Makuhita / Hariyama
Makuhita is a bipedal Pokémon with a bulky build. Most of its body is yellow, but it has a black marking on its chest that extends around its neck. Its round hands resemble black boxing gloves, but its feet are yellow with two visible toes. On its cheeks are red, ring-shaped markings, and it has slit-like eyes. On top of its head is a knot, which causes it to resemble a punching bag.
Makuhita is very gutsy and never gives up, no matter how many times it is knocked down. Energy is built into its body each time it rises back up. Broken trees often surround its nest, because it trains by slapping and slamming into them. It is known to mistake Exeggutor for a tree and often gets flung away as a result. This Pokémon eats lots of food and gets plenty of sleep. Its rigorous training and lifestyle give it a sturdy body able to withstand any attack. It is found living and training in mountainous areas.
Hariyama is a large, bulky Pokémon that is modelled after a sumo wrestler. It has narrow eyes and rounded ears. On its head is a short, triangular crest. Dark blue hair grows across the tops of its eyes, around the head crest, and extends down its back to form a long ponytail. The upper half of its body is cream-coloured, while the lower half is dark blue. Yellow extensions encircle its waist, resembling a skirt. There is a small, orange half-circle marking in the center of its torso just above the skirt. Hariyama has large hands with three fingers and small, two-toed feet. Both its hands and feet are orange.
Hariyama's body consists mostly of muscle instead of fat. When its body tenses, its muscles become as hard as stone. It likes to match power with other big-bodied Pokémon and can stomp the ground to build its own power. Trucks can be sent flying, telephone poles broken in two, and trains can even be stopped by its powerful slapping arms. They are kindhearted and practice etiquette, praising their battle opponents. As it grows older, it focuses more on training Makuhita. It lives in mountainous areas. Iron Hands bare a resemblance to Hariyama.
Makuhita
It grows stronger by enduring harsh training. It is a gutsy Pokémon that can withstand any attack.
Armor Class | 12 | ||
---|---|---|---|
Hit Points | 14d6+70 | ||
Speed | 25 ft. | ||
Strength | 16 (+3) | ||
Dexterity | 10 (+0) | ||
Constitution | 20 (+5) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 10 (+0) | ||
Saving Throws | Strength d20+4 | ||
Damage Resistances | Cold | Fire | |
Skills | Athletics d20+4 | ||
Languages | Terran | ||
Challenge | 3 (700 XP) | ||
Special 1 | Thick Fat | Makuhita takes half the damage it otherwise would from Ice and Fire Damage | |
Special 2 | Guts | When Makuhita is burned or poisoned, | it is not affected by this disadvantage or reduced damage effects. |
They still take damage at the end of each of their turns | |||
Action 1 | Multiattack | Makuhita makes two Arm Thrust attacks | |
Action 2 | Arm Thrust | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d6+3 bludgeoning damage | ||
Action 3 | Focus Energy | Makuhita focuses, the first attack it makes before | the end of its next turn has advantage |
Reaction | Knock Off | When Makuhita hits a creature with a melee attack, | it can attempt to disarm them as a reaction. |
The target must succeed on a D 13 Strength saving throw | or drop an item they are holding |
Hariyama
It loves challenging others to tests of strength. It has the power to stop a train with a slap.
Armor Class | 14 | ||
---|---|---|---|
Hit Points | 24d10+168 | ||
Speed | 30 ft. | ||
Strength | 20 [+5] | ||
Dexterity | 12 (+1) | ||
Constitution | 24 (+7) | ||
Intelligence | 6 (-2) | ||
Wisdom | 14 (+2) | ||
Charisma | 10 (+0) | ||
Saving Throws | Strength d20+6 | ||
Damage Resistances | Cold | Fire | |
Condition Immunities | Deafened | ||
Skills | Athletics d20+6 | ||
Languages | Terran | ||
Challenge | 11 (7,200 XP) | ||
Special 1 | Close Combat | At the start of its turn, Hariyama can gain advantage on | all melee weapon attack rolls during that turn, |
but attack rolls against it have advantage until the start of its next turn | |||
Special 2 | Endure | If damage reduces Hariyama to 0 hit points, | it must make a Constitution saving throw with a DC of 5+ the damage taken, |
unless the damage is psychic or from a critical hit. | On a success, Hariyama drops to 1 hit point instead | ||
Special 3 | Thick Fat | Hariyama takes half the damage it otherwise would from Ice and Fire damage | |
Special 4 | Guts | When Hariyama is burned or poisoned, | they are not affected by the disadvantage or reduced damage effects. |
They still take damage at the end of each of their turns | |||
Action 1 | Multiattack | Hariyama makes 1d4 Fore Palm attacks | |
Action 2 | Force Palm | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft, one target | Hit 2d6+5 bludgeoning damage | plus 1d6 force damage | |
Action 3 | Heavy Slam | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft., one target | Hit 3d12+5 bludgeoning damage | plus 2d12 extra damage for every size category larger Hariyama is than the target. | The target must succeed on a DC 17 Strength saving throw |
or be knocked prone | |||
Reaction | Knock Off | When Hariyama hits a creature with a melee attack, | it can attempt to disarm them as a reaction. |
The target must succeed on a DC 17 Strength saving throw | or drop an item they are holding |
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