Timburr is a gray bipedal Pokémon with a dark purple nose and dark-gray oval-shaped eyes. It has bulbous protrusions extending from the front and lower parts of its head. Pink, vein-like bulges are present on the back of its head. Similar pink bands adorn its shoulders and thighs.
It always carries squared logs and uses them to fight with. When it can easily lift a block of timber nearly three times its own weight, it is close to evolving. Timburr is usually found near construction sites, helping construction workers. It loves helping in construction so much that if rain causes work to cease, it will throw a tantrum while swinging its log.
Timburr
Always carrying squared logs, they help out with construction. As they grow, they carry bigger logs.
Armor Class | 12 |
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Hit Points | 3d6+2 |
Speed | 20 ft. Walking |
Strength | 13 (+1) |
Dexterity | 10 (+0) |
Constitution | 14 (+2) |
Intelligence | 6 (-2) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Fairy | Flying | Psychic |
Damage Resistances | Bug | Dark | Rock |
Saving Throws | Strength d20+1 |
Skills | Athletics d20+1 |
Languages | Common |
Challenge | 1/2 (100 XP) |
Special 1 | Iron Fist | When Timburr attacks with a punch-based move | Timburr may roll the damage twice and take the higher result |
Action 1 | Pound | Melee Attack | Range 5 ft., one target |
d20+1 to hit | Hit: 1d6+1 Normal-type damage | Timburr hits with a long tail, a foreleg or similar |
Action 2 | Low Kick | Melee Attack | Range 5 ft., one target |
d20+1 to hit | Hit: 4d6+1 Fighting-type damage | Timburr attacks a target it can see with range with a low kick to trip its target | For each size above small, add an additional 2d6 damage dice |
Gurdurr is a gray bipedal Pokémon with a large, round dark-red nose. It has bulbous features, resembling curls of "hair", on its head. Violet bulges resembling swelling veins pattern its muscular, large arms, thighs, and chest, and similar thick violet bands adorn its shoulders. It possesses an hourglass shape.
It is known to usually carry an I-beam girder in its arms. The steel frame is used to train its muscles, and Gurdurr boasts about its muscles with Machoke and other members of its kind. However, if the individual fails to measure up to the others, it will proceed to lay low for some time. It is so strong that it won't even be moved if it is attacked by a group of professional wrestlers. It is usually found near construction sites. Unlike Timburr, Gurdurr is not good at helping with construction; rather, it excels at demolition.
Gurdurr
They strengthen their bodies by carrying steel beams. They show off their big muscles to their friends.
Armor Class | 14 |
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Hit Points | 7d8+2 |
Speed | 25 ft. Walking |
Strength | 15 (+2) |
Dexterity | 11 (+0) |
Constitution | 16 (+3) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Fairy | Flying | Psychic |
Damage Resistances | Bug | Dark | Rock |
Saving Throws | Strength d20+2 | Constitution d20+3 |
Skills | Athletics d20+2 | Survival d20+1 |
Languages | Common |
Challenge | 6 (2,300 XP) |
Special 1 | Iron Fist | When Gurdurr attacks with a punch-based move | Gurdurr may roll the damage twice and take the higher result |
Action 1 | Pound | Melee Attack | Range 5 ft., one target |
d20+2 to hit | Hit: 1d6+2 Normal-type damage | Gurdurr hits with a long tail, a foreleg or similar |
Action 2 | Low Kick | Melee Attack | Range 5 ft., one target |
d20+2 to hit | Hit: 4d6+2 Fighting-type damage | Gurdurr attacks a target it can see with range with a low kick to trip its target | For each size above small, add an additional 2d6 damage dice |
Action 3 | Rock Throw | Range Attack | Range 15 ft., one target |
d20+2 to hit | Hit: 1d8+2 Rock-type damage | Gurdurr picks up and throws a small rock at a target it can see within range |
Action 4 | Wake-Up Slap | Melee Attack | Range 5 ft., one target |
d20+2 to hit | Hit: 3d8+2 Fighting-type damage | Gurdurr slaps a target it can see within range | This move does double damage on a sleeping target and wakes it up |
Conkeldurr is a bipedal sepia-colored Pokémon resembling an ogre. Its nose is large and red, with its face also having a prominent brow, a wide mouth, a gray tuft on its chin, dark rings around its eyes, and a bulbous feature sticking up from the back of its head. Thick violet bands and tendons adorn its shoulders, chest, back, and thighs.
It is known to carry concrete pillars in its massive arms, which it uses to attack strongly without using physical strength or to support its massive upper body. However, when it goes all out, it will throw its pillars aside and jump at opponents to beat them with its fists. Conkeldurr can create concrete, a technique it was believed to have taught humans 2,000 years ago. Concrete that Conkeldurr has mixed is more durable than standard concrete, even when both forms of concrete have the same composition. It is often seen around construction sites, helping construction workers.
Conkeldurr
It is thought that Conkeldurr taught humans how to make concrete more than 2,000 years ago.
Armor Class | 15 |
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Hit Points | 10d12+2 |
Speed | 30 ft. Walking |
Strength | 18 (+4) |
Dexterity | 13 (+1) |
Constitution | 19 (+4) |
Intelligence | 6 (-2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Fairy | Flying | Psychic |
Damage Resistances | Bug | Dark | Rock |
Saving Throws | Strength d20+4 | Constitution d20+4 |
Skills | Athletics d20+4 | Survival d20+2 |
Languages | Common |
Challenge | 13 (10,000 XP) |
Special 1 | Iron Fist | When Conkeldurr attacks with a punch-based move | Conkeldurr may roll the damage twice and take the higher result |
Action 1 | Pound | Melee Attack | Range 5 ft., one target |
d20+4 to hit | Hit: 1d6+4 Normal-type damage | Conkeldurr hits with a long tail, a foreleg or similar |
Action 2 | Low Kick | Melee Attack | Range 5 ft., one target |
d20+4 to hit | Hit: 4d6+4 Fighting-type damage | Conkeldurr attacks a target it can see with range with a low kick to trip its target | For each size above small, add an additional 2d6 damage dice |
Action 3 | Rock Throw | Range Attack | Range 15 ft., one target |
d20+4 to hit | Hit: 1d8+4 Rock-type damage | Conkeldurr picks up and throws a small rock at a target it can see within range |
Action 4 | Wake-Up Slap | Melee Attack | Range 5 ft., one target |
d20+4 to hit | Hit: 3d8+4 Fighting-type damage | Conkeldurr slaps a target it can see within range | This move does double damage on a sleeping target and wakes it up |
Action 5 | Rock Slide | Range Attack | Range 30 ft., one target |
d20+4 to hit | Hit: 4d6+4 Rock-type damage | Conkeldurr hurls large boulders to inflict damage |
Action 6 | Dynamic Punch | Melee Attack | Range 5 ft., one target |
d20+4 to hit | Hit: 8d10+4 Fighting-type damage | Conkeldurr hits a target it can see within range with full concentrated power | Target becomes confused on a hit |
Action 7 | Hammer Arm | Melee Attack | Range 5 ft., one target |
d20+4 to hit | Hit: 8d6+4 Fighting-type damage | Conkeldurr swings a strong, heavy fist at a target within range | After using this move Conkeldurr’s speed is halved until the end of its next turn |
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