Nosepass / Probopass
Nosepass is a blue, angular, hard bipedal Pokémon that closely resembles the Easter Island Heads. Its bright red, triangular nose is highly magnetic and slightly resembles a 3D arrow. This nose functions as an electromagnet and always points north. It has arms and legs without any visible joints and small, circular holes on the undersides. Its arms resemble compass needles. It has similar circular holes on the sides of its head. Its eyes, covered by dark, somewhat mask-like markings, have the appearance of being closed.
Nosepass cannot go near others, since it would repel them with its magnetic nose. Its magnetism is stronger in cold seasons. To protect itself when in danger, it raises its magnetism and draws iron objects to its body. This technique is also used to capture prey, though it can pull natural enemies close too. Because it always points north, Nosepass has historically been used as a compass for travellers. Nosepass only moves a little over 3/8 of an inch each year, but can quickly spin its body into the ground like a drill during emergency situations. It lives in caves. Metang are natural predators of Nosepass.
Probopass is a mostly blue, rock-like Pokémon. It has small round eyes, a red nose that is large in proportion to its body, and a bushy black mustache that consists of iron sand, which appears to be attracted by its magnetic nose. Probopass has three small objects on its sides and back, called Mini-Noseswhich it is able to control. It has a big red hat-like magnet on top of its head and exudes strong magnetism from all over its body.
Being able to command these Mini-Noses, Probopass is able to catch prey and attack opponents from all three directions. On occasion, its Mini-Noses can get lost and may never come back. It emits strong magnetic fields that enable it to levitate and can damage nearby appliances. Probopass can use the iron sand to form rocks, which it uses to destroy its prey. It is rarely seen in the wild but may be found in mountainous regions very occasionally.
Nosepass
It moves less than an inch a year, but when it’s in a jam, it will spin and drill down into the ground in a split second.
Armor Class | 17 | ||
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Hit Points | 8d6+8 | ||
Speed | 20 ft. | ||
Strength | 16 (+3) | ||
Dexterity | 9 (-1) | ||
Constitution | 16 (+3) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 10 (+0) | ||
Saving Throws | Strength d20+4 | Constitution d20+4 | |
Skills | Survival d20+4 | ||
Languages | Terran | ||
Challenge | ½ (100 XP) | ||
Special 1 | Sturdy | If damage reduces Nosepass 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, Nosepass drops to 1 hit point instead | |
Special 2 | Magnet Pull | Steel opponents in battle with Nosepass may not switch out or flee | |
Action 1 | Multiattack | Nosepass makes 1d4 Rock Blast attacks | |
Action 2 | Tackle | Melee Weapon Attack | d20+2 to hit |
Reach 5 ft., one target | Hit 1d6 bludgeoning damage | ||
Action 3 | Rock Blast | Ranged Weapon Attack | Hit d20+3 to hit |
Range 20/60 ft., one target | Hit 1d6 bludgeoning damage | ||
Reaction | Harden | The Nosepass adds 2 to its AC against | one attack that would hit it. |
To do so, Nosepass must see the attacker |
Probopass
Although it can control its units known as Mini-Noses, they sometimes get lost and don’t come back.
Armor Class | 2 | ||
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Hit Points | 12d12 | ||
Speed | 25 ft. | Flying 25 ft. | |
Strength | 20 (+5) | ||
Dexterity | 12 (+1) | ||
Constitution | 19 (+4) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 10 (+0) | ||
Saving Throws | Strength d20+6 | Constitution d20+6 | |
Skills | Survival d20+6 | ||
Languages | Terran | ||
Challenge | 13 (10,000 XP) | ||
Special 1 | Sturdy | When taking damage equal to half or more of your current HP, roll d4 . | On a result of 3 or 4, halve the damage dealt |
Special 2 | Magnet Pull | Steel opponents in battle with Probopass may not switch out or flee | |
Action 1 | Rock Throw | Ranged Weapon Attack | d20+6 to hit |
Range 15/30 ft., one target | Hit: 1d8+5 bludgeoning damage | ||
Action 2 | Smack Down | Ranged Weapon Attack | d20+6 to hit |
Range 60/90 ft., one target | Hit: 2d8+5 bludgeoning damage | ||
Action 3 | Rock Slide | Ranged Weapon Attack | d20+6 to hit |
Range 30/60 ft., one target | Hit: 4d6+5 bludgeoning damage | ||
Action 4 | Rock Blast | Ranged Weapon Attack | d20+6 to hit |
Range 15/30 ft., one target | Hit: 1d4 bludgeoning damage. | Then, roll d6 on a 2 or higher, | you deal this damage again and roll d6 , |
adding 1 to the DC. Continue this process | of raising the number until you fail to roll in range. | Additionally, roll d20 for each repeat. | On a 20, roll 2d4 for that instance of damage |
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