#PokeroleSRD/Statblock ====== Golem ====== A **Rock/Ground** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Rock Head** This Pokemon will not receive damage from Recoil. * **Sturdy** The first time this Pokemon would faint due to a Damaging move, it will remain at 1 HP instead. Status Conditions and Self inflicted damage will still cause it to faint. The Pokemon must rest for an hour before benefiting from Sturdy again. * **Sand Veil** If Sandstorm Weather is in effect, increase 1 Point to the Evasion of this Pokemon. The Pokemon is immune to damage from Sandstorm weather. ===== Stats ===== ^**HP (5)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |8 |2 |2 |3 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |3/8 |2/4 |3/7 |2/4 |2/4 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Tackle** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Defense Curl** - //Normal Type// Support Move learned at //Starter//. Targets //User//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Increase the User’s Defense. * ☐ **Mud Sport** - //Ground Type// Support Move learned at //Beginner//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** For the next 4 Rounds Electric Type attacks won’t add their Power to the Damage Pool. * ☐ **Rock Polish** - //Rock Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Dexterity+Channel//. **Effect:** Increase User’s Dexterity by 2. * ☐ **Steamroller** - //Bug Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Magnitude** - //Ground Type// Physical Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+0//. **Effect:** Ranged. 1 Dice to determine this Move’s Power * ☐ **Rock Throw** - //Rock Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+2//. **Effect:** Ranged. -1 Accuracy. * ☐ **Rock Blast** - //Rock Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Ranged. Successive Actions. -1 Accuracy. * ☐ **Smack Down** - //Rock Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+2//. **Effect:** Ranged. Remove the foe’s Immunity to Ground-Type Attacks. * ☐ **Self Destruct** - //Normal Type// Physical Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+8//. **Effect:** After performing the move, the user receives damage equal to its remaining HP. * ☐ **Bulldoze** - //Ground Type// Physical Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Reduce the Dexterity of those affected. * ☐ **Stealth Rock** - //Rock Type// Support Move learned at //Amateur//. Targets //Battlefield//. It’s Accuracy dice are //Dexterity+Stealth//. **Effect:** Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack. * ☐ **Earthquake** - //Ground Type// Physical Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+4//. **Effect:** Area Attack. Ranged. * ☐ **Explosion** - //Normal Type// Physical Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+10//. **Effect:** After the damage is dealt the User faints. Lethal. * ☐ **Double-Edge** - //Normal Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. * ☐ **Stone Edge** - //Rock Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Channel// with a damage pool of //Strength+4//. **Effect:** Ranged. High Critical. Lethal. -2 Accuracy. * ☐ **Heavy Slam** - //Steel Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add 1 Extra Dice for every 50 kgs. of weight above the target’s weight, up to +4 Extra Dice. * ☐ **Iron Defense** - //Steel Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Vitality+Channel//. **Effect:** Increase the User’s Defense by 2. * ☐ **Superpower** - //Fighting Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Lethal. Reduce User’s Strength and Defense. * ☐ **Thunder Punch** - //Electric Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Fist Based. Roll 1 Chance Dice to Paralyze foe.