Small Monstrosity, Unaligned
Armor Class 16 Natural armour
Hit Points 36 (8d8)
Speed 0 ft., Fly 25 ft. (hover)
STR
12 (+1)
DEX
6 (-2)
CON
8 (-1)
INT
10 (+0)
WIS
10 (+0)
CHA
1 (-5)
Damage Vulnerabilities Fire, Necrotic
Damage Resistances Cold, Psychic, Radiant
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60ft, Passive Perception 10
Languages Common Cannot speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Psychic Attacks. Beldum's attacks are magical.

Clear Body. Beldum cannot receive disadvantage on d20 rolls.

Actions

Take Down. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 15 (4d8 + 1) bludgeoning damage. If this attack hits, Beldum takes 1d6 damage.

Description

Beldum is a robotic Pokémon that has a long body with a set of claws sticking out of its rear end. It has one large, red eye in the centre of its nearly spherical head, which is set into a ball-and-socket joint at its front end. A short crest projects from its body and extends over its head.

Even though Beldum is mechanical, it still has emotions, the need to eat, and a way of reproducing. Beldum's body lacks blood, and is instead made of cells that are all magnets. It uses magnetism to move, communicate, and control its attacks. Beldum sometimes gathers in swarms, communicating with each other telepathically and magnetically and moving in sync. When enraged, it can cause nearby machines to break from its strong magnetism. Beldum can also use its magnetic force to rapidly pull in enemies and then use its sharp claws to harm them. Beldum is scarce in the wild, but it does tend to inhabit areas with rugged terrain. It anchors itself to a cliff using its hooks when it sleeps.

Habitat: Mountain

TheLakeGuardian

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