Clodsire
130/75/60/45/100/20 (Total: 430)
Poison/Ground
Poison Point/Water Absorb/Unaware
I love this big dope. The special bulk on Clodsire is unmatched by its kin, and will likely be a common pick just for that. Water Absorb on a non-Water/Ground Pokemon helps open up team planning a bit, and Unaware builds will stop a whole truckload of special sweepers. The Ice weakness will probably hold it back as a Water Absorber, however. Might also be a decent Counter user with its high HP, low defense, and reliable recovery. It also has access to all the hazards and perfectly accurate Toxic. Not too shabby for a pool float.
Toedscruel
80/70/65/80/120/100 (Total: 515)
Ground/Grass
Mycelium Might
No mon with
this statline should get a detrimental ability. Yet that's the case here, with the Mold Breaker status-edition being a underwhelming consolation prize given it will only come into play against a small handful of Paldean Pokemon. But yes, its got Spore alongside screens, rapid spin, hazards, and is the only user of Trick Room. Notably, before the arrival of Landorus, its also the only Ground resist that mono-Ground has access to. Likely to play support, but there's potential for a bulky SubSeed set here, and maybe it could have some offensive presence on a Sun team with its otherwise decent speed. Disappointed, but I find its design absolutely hilarious.
Ursaluna
130/140/105/45/80/50 (Total: 550)
Ground/Normal
Guts/Bulletproof/Unnerve
With good bulk and fantastic attack, Ursaluna is a monster. Guts gives it a status immunity and even more monstrous offenses, and Bulletproof gives it an assortment of useful immunities to moves like Aura Sphere, Focus Blast, Energy Ball, Seed Bomb, and Bullet Seed. It gets Belly Drum, but lacks the speed to make much use. Yawn and Taunt are there for a bit of tech, but really it'd be a waste on Ursaluna because it lacks for nothing in coverage. Voted most likely to be the team's Terra, hope the crown looks good on it when it finally arrives.
Ting-Lu
155/110/125/55/80/45 (Total: 570)
Dark/Ground
Vessel of Ruin
With a similar stat line to Ursaluna and Great Tusk, its the bulkiest and least offensive of the three. Vessel of Ruin synergizes well with mono-Ground teams in a doubles format, and would work well with Krookodile if they didn't share the same typing. The move pool here isn't that great, with Normal, Rock, Steel, Psychic, and Fighting as coverage options. Whirlwind might be useful since you've got hazards galore, but no Knock-Off. Looks to me like something to pair with an Assault Vest for an offensive tank that can come in on many attackers.
Great Tusk
115/131/131/53/53/87 (Total: 570)
Ground/Fighting
Protosynthesis
This thing is so gnarly looking, like damn. Anyway, the concept here is another stereotypical Ground statline, but this time featuring a salvageable speed. Sun synergizes with mono-Ground, and its got access to the always useful Rapid Spin and Knock Off. Offensive move pool is good, although this comes at the cost of six weaknesses. Ice Spinner is also a notable coverage option to pair with Ground and Fighting. Also, apparently this thing gets Psyshock? Surely that's a mistake?
Iron Treads
90/112/120/72/70/106 (Total: 570)
Ground/Steel
Quark Drive
Although I like the design less than Great Tusk, this robot Donphan is more necessary and interesting in terms of team building. It brings great resistances, notably Dragon as its mono-Ground's only Dragon resist in Paldea
outside Dugtrio-A 
. Its also got good speed, and its statline is flexible enough where speed, attack, and even defense could be set up to benefit from Quark Drive. There's standard wheel elephant access here to Rapid Spin and Knock Off, along with Ice Spinner which will be great for hitting dragons. Its also got Electric moves, notably a hard-hitting Volt Switch and Wild Charge.
Sandy Shocks
85/81/97/121/85/101 (Total: 570)
Electric/Ground
Protosynthesis
Last but certainly not least, its one of the best special attackers mono-Ground has ever had access to. This punk rocker dances over the crowded 100 speed tier, and similar to Iron Treads can adjust its EVs to make speed the benefiting stat at minimal cost to its special attacking EVs. It doesn't really bring any useful resistances to the team, nor much in the way of coverage, but has a flexible enough move pool to play both offensive and supportive rolls. Its got screens, t-wave, hazards, can set both e-terrain and sun, and is notable as the only Gravity user available. Likewise, Volt Switch is there to help maintain momentum.