For our next entry in the Pokedex and the first Normal-type Pokemon I wanted to go with one of the most recognizable, and arguably most difficult Pokemon to train. Snorlax is a major powerhouse that can go toe to toe with most any opponent, but they have some disadvantages. Trainers my find themselves going bankrupt just trying to keep their Pokemon fed, and it has a habit of dozing off at inopportune times. Snorlax is also the first Pokemon that I’ve armed with hyper-beam which to my mind should be a devastating move.
For a the right trainer Snorlax could be a great companion, for the wrong one it is sure to be a nightmare. With a massive pool of hp Snorlax is more likely to fall asleep than it is to be knocked out by an opponent.
Large beast, neutral
Armor Class 12
Hit Points 402
Speed 20 ft.
Str 20 (+5) Dex 8 (-1) Con 20 (+5) Int 10 (+0) Wis 8 (-1) Cha 10 (+0)
Damage Vulnerabilities bludgeoning damage dealt by Fighting-type Pokemon.
Skills Athletics +10
Senses passive Perception 10
Languages Pokemon, understands Common but can’t speak
Challenge 10 (5,900 XP)
Chow-Hound: Snorlax has advantage on Wisdom (Perception) checks relying on smell to detect food nearby.
Drowsy. During the first round of battle Snorlax suffers disadvantage on attack rolls. It must also make a DC 10 Constitution saving throw to avoid falling asleep on its first turn.
Normal-type. When leveling up Snorlas’s HP the trainer can roll twice taking the better of two rolls.
Pokemon. Snorlax can be captured in a Pokeball, from that point on it will act as a companion to its new trainer.
Ravenous. Snorlax requires a massive amount of food every day. Snorlax must consume up to 900 lbs (200 gp vlaue). of food a day to maintain a healthy weight.
Sleeping Pokemon. Snorlax has disadvantage on saving throws made to resist Sleep effects. If Snorlax is the sole target of the Sleep spell it automatically falls asleep disregarding hp totals.
Thick Body. Snorlax has resistance to all types of damage, except bludgeoing damage dealt by Fighting-type Pokemon.
Throws its Weight Around. Snorlax cannot be pushed, pulled, or moved against its will unless it is unconscious or disabled. Magical effects that would move Snorlax effect it normally. Flight spells allow Snorlax half their normal movement speed.
Body Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 56 (6d12+10) bludgeoning damage. All creatures within 30 ft. of the target except for Snorlax must make a DC 10 Dexterity saving throw. On a failed save they are knocked prone and take 5 bludgeoning damage.
Hyper-beam: Range Weapon Attack: +3 to hit, range 100 ft., one target. Hit: 106 (10d10+10) radiant damage. If the target is reduced below 100 hit points by this attack they are killed. Each time Snorlax uses Hyper-beam it suffers one level of exhaustion.
Rest: Snorlax immediately falls asleep regaining 1d20 + its Constitution modifier HP per round. Snoralx can attempt a DC 12 Constitution saving throw to awaken on its turn.
Snore: While asleep Snorlax is capable of using a powerful snore. All creatures within 30 ft. of Snorlax on its turn take 15 (2d8+3) thunder damage.