Tiny Elemental, Unaligned
Armor Class 17 Natural armour
Hit Points 12 (3d6 + 2)
Speed 15 ft., Burrow 15 ft., Climb 15 ft.
STR
14 (+2)
DEX
3 (-4)
CON
8 (-1)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Damage Resistances Acid, Fire, Poison
Damage Immunities Lightning
Condition Immunities Paralyzed, Stunned
Senses Darkvision 60ft, Passive Perception 10
Languages Common Cannot speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Water Weakness. Geodude takes 1 cold damage for each gallon of water it comes into contact with.

Sturdy (1/day). Once per day, if Geodude takes enough damage to reduce it to 0 hit points, it reduces it to 1 instead.

Galvanize. Geodude's AC is increased by 2 for for 1 minute if it takes lightning damage.

False Appearance. If standing still, Geodude looks like a normal rock.

Electrification. If a creature hits Geodude with a melee attack or makes contact with it, they take 1 lightning damage.

Actions

Tackle. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) bludgeoning damage plus 1 lightning damage.

Description

In the Alola region, Geodude is made from a magnetic rock with a more silvery appearance. There are areas on Alolan 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 Alolan 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 Alolan Golem will fire these Geodude from its back if real rocks are absent.

 

Habitat: Mountain

TheLakeGuardian

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