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Beldum: Steel / Psychic Type

Beldum floated low to the ground behind a stack of boxes as the guards ran past him. He had been sloppy, but with a bit of luck, he would be able to pull himself out of this. He looked down at the metal necklace that was stuck tightly to him. He didn't want to steal it from the shop owner, but she didn't want to sell it, and he needed it. He would return it to her, once he was done with it. Well… that is if it was still in one piece by the end of it.

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Unlike most other Pokemon, Beldum have a metallic liquid flowing through them in place of blood. This quicksilver-like fluid has an electromagnetic pull that they can control. The magnetic field also allows them to communicate with other beldum without words. They simply have to be near the other Beldum and they can feel each other's thoughts. A number of Beldum use this ability to move in tandem with one another when attacking or performing. This electromagnetic fluid also allows them to sense when magnetic materials are nearby making them great at finding metal veins in mines.

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The magnetic field that flows around Beldum repulses the one that naturally emanates from the Earth, allowing them to float off the ground and move. They can control the intensity of the repulsion allowing them to move backwards and forwards with ease, however they can only float a few feet off the ground at maximum repulsion. On occasion some Beldum have even been known to be able to use their magnetism to pull foes closer to them to attack. More often though they will use this power to pull magnetic materials closer to them because they are too lazy to get up. When sleeping, they use their single claw to hold onto rocks or trees preventing them from floating away as they dream.

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Beldum can often be found in highly magnetic areas. These locations allow them to easily move around to wherever they need to be. They will build homes that use magnetic fields to remain suspended in the air, connected to each other by only thin bridges to keep them safe from intruders. When sleeping with others, some Beldum will hold their claws together to make sure they stay near one another as they rest.

Beldum Traits

Allignment: Many creatures consider Beldum to be ‘cold’ and incapable of emotions or empathy, however this is not true. They simply do not express or feel things the same way most other creatures do. They will often react the most logical way giving a situation rather than allow their emotions to take over. They are unafraid to tell others what they think is the best course of action even if it would offend them.


Height: 2’00”
Weight: 209 LBS


20 Feet


The Beldum line live to be about 300 years old. They reach maturity around 42 years and are considered to be adults at 48. As they get older the magnetic pull that their body naturally creates gets weaker. Some Beldum that have lived to be 320 years old have a magnetic field that is so weak that they can’t even float any more.


You can speak, read and write Common, Reformed Ancient and Nehoean. You can understand a few words in Ancient due to knowing Reformed Ancient but can not understand full sentences. Most Beldum have a voice that is monotone with many younger creatures saying that their words have a high pitched whine to them, however it seems older creatures can’t hear this noise. All beldum can speak with other Beldum without the need for words. If you can see a Beldum and they are within 120 feet you can send a message to them that only they can hear.


There are 30 natures, pick a nature that best describes your character. Increase and decrease the appropriate stat accordingly.

Racial Ability score increase

Your mind is capable of holding more information than the regular creature allowing you to be more smart than anyone around you. Your Intelligence ability score increases by +1. See rules on racial ability score increase for more information.


No Pokemon has to evolve, but if Beldum wishes to evolve it may do so at level 6(see Metang for upgrades)

Beldum Names

Possible names for Beldum

Dumbber, Terhal, Beldum, Tanhel, Metan, Tieyaling or Morrison.

Abilities: Pick One

Clear Body: You take a deep breath and concentrate. You must strengthen your mind, to make it clear. Once you clear your mind then you can clear your body and then none of your foes tricks will be able to affect you.

3 times per long rest, you can ignore disadvantage on one roll of your choice.

Light Metal: The plates on your back may not be the strongest material, but its light and that allows you to be maneuverable. It doesn’t matter how weak your defence is if they can’t hit you.

You are half the weight of your race's average weight. You gain an additional 10 feet on long jumps, high jumps and your foot speed.

Racial Attacks: Pick One

Tackle Pg XXXX

For a list of all attacks, see the Pokémon's attack sheet.

Type Effectiveness

The below are the effectiveness of racial attacks against this pokemon based on type: Not Very effective: Normal, Flying, Rock, Steel, Grass, Psychic, Ice, Dragon and Fairy Super Effective: Ground, Ghost, Fire and Dark Immune: Poison See ‘type effectiveness’ for more information.

Evolution Trait

Floating: As an action you may cause yourself to become airborne causing you to float 1 foot above the ground. Any ground based attacks or effects such as caltrops or difficult terrain can not affect you when you are floating. You can not float in heavy armor or if you are encumbered. You also have a floating movement speed of 30 feet. This is a temporary trait, when the sheet is finished it will be updated.

Beldum's silver body shimmered in the light of the setting sun. He had traveled far and wide to this exact location to see the sunset; everyone always said it was the perfect place to watch the colors dance across the sky, and they were right. The wind attempted to blow him off the cliff he was attached to, but he had a firm grip on the cliff wall. He could see for miles up here, and could even spot a few small towns littering the forest below him. It was views like this that kept him traveling. Nature never stopped surprising him with what she could pull off.


Your electromagnetic blood allows you to be able to sense and pull magnetic materials around you. As an action you may focus on the minerals around you allowing you to sense any magnetic material within 90 feet. You know what direction the material is in as well as what it is made out of, however you do not know what shape or how big it is. You can also pull magnetic objects, as an action you can attempt to pull any magnetic object towards you that is within 15 feet. The object travels in a straight line and comes as close to you as possible, if another object is in the way, such as a door, then it remains pinned against the obstacle till it is no longer being pulled. The object must be made of at least 90% magnetic material and if the object is heavier then you or is secured down to something stable, such as a tree or stone statue, you instead are pulled towards it. If the object is attached to a creature their own magnetic field nullifies yours causing it so you are unable to pull the object. This is a temporary trait, when the sheet is finished it will be updated.