit |
Reach 5 ft., one target | Hit 12d10+7 bludgeoning damage | and the target must succeed on a | DC 20 Constitution saving throw |
or be stunned for 1 round. | An affected creature can repeat the saving throw | at the end of each of its turns, | ending the effect on itself on a success |
Action 5 | Vital Throw | The Machamp makes a special grapple attempt against | a Large or smaller creature that it can see. |
On a successful grapple, the Machamp may immediately | follow up by throwing the creature up to 100 feet away, | dealing 14d8 bludgeoning damage. | Machamp can attempt to throw the target at another creature, |
making a ranged attack with a +16 bonus, | on a successful the creature takes the same damage | and is knocked prone |
Action 6 | Submission | One creature the Machamp has grappled must make | a DC 24 Strength saving throw, |
taking 14d8 bludgeoning damage | and a level of exhaustion on a failed save, | or half as much damage on a successful one |
Action 7 | Focus Energy | The Machamp tenses its muscles in order to concentrate on the fight. | For 1 minute, it scores |
a critical hit on attack rolls of 18-20 |
Reactions | Revenge | If the Machamp takes damage from a melee attack, | it make use its reaction to make four Karate Chop attacks |
or one Dynamic Punch attack against | the creature that damaged it |
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