Pokemon D - D 5e
Pokemon D - D 5e
How to run your own Pokémon role-playing game using existing 5e rules.
                                       Including Generations I - VII
                                           Homebrew created by @JOEtheDM
                                                   Disclaimer
                                      Based on the original game by Satoshi Taijiri
                                         © Game Freak © Nintendo Company Inc.
  We do not claim ownership of anything related to Pokémon or Dungeons and Dragons. Please support the original source
                                 No profits are made from the release of this supplement
   Most images in this supplement are free, non-commercial use from FreePNG.com, PNGimg.com, FreePNGLogos.com
                                            All others are credited below image.
        Pokémon images in Stat Block section come from bulbapedia.bulbagarden.net and are owned by Nintendo
    Inspiration and Ideas from: Pokémon Tabletop United, Pokérole, Sakutian from trulyoutofcharacter.wordpress.com
                                               Special Thanks
      To the members of the "You Meet in a Tavern" and Pokémon 5e Discord for your support, ideas, and playtesting
To Varnell, RaverEAlice, R1bs99, John K. Walz Jr., Eschatonic, Ryan Wilkinson, FireWaterSound, Chancela Merkel, Hugh Berry,
   Kolkyboi, Lindseyrie, temporalCourier, and Tactical_Groot for all their behind the scenes work in creating this manual.
                                                     Made with GM Binder
                                      Ideas/Concerns/Questions?
              Join our Subreddit (https://reddit.com/r/Pokémon5e) or Discord! (https://discord.gg/DA9gQAa)                    1
    Pokémon 5E
    Introductory Note
    Hello and welcome to Pokémon 5e! My name is Joe and I am the creator of this supplement, general D&D and Pokémon lover, and
    DM/Host of the "You Meet in a Tavern" D&D podcast.
    Pokémon 5e is very different than any other D&D game you have played before. No longer is your PC a powerhouse with a slew of
    dangerous spells and deadly weapons. You are now a Pokémon trainer – a mortal in control of your Pokémon with an iron fist or a
    gentle heart. As such, player characters have normal abilities and skills, but your focus is not in hand to hand combat. In fact,
    trainer vs. trainer and trainer vs. Pokémon fighting is strictly prohibited by laws. Your ability to stay in the game is dependent on
    the status of the Pokémon in your control. Although the threat of death is still very real, the battling and utility in the game is
    mostly transferred to your Pokémon.
    I set out to create this guide as a way to run a simplified Pokémon RPG using basic rules from an already well-known and popular
    TTRPG system. If you are jumping in on this without knowing anything about 5e D&D, check out the Basic Rules here!
    Many things in 5th Edition do not transfer well to the Pokémon world we know and love, so do not expect the statistics of
    Pokémon, effects of moves, etc. to play out exactly as they would in the games. This has been a project full of love for the game,
    and for the people that play it, and I hope it brings something new and exciting to your table!
    I will be continuing to update things in this manual as more people playtest the material, so be sure to keep checking the
    Changelog at the end of the PDF for the latest updates. If you have any questions about the material, or are looking for tips on how
    to run it, please take advantage of our communities on Reddit (https://reddit.com/r/Pokémon5e) and/or Discord
    (https://discord.gg/DA9gQAa). There are also loads of resources and fan-made extra content at http://www.Pokémon5e.com!
    (Website made by Jerakin)
    Happy Catching!
    Joe
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    1. Creating a Pokémon Trainer
    You want to be the very best – that no-one ever was? Follow
    these guidelines to create your first Pokémon Trainer! Any
    existing 5e race from the PHB can be chosen, but players               The Pokémon Trainer
    must play the class of Pokémon Trainer.
                                                                                   Prof                                            Max
    Class Features                                                          Level Bonus Features                          Pokéslots SR
                                                                                          Starter Pokémon,
    The Pokémon Trainer class has the following features:                    1st    +2
                                                                                          Specialization
                                                                                                                               3       2
4
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Trainer's Resolve                                                      Martial Artist
By the time you reach 10th level, you have had your fair share         Increase your Str, Con, or Dex by +1. Add a +1 bonus to all
of experience in difficult battles and have emerged victorious         skill checks made by any of your fighting Pokémon.
and strong. You are now immune to fear, and may choose a               Mountaineer
second saving throw to become proficient in.
                                                                       Increase your Str, Con, or Dex by +1. Add a +1 bonus to all
Pokémon Tracker                                                        skill checks made by any of your rock Pokémon.
At level 13, you have already spent countless hours in the             Mystic
wild, searching for Pokémon high and low. Once per long                You gain proficiency in Arcana. Add a +1 bonus to all skill
rest, you may make a DC 15 WIS check to search for                     checks made by any of your ghost Pokémon.
Pokémon in the nearby area. On a success, your DM must tell
you what wild Pokémon can be found nearby. On a critical
success, a Pokémon of your choice from the DM's list                   Steel Worker
appears in the next encounter.                                         Increase your Str or Con by +1. Add a +1 bonus to all skill
                                                                       checks made by any of your steel Pokémon.
Master Trainer
                                                                       Psychic
At level 20, your Pokémon are at peak fighting performance.            You gain the ability to target one of your own Pokémon with
When you or your Pokémon fail a saving throw, you may                  the Telepathy spell once per day, ignoring components. Add a
choose to succeed instead. This feature can be used twice per          +1 bonus to all skill checks made by any of your psychic
long rest.                                                             Pokémon.
Specializations                                                        Swimmer
At level 1, players may choose a specialization from the               Gain a swim speed equal to your movement speed. Add a +1
following list, granting them bonuses depending on the type            bonus to all skill checks made by any of your water Pokémon.
of Pokémon they train. Additional Specializations can be
chosen at later levels. Specializations can be stacked for an          Charmer
additional +1 bonus to skill checks for each time it is chosen.        Increase your Cha by +1. Add a +1 bonus to all skill checks
                                                                       made by any of your fairy Pokémon.
Bird Keeper
You gain proficiency in Perception. Add a +1 bonus to all skill        Shadow
checks made by any of your flying Pokémon.                             Gain proficiency in the Deception or Stealth skill. Add a +1
                                                                       bonus to all skill checks made by any of your dark Pokémon.
Bug Maniac
You gain Proficiency in Nature. Add a +1 bonus to all skill            Alchemist
checks made by any of your bug Pokémon.                                Gain proficiency in the Medicine or Deception skill. Add a +1
                                                                       bonus to all skill checks made by any of your poison
Camper                                                                 Pokémon.
You gain proficiency in Survival. Add a +1 bonus to all skill
checks made by any of your ground Pokémon.                             Team Player
                                                                       Increase any one of your ability scores by 1. Add a +1 bonus
Dragon Tamer                                                           to all skill checks made by any of your normal Pokémon.
Increase your Wis by +1. Add a +1 bonus to all skill checks
made by any of your dragon Pokémon.                                    Ice Skater
                                                                       Gain proficiency in the Performance or Persuasion skill. Add
Engineer                                                               a +1 bonus to all skill checks made by any of your ice
Increase your Int by +1. Add a +1 bonus to all skill checks            Pokémon.
made by any of your electric Pokémon.
Pyromaniac
Increase your Con by +1. Add a +1 bonus to all skill checks
made by any of your fire Pokémon.
Gardener
You gain proficiency in Nature. Add a +1 bonus to all skill
checks made by any of your grass Pokémon.
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    Trainer Paths                                                          Poké Mentor:
    There are many ways and reasons to train Pokémon. At the               You have a nurturing touch and a skill for mentoring
    2nd level, depending on your long term goals, choose one of            Pokémon to bring out the best in them. Beginning at level 2,
    the following paths:                                                   your TMs can be used twice before breaking.
                                                                           Pokéchef:
    Ace Trainer                                                            You excel at creating meals for your Pokémon, seemingly out
    Your goal is to become one of the strongest trainers in the            of nothing. At level 5, you are frequently prepared with an
    world, and so you excel in battle. Beginning at level 2, all of        "Edible Treat" for Pokémon, healing 2d4+2 hit points when
    your Pokémon gain a +1 bonus to their attack and damage                given as an action. You can use this feature a number of times
    rolls.                                                                 equal to 1 + your Wisdom modifier. This pool resets at each
                                                                           long rest.
    Battle Master:
    When you reach level 5, you gain a number of battle dice (d6)          Cheerleader:
    equal to 1 + your Wisdom modifier (minimum of 1). You may              At level 9, once per short rest, you may use a bonus action to
    assign one of these to any of your Pokémon to be added to a            boost all allied Pokémon with inspiring words. Until your
    single attack or damage roll, after the result of the initial roll.    next turn, you may add your CHA modifier (minimum of 1) to
    You replenish your pool of battle dice at each long rest.              all allied attack rolls OR damage rolls OR AC. In addition,
                                                                           your Pokéchef treat now heals 3d10+6 hit points.
    Max Potential:
    Certain trainers choose to excel in one area, utilizing it to its      Master Teacher:
    fullest potential. When you reach level 9, choose to increase          You have become an incredibly skilled teacher, and move
    all of your Pokémon’s speed by 10, increase their STR by 1,            learning is accelerated under your leadership. When you
    increase their DEX by 1, or increase their CON by 1.                   reach level 15, your Pokémon's moves may be learned and
                                                                           unlearned at each long rest instead of level up. In addition,
    Rapid Switching:                                                       your Pokéchef treat now heals 4d12+10 hit points.
    When you reach level 15, you can recall and release Pokémon
    as a bonus action instead of a standard action. You may use            Researcher
    this feature a number of times equal to 1 + your Wisdom
    modifier (minimum of 1). This pool resets at each long rest. A         You wish to learn more about Pokémon and the secrets that
    Pokémon may not be switched out until after the end of its             they hold within. Beginning at level 2, due to your heightened
    first full turn in combat (Unless by item or move like Volt            understanding of your Pokémon, you may increase any skill
    Switch, U-Turn, etc).                                                  check your Pokémon makes by your trainer's Wisdom or
                                                                           Intelligence modifier (minimum of 1). You must choose which
    Hobbyist                                                               at the time you choose this path.
    You choose to dabble in a variety of skills to take care of your       Analyst:
    Pokémon. At level 2, select one additional Specialization and          A keen mind allows you to discern details about a Pokémon
    two new skill proficiencies for your trainer.                          others might overlook. At level 5, you can make a DC 12
                                                                           Investigation check as a bonus action to determine a
    Versatile:                                                             Pokémon’s level and identify one of its abilities as determined
    At level 5, you gain a number of skill dice (d6) equal to 1 +          by the DM.
    your WIS modifier (minimum of 1). You may assign one of
    these to any of your Pokémon to be added to a single skill             Evolutionary Expert:
    check or saving throw, after the result of the initial roll. You       At level 9, your understanding of the secrets behind Pokémon
    replenish your pool of skill dice at each long rest.                   evolution allows you to enhance the process. When one of
                                                                           your Pokémon evolves, you may use two of its evolution
    Many Faces:                                                            points to spend on a feat.
    At level 9, you may select a second-, fifth-, or ninth-level
    feature of any of the other trainer path.                              Professor:
                                                                           At level 15, you are an expert in your field. At any time, you
    Skill Switch:                                                          may use a bonus action to identify all of a target's known
    At level 15, you are a master of teaching your Pokémon new             moves. In addition, you learn and call out a target's weak
    strategies to aid in battle. At each long rest, choose a feat          spots, granting +2 to the attack rolls of all allied Pokémon
    from the “Additional Feats” section of page 18 for all of your         within 60 feet of you until the end of your next turn. You may
    Pokémon to know for that day. The feat may be changed at               use this feature a number of times equal to 1 + your
    each long rest.                                                        Intelligence modifier (minimum of 1). This pool resets at each
                                                                           long rest.
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Pokémon Collector                                                      Drawing Power:
Your fascination with all the different types of Pokémon of the        Your Pokémon are trained to draw power from each other.
world drives your need to collect them all. Beginning at level         When you reach level 5, Pokémon of the same type as your
2, you now have expertise in Animal Handling, doubling your            specialized types add 2 to their attack rolls.
proficiency in this skill.                                             Storing Power:
Gotta Catch ‘Em All:                                                   Your skills within your specialized types give your Pokemon a
At level 5, once per long rest, you may roll an Animal                 great defensive power. When you reach level 9, all of your
Handling check with advantage, even if the opponent is not             carried Pokémon within your specialized types have
suffering from a negative status effect.                               resistance to a choice of one of your specialization types,
                                                                       determined at the time of gaining this feature. This type may
Catching Expert:                                                       never change, so choose wisely. If a Pokémon was once
At level 9, any Pokémon you catch are instantly healed of              vulnerable to that type, it now takes the regular amount of
their status ailments and have full health. In addition, you           damage.
may now add your Charisma modifier to any catching                     Releasing Power:
attempt.                                                               Your Pokémon are masters of their own types, focusing their
Disciplined Strikes:                                                   energy in every attack they make. When you reach level 15,
At level 15, you have trained your Pokémon to hold back or             for Pokémon of the same types you are specialized in, their
unleash power when necessary. When damaging a Pokémon                  STAB can be added to any damaging move of their choosing,
enough to cause it to faint, you can choose to bring it to 1 HP        even if it is a different type from their own.
instead.
                                                                       Commander
Nurse                                                                  You rule over your Pokémon with an iron fist, demanding
You have a pure heart and a healing spirit. You want the best          respect and forming an unbreakable bond with your team.
for your Pokémon, and that involves always keeping them in             When you choose this path at level 2, your starter’s Loyalty
tip-top shape. When you choose this path at level 2, gain              increases to “Loyal”. In addition, all of your Pokémon double
proficiency in the Medicine skill. At each long rest or                the saving throw and HP bonuses from positive Loyalty
Pokémon center visit, your held Pokémon gain temporary hit             levels.
points equal to your level.
                                                                       Follow Me:
Pure Heart:                                                            You have a firm hand, but a trusting presence. When you
Your kindness radiates to all those around you. Starting at            reach level 5, any new Pokémon you catch get a +1 bonus to
level 5, you have a pool of healing power that replenishes             Loyalty. In addition, your Pokémon's Loyalty level cannot be
when you take a long rest. As an action, you can touch a               decreased by losing a battle.
willing creature and restore any number of hit points from
this pool. The total pool is equal to your trainer level x 5.          Show Me What You’ve Got:
                                                                       Your confidence and leadership inspire your Pokémon to
Healing Spirit:                                                        reach deep inside themselves for unknown power. At level 9,
Your healing spirit is transferred to your Pokémon. When you           once per short rest, one of your Pokémon may double all
reach level 9, whenever you use a consumable that heals your           damage dice from one of its moves OR activate a single move
Pokémon, or your Pokémon uses a healing move, roll the                 from one tier above moves that it currently can learn. (For
dice twice and take the higher result.                                 example: A level 4 Bulbasaur can use Sleep Powder - a move
                                                                       only available at level 6 and above.) In the case of Pokémon
Joy:                                                                   that are already at the highest move tier level, it may double
You have ascended to an ultimate Pokémon healer. When you              the damage dice OR activate any unknown move in its stat
reach level 15, once after each long rest, you can spend 1             block. The choice to use this feature to double damage dice
hour to gain a similar advantage as visiting a Pokémon                 can occur after the result of the attack roll or saving throw
Center. Up to six Pokémon of your choice are fully healed and          from the move is known.
cured of all status effects.
                                                                       We’re a Team:
Type Master                                                            Your commanding presence is felt by all ally Pokémon on the
                                                                       battlefield. When you reach level 15, you may use a bonus
You feel drawn to the elements, focusing your skills into a            action to speak a commanding phrase. Until the end of your
particular type of Pokémon. Beginning at level 2, increase the         next turn, all allied Pokémon within 60 feet of you have
STAB of any Pokémon that is the same type as your                      advantage on their attacks. You may use this feature a
specialization by +1 at all levels. If you select multiple             number of times equal to 1 + your Charisma modifier
specializations at later levels, the bonus applies to the new          (minimum of 1). This pool resets at each long rest.
type as well. If your Pokémon is dual-type and you are
specialized in both types, the bonus is +2.
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    Grunt                                                                  Not This Time:
                                                                           At level 15, your Pokémon are trained to be unrelenting in
    Whether current or aspiring evil team member, your goal is to          battle, never holding back. After an opponent rolls a saving
    cast down all goody two shoe trainers and rise up in the               throw for one of your Pokémon's moves, you may increase the
    ranks! Beginning at level 2, gain a pool of “Shadow Points”            DC by up to 5 points if it would cause a failure, spending a
    equal to your level. Your point pool increases with each level,        "Tactical Point" for each increase.
    and resets on each long rest. At level 2, you gain access to the
    “Sabotage” ability. As a reaction, you may spend any number            Ranger
    of points to decrease the total result of an attack roll
    including modifiers) that hits your Pokémon if it would cause          You are comfortable in the wild, and have an incredible
    the attack to miss. The natural attack roll is unaffected by this      respect for Pokémon in their natural habitat. When you
    ability for purposes of move effects, and attacks with a               choose this path at level 2, gain proficiency in Nature and
    natural roll of 20 may not be decreased at all.                        Survival. If you were already proficient, gain expertise. In
                                                                           addition, your walking speed increases by 5, and you gain a
    And Make It Double                                                     climbing and swimming speed equal to your walking speed.
    You know the ins and outs of what it means to be a part of an
    evil team! At level 5, gain access to the “Dark Advantage”             Deep Connection:
    ability, allowing you to spend 3 Shadow Points to roll                 You have the innate ability to communicate with Pokémon on
    advantage on any skill check, attack roll or saving throw by           a different level than others. At level 5, you can cast the
    you or your Pokémon.                                                   "Speak with Animals" spell to attempt to communicate with a
                                                                           willing Pokémon, understanding their response in your own
    Surrender Now                                                          language. Each day, you can use this feature a number of
    You have made it to the top ranks, commanding authority                times equal to your WIS or CHA modifier (minimum of 1).
    through your influence of the Shadow Arts. When you reach
    level 9, you gain the “Sinister Dodge” ability. As a reaction,         Strong Bond:
    you may spend 4 shadow points to add one level of resistance           Your Pokémon team understands that they are in this journey
    to a move that damages one of your Pokémon. (Vulnerable ->             together. At level 9, you can bond with up to two Pokémon at
    Neutral, Neutral -> Resistant, Resistant -> Immune)                    each long rest.
    Prepare to Fight                                                       Best Friends:
    With the evolution of your Shadow Abilities through your               At level 15, you may have two Active Pokémon to roam the
    intense training, you and your Pokémon accept the darkness             world with you, outside their balls. In battle, on your turn, you
    within and harness it. At level 15, gain access to the “Copy           follow the same rules as if you have one Active Pokémon. The
    Meowth” ability, allowing you to spend 5 Shadow Points for             three of you can still move up to your movement speeds, but
    any of your Pokémon to invoke the “Me First” reaction.                 one action/reaction/bonus action is still shared by the group.
                                                                           If any one of your Pokémon faints, you may release another to
    Tactician                                                              take its place.
    You have an eye for detail and a unique set of skills to use in
    battle. Beginning at level 2, you gain a pool of "Tactical
    Points" equal to your trainer level. Your point pool increases
    with each level, and resets after each long rest. At level 2,
    when a Pokémon regains hit points from an item or move,
    you may increase the amount by 1d4 for each "Tactical Point"
    spent.
    Directed Strike:
    You know precisely where to hit a Pokémon for the maximum
    amount of damage. At level 5 and higher, you can spend 2
    "Tactical Points" to roll the damage for an attack twice,
    taking the higher result.
    Raise Your Defenses:
    You are quickly able to sense an incoming blow to your
    Pokémon. At level 9 and higher, you can use a reaction to
    expend up to 3 of your "Tactical Points" to add to a
    Pokémon's AC, if it would cause an attack to miss.
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Guru                                                                   Pokémon Breeder
You and your Pokémon are connected by way of more than                 You have a fascination with Pokémon that has led you down
just trainer and beast. Your past has trained you to be in             the path of raising them carefully to create specific
complete control of your Mind, Body, and Spirit, and you               improvements in their species. Beginning at level 2, when you
transfer that aura to your Pokémon. When you choose this               attempt to breed two Pokémon, you may add your WIS
path at level 2, you gain proficiency in the Persuasion skill. In      modifier to the d20 roll for a successful attempt.
addition, Pokémon not yet able to be controlled by you are set
at the "Indifferent" loyalty level instead of "Disloyal" until the     Tender Love and Care
Control Upgrade is met.                                                As a Breeder, you have studied Pokémon eggs and know just
                                                                       what they need to create the perfect environment for optimal
Mind                                                                   growth, no matter the species. When you reach level 5, gain
Your presence in battle keeps your Pokémon at ease, so that            advantage on all rolls that reduce the incubation counter for
they can fully focus on the task at hand without distraction. At       Pokémon egg hatching times.
level 5, all of your Pokémon are proficient in Wisdom saving
throws and have advantage on the roll to avoid failing                 Good Genes
confusion.                                                             Your skill as a Breeder shines as people around begin to
                                                                       notice how much stronger your Pokémon seem to be than
Body                                                                   their typical counterparts. When you reach level 9, any
You have trained your Pokémon to focus deep within                     Pokémon you hatch (or have hatched) from an egg gains 2
themselves to unleash their full potential. At level 9, all of your    points to add to its abilities, or spend on a feat.
Pokémon have access to both of their non-hidden abilities (if
two are available). In addition, the Tireless feat now costs one       Master of Traits
ASI point instead of two at levels 4, 8, 12, 16, or 20. If any of      You are a master of your craft, able to raise a new Pokémon
your Pokémon already has this feature, they may gain one               to your perfect specifications. When you reach level 15, for
ASI at this time.                                                      any future hatched Pokémon, you may ignore the roll and
                                                                       hand-pick the Gender, Nature, and Ability of the resulting
Spirit                                                                 Pokémon (from available options). In addition, if any of your
Your connection to your Pokémon is masterful. Trainer and              future hatched Pokémon inherits at least one Egg Move, you
beast move together in perfect harmony. At level 15, you may           may replace the inherited move(s) with any other move(s)
control a Pokémon as if it were an extension of your body. At          from its Egg Moves list.
the beginning of your turn, you may activate this feature to
add your WIS modifier to all attack OR damage rolls your
Pokémon makes until the beginning of your next turn. The
option of attack OR damage must be selected each time this
is activated, and cannot change during the round. You may
use this feature a number of times equal to 1 + your Wisdom
modifier (minimum of 1), resetting this pool at each long rest.
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     2. Catching Pokémon
     Catching Pokémon, much like in the original game, is crucial
     to your success as a Pokémon trainer. There are several rules
     to follow when catching Pokémon:                                           Throw Pokéball
                                                                                Casting Time: 1 action
          A trainer can hold no more than their Pokéslots allow. If a
          trainer’s Pokéslots are full when a Pokémon is caught, the            Range: 60 feet
          trainer must choose one Pokémon to send to their PC.                  Components: Pokéball
          A Pokéball is destroyed on a failed catch attempt.
          A caught Pokémon retains its level, all status effects, and           You hurl a Pokéball at a wild Pokémon in attempt to
          current HP at the time of the catch.                                  capture it. Make an Animal Handling skill check. You
          It is impossible for a Trainer to catch a Pokémon greater             have advantage on the throw if the Pokémon is
                                                                                poisoned, restrained, asleep, burning, confused,
          than their current level.                                             paralyzed, or frozen.
          A caught Pokémon is given the minimum amount of
          experience for that Pokémon’s level to start.                         The DC to catch a Pokémon is equal to:
          A fainted Pokémon cannot be caught.                                   10 + Pokémon’s Base SR (rounded down) +
          Catching a Pokémon gives 1/5 the normal XP.                           Pokémon level + Remaining HP / 10 (rounded
                                                                                down)
        There may be Pokémon in the wild that are friendly and
     happy to join you in your adventures. For those that need a                Note: Bonuses are added to your throw depending
     little more coaxing, the mechanics of catching a Pokémon are               on which type of Pokéball you use. See the item list
     much like casting a spell that everyone knows.                             for the different types of Pokéballs.
      For Example
      You are a Level 5 Trainer and want to capture a level 3 Pikachu (Base SR 1/2). The DM knows you have knocked its health down to
      15/18, and your Bellsprout has poisoned it. The DM would calculate your DC to capture it as:
      Starting value: 10
      + Pokémon SR: 1/2 rounded down = 0
      + Pokémon Level: 3
      + Current HP / 10: 1.5 rounded down = 1
      = 14
      You would have to roll a 14 or higher on an Animal Handling check to capture the Pikachu with a regular Pokéball, and have advantage
      because the Pikachu is poisoned!
     Note: It is at the discretion of the DM to reveal any information regarding the DC to capture Pokémon, but the player should at
     least know whether or not the chance is impossible due to level constraints.
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3. Pokémon Care
Active Pokémon                                                         Pokémon Nature
At all times, a trainer must have an Active Pokémon. This              Each Pokémon has their own personality - their own wants,
Pokémon stays outside their Pokéball and roams around with             needs, likes and dislikes. Taking care of your Pokémon
the trainer as their adventuring partner. If this Pokémon              means building a trusting relationship with them and
faints, the trainer must choose a new Active Pokémon at that           accepting them for who they are. As such, any Pokémon you
time. If a battle were to be triggered, the Active Pokémon is          come into contact with has its own Nature that affects their
the first one to fight until switched out. At the end of battle,       ability scores and sticks with them for their entire life. The
they resume status as the Active Pokémon. A trainer can                following table can be used by the DM to randomly give
switch out their Active Pokémon at any time, except                    Pokémon a nature with a roll of a d20. When you choose your
immediately before entering a battle or during an                      starter, you may choose any of the following with their effects.
instantaneous call for a check or saving throw in which there
is no time to do so. (DMs should discourage meta-gaming.
Players should always have a legitimate reason for switching            d20      Nature                        Effect
Active Pokémon in the role play.)                                        1      Reckless            +2 Strength, -2 Dexterity
                                                                         2        Rash             +2 Strength, -2 Constitution
Healing                                                                  3        Brave              +2 Strength, -2 Wisdom
There are three ways to heal your Pokémon.                               4      Arrogant            +2 Strength, -2 Charisma
  Bring them to a Pokécenter.                                            5       Skittish           +2 Dexterity, -2 Strength
  Take a long or short rest                                              6        Hasty           +2 Dexterity, -2 Constitution
  Give them potions or food.
                                                                         7      Energetic           +2 Dexterity, -2 Charisma
Pokécenters:                                                             8       Clumsy              +2 Dexterity, -2 Wisdom
Pokécenters are small hospital-like facilities that can heal             9      Apathetic         +2 Constitution, -2 Dexterity
your Pokémon to full health, status, and recover all PP in less
than 30 minutes. Free for those with Trainer Licenses, they              10     Stubborn           +2 Constitution, -2 Wisdom
can be found across the world in abundance.                              11     Grumpy            +2 Constitution, -2 Charisma
                                                                         12      Relaxed           +2 Constitution, -2 Strength
Rests:
                                                                         13      Careful             +2 Wisdom, -2 Strength
Long rests take at least eight hours and refresh all Pokémon
health, statuses, and PP.                                                14      Curious           +2 Wisdom, -2 Constitution
  Short rests can be as little as a half an hour and recover hit         15     Naughty              +2 Wisdom, -2 Charisma
points based on normal 5e rules. PP is not recovered on                  16     Cheerful            +2 Charisma, -2 Strength
short rests, and short rests do not revive fainted Pokémon.
                                                                         17       Sassy             +2 Charisma, -2 Dexterity
Potions/Food:                                                            18     Innocent             +2 Charisma, -2 Wisdom
Perishable items can be given to a Pokémon as an action to               19       Hardy                 +1 AC, -2 Dexterity
instantly restore hit points or temporarily increase abilities.
                                                                         20      Nimble                 + 1 AC, -2 Strength
                                                                       Bonding
                                                                       Bonding with your Pokémon is an important part of any
                                                                       trainer’s routine. At each long rest, you have the ability to take
                                                                       special time to bond with your active Pokémon. Bonding with
                                                                       a Pokémon can take the form of practicing, eating together,
                                                                       playing games, or simply just enjoying one another’s
                                                                       company. Bonding with your Pokémon has two main benefits
                                                                       that last until your next long rest:
                                                                           The Pokémon gains temporary hit points equal to its level
                                                                           The Pokémon gains inspiration
      -1      Upset     Upset Pokémon hold a small grudge against their trainers that affects them in battle. Pokémon at this level
                        add -1 to any saving throw they make.
                        A neutral Pokémon acts normally with no stat modifiers. It responds to its trainers commands and acts on
       0     Neutral    its own accord outside of combat as an Active Pokémon. Most freshly caught Pokémon begin at this level
                        or lower depending on the circumstances of their catch.
      +1     Content A content Pokémon shows a fondness and respect for their owners. Caught Pokémon very rarely begin at
                     any loyalty level higher than this. Pokémon at this level gain an additional +1 to any saving throw they make.
                        A pleased Pokémon puts great trust in their owners, and enjoys spending quality time with them.
                        Pokémon at this level gain the same saving throw bonus as the "Content" level. In addition, they increase their
      +2     Pleased    maximum HP by half their level (rounded up) and gain one skill proficiency of their choice. (In the case where a
                        Pokémon would dip below this Loyalty and come back, the same skill must be selected. If a Pokémon would
                        evolve and gain an identical skill naturally, it may choose a different proficiency at that time.)
                        Pokémon at this level have an incredible bond with their trainers, willing to risk their own life for their
                        trainer's safety. Pokémon at this level gain the same saving throw bonus and chosen skill proficiency as the
      +3      Loyal     "Pleased" level. In addition, their maximum HP increase becomes equal to their level, and they gain
                        "expertise" in a single existing skill proficiency of their choice. (If a Pokémon chooses "expertise" in a natural
                        skill proficiency that it would lose due to evolving, the Pokémon maintains proficiency, but loses "expertise" in
                        that skill.)
12
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4. Battling
Being a master of your Pokémon in battle is one of the most
important parts of this game. Pokémon have their own set of            Recalling/Releasing
moves, stats, and levels to gain.                                      A trainer may switch out a Pokémon as an action on their
                                                                       turn. If a trainer’s Pokémon faints, it can be switched out
Combat                                                                 immediately as a free action when its trainer is in range.
Combat in Pokémon 5e is not much different than what you                  In order to recall a Pokémon back to its Pokéball, your
are used to, with a few exceptions:                                       trainer must be within 60 feet of the creature. If a
   At the start of a battle, you make one initiative roll for both        Pokémon faints outside of this range, it may not be
   you and your Pokémon using your trainer's initiative                   switched until the trainer is within range. A Pokémon
   bonus.                                                                 released must appear anywhere within 15 feet of the
   Only one Pokémon of yours may be on the battlefield at                 trainer.
   once.                                                                  When a Pokémon returns to its Pokéball, concentration
   Changing out a Pokémon before it has fainted takes up an               ends and all move and item-based buffs and debuffs are
   action, but changing out a Pokémon when it faints can be               nullified. Examples include any effects from Focus Energy,
   done immediately as a free action. A Pokémon may not be                Harden, Sand Attack, Disable, X-Attack, Stockpile, etc.
   switched out until after the end of its first full turn in             Status effects remain in effect and pause their round
   combat (unless by item or move like Volt Switch, U-Turn,               duration (for Asleep and Confusion), but damage is not
   etc.)                                                                  taken from Poison and Burn while inside the Pokéball.
   On your turn, both your trainer and your active Pokémon                If a Pokémon switches in to replace another on the same
   have a movement up to their speed, but only one of you                 turn, the Pokémon’s speed is reduced by any amount of
   may take an action/bonus action. (Trainer may bonus                    movement made by the original creature.
   while Rattata may act) A Pokémon Trainer’s job on their
   turn is to assist their Pokémon in battle by interacting            Moves/Move Powers
   with the environment, providing potions or boosts,                  Your Pokémon have several moves to choose from in battle,
   commanding their Pokémon to attack, or attempting to                and can learn more as they advance levels or are given TMs.
   run away.                                                           Moves in Pokémon 5e work similarly to spells in 5e. Each
   You MUST have a Pokémon in the battle at all times. If              move has a number of Power Points (PP) that determine
   you have no remaining Pokémon, you lose the battle. A               how many times the move can be used. Refilling PP can be
   battle loss results in you losing half your total money             done by resting your Pokémon, or using an item such as
   (rounded up), all carried Pokémon lose 1 level of loyalty,          Ether.
   and you must immediately use a revive or find a                        Most moves have at least one Move Power – the focused
   Pokécenter.                                                         abilities of that move. Move Powers can be any of the six
   If a Pokémon runs out of PP for all moves, the only move            main abilities, and determine which ability modifier to use for
   it can use is Struggle. Struggle can be used at any time,           attack, damage, and saving throw DC. This ability modifier is
   regardless of PP remaining in other moves.                          referenced simply as "MOVE" in move descriptions seen
                                                                       later in this manual.
Trainer Actions                                                        Attack Roll Bonus = MOVE + Proficiency
In Pokémon battles, a trainer's main job is to interact with           Damage Bonus = MOVE (+ STAB if applicable)
the environment, issue commands, and keep their Pokémon                Saving Throw DC = 8 + Proficiency + MOVE
in the fight by administering boosts or potions. There are
strict laws governing the world of Pokémon and any trainer
vs. trainer combat is strictly prohibited, the penalty being the       Readying an Action
loss of one's Trainer License. As such, trainers may not target        A Pokémon can choose to use the action on their turn to
other trainers or a trainer's Pokémon in battle. All is fair in        "ready" one of their Moves to use as a reaction that triggers
wild Pokémon encounters, however. A trainer may assist                 after a set of circumstances determined by the player. In
their Pokémon in battle, or defend against any incoming                order to ready a Move, the Move must be selected and PP
attacks.                                                               reduced. Readying a Move and waiting for the perfect
                                                                       moment to activate it requires concentration. If concentration
Attacks of Opportunity                                                 breaks before the trigger, the Move cannot be used and the
                                                                       PP is lost.
If a Pokémon leaves the melee range of another without
using the Disengage action, or when not returning to a
Pokéball, the opponent may use a melee move that has a time
of "1 action" immediately as a reaction. The move costs the
normal amount of PP.
                                                                                                                                         13
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     Pokémon Speeds                                                         Reach
     The following are some additional clarifications and things to         The "Reach" of a Pokémon is the maximum distance the
     keep in mind regarding special types of movement speed.                Pokémon can attack a target in melee range. If a creature
                                                                            leaves the reach of a Pokémon, an attack of opportunity is
     Flying and Hover                                                       triggered. In Pokémon 5e, creatures that are "Large" or
     Flying and Hovering Pokémon have nearly unlimited height               smaller have a standard 5 feet of reach, while those bigger
     potential with their speeds. As such, they have a decent-sized         than "Large" have 10 feet of reach.
     advantage on the battlefield, able to often take away melee
     attacks in one on one situations with the right strategy. I’ve         Running Away
     made an effort to expand the ranges of moves like Smack                If trainers get caught up in a fight with wild Pokémon they do
     Down that work to counter this strategy, but here are some             not think they can win against, they can attempt a group DEX
     Pokémon 5e-specific rules when facing or using Pokémon                 check as an action on a PC’s turn, contested by the DEX
     with a fly speed:                                                      ability score of the wild Pokémon involved in the combat.
        Maintaining flight while accurately attacking at range              More PCs need to succeed than fail. Tie goes to the runner. In
        requires a good deal of focus and energy for a creature.            case of a fail, trainers may not attempt to run away again until
        Any ranged attacks used by Pokémon in mid flight have               that PC’s next turn (one full round).
        disadvantage if the target is beyond half the move’s
        maximum range. If the move requires a saving throw,                 Death Saving Throws
        those Pokémon beyond half the maximum range have
        advantage on the roll. A Pokémon with “hover” is only               There are none for Pokémon. When your Pokémon reaches 0
        considered in “mid-flight” if it is more than 10 feet off the       HP, it faints, and you must replace it with another available
        ground.                                                             Pokémon in your inventory immediately as a free action.
        If a flying or hovering Pokémon's flying or hover speed is          Damage Types
        reduced to zero (by becoming restrained, incapacitated by
        a status, hit with a move that forces the Pokémon to fall           Pokémon 5e replaces the standard 5e damage types
        prone, etc.), the Pokémon will fall to the ground. Those            (bludgeoning, slashing, etc.) with fire, water, ice, grass,
        with a flying speed will take 1d6 typeless damage for every         ground, rock, electric, fighting, ghost, psychic, poison, bug,
        10 feet they fall, up to a maximum of 20d6. Those with a            steel, dark, fairy, and normal.
        hover speed will fall, but slow enough that they do not take
        fall damage.                                                        Vulnerability/Resistance/Immunity
     Burrowing                                                              Unlike the games, vulnerability and resistance follow 5e
                                                                            rules, which means a Pokémon vulnerable to a damage type
     Some Pokémon are natural-born diggers, able to churn                   would take twice the damage. A Pokémon resistant would
     through sand, mud, dirt, snow, and ice more easily than other          take half the damage. There is no "double vulnerability" or
     creatures.                                                             "double resistance" due to dual types.
        A Pokémon can use its full burrow speed to move parallel            The multiplier for vulnerability and resistance is applied after
        to the ground, just below the surface, in dirt, mud, sand,          all other effects of damage are calculated.
        snow, or ice. A creature that moves in this way is still able
        to be targeted by attacks and attacks of opportunity as if it       If a Pokémon is "immune" to a damage type, it is immune to
        would be above ground. If the Pokémon attempts to                   all damage and secondary effects of damaging moves of that
        descend further, it is treated as difficult terrain. A              type, but still may be affected by non-damaging moves of that
        burrowing creature leaves a tunnel in its path which is             type. (Example: A normal-type Pokémon is immune to
        considered difficult terrain for any creature without a             damage and flinch chance of Astonish, but can be Confused
        burrowing speed.                                                    by Confuse Ray)
     Raised/Grounded                                                        Critical Hits
     Certain moves affect "Raised" and "Grounded" creatures                 Due to the large availability of moves/items/abilities that
     differently.                                                           increase critical hit range, a “critical hit” in this system
                                                                            means that you double the damage dice for the roll. The
         A "Raised" creature is any creature currently utilizing its        ONLY critical hit that is an “automatic” hit in Pokémon 5e is
         flying or hover speed, or those with the "Levitate" ability,       a natural 20. No exceptions.
         holding an "Air Balloon", or under the effect of the
         "Magnet Rise" or "Telekinesis" moves.
         A "Grounded" creature is any creature without or not
         currently utilizing a flying or hover speed, or one that is
         knocked prone or has its flying or hover speed reduced to
         zero.
14
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5. Pokémon & Character Advancement
Pokémon Experience
Experience points (XP) are rewarded to Pokémon for
successfully defeating other Pokémon, or given out at the              Pokémon Leveling
DM’s discretion when the players complete a particularly
difficult challenge. Catching a Pokémon also gives                      Level Prof Bonus Features                              STAB
experience, but at 1/5 the normal amount. XP can be                      1st       +2                                          +0
distributed to a player’s Pokémon in any amount, but only
Pokémon that took an action in the fight can be rewarded.                2nd       +2       New Move                           +0
Fainted Pokémon can also be given XP as long as they were                3rd       +2       STAB Increase                      +1
in the fight. If two or more people battle against a single
Pokémon, the XP given to each player to distribute is                    4th       +2       Ability Score Improvement          +1
determined by the DM. See the Appendix for more                          5th       +3       Proficiency/Damage Increase        +1
information on XP based on SR and Pokémon level.                         6th       +3       New Move                           +1
   Pokémon level up immediately unless fainted, in which
case may only level up after becoming conscious again. Each              7th       +3       STAB Increase                      +2
time a Pokémon levels up, it gains HP equal to a roll of its hit         8th       +3       Ability Score Improvement          +2
dice + CON, retroactive with increased CON scores.                       9th       +4       Proficiency Increase               +2
       Level         XP Needed                                          10th       +4       New Move/Damage Increase           +2
        2nd          200                                                11th       +4       STAB Increase                      +3
        3rd          800                                                12th       +4       Ability Score Improvement          +3
        4th          2,000                                              13th       +5       Proficiency Increase               +3
        5th          6,000                                              14th       +5       New Move                           +3
        6th          12,000                                             15th       +5       STAB Increase                      +4
        7th          20,000                                             16th       +5       Ability Score Improvement          +4
        8th          30,000                                             17th       +6       Proficiency/Damage Increase        +4
        9th          44,000                                             18th       +6       New Move                           +4
       10th          62,000                                             19th       +6       STAB Increase                      +5
       11th          82,000                                             20th       +6       Ability Score Improvement          +5
       12th          104,000
       13th          128,000
       14th          158,000
       15th          194,000                                           Ability Score Improvement:
       16th          234,000                                           The Pokémon gains a number of points to add to its abilities.
       17th          278,000
                                                                       (Max of 20, before nature)
       18th          326,000                                              A Pokémon that is part of an evolutionary line with three
                                                                          stages gains 2 ASI points at levels 4, 8, 12, 16, and 20.
       19th          382,000                                              A Pokémon that is part of an evolutionary line with two
       20th          450,000                                              stages gains 3 ASI points at levels 4, 8, 12, 16, and 20.
                                                                          A Pokémon that is part of an evolutionary line with one
New Move:                                                                 stage gains 4 ASI points at levels 4, 8, 12, 16, and 20.
Any move in a Pokémon's stat block at the appropriate level            When a Pokémon gains these points, it may spend 2 of them
or lower can be learned. Pokémon cannot have more than                 on a feat of its choice, instead of an ability score increase.
four moves at a time without the Extra Move Feat. Moves can            (Only one feat may be purchased for one-stagers)
only be replaced when a Pokémon gains a level, and must be
chosen from the Pokémon’s current move list at a level at or           Same-Type Attack Bonus (STAB)
below their current level.                                             Your Pokémon gains a bonus to damage rolls when it uses an
                                                                       attack move type that is the same as their Pokémon type.
Damage Increase                                                        STAB may only be added once per move, even for moves that
The damage of each damaging move increases at the                      deal damage over time like Leech Seed, Smog, etc. This
acquired level, as shown in the move description.                      bonus increases as the Pokémon levels up.
                                                                                                                                        15
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Evolution
A Pokémon can evolve into a new form after meeting the appropriate requirements in its stat block, and only at the time of level
up. When a Pokémon evolves, the following occurs, in order:
 1. It keeps its current ability scores, but gains a number of points to add to these scores as determined in its stat block. A
    Pokémon evolved in this way may not use evolution points to raise a single ability score higher than 4 points above the same
    score in their evolved form’s stat block, +/- applicable nature bonus, + any ASI points applied to that stat prior to evolution.
    (Maximum of 20 or higher score as stated in the evolved form’s stat block, before nature). With the exception of the Researcher
    training path feature, these points CANNOT be used for feats.
 2. It gains an HP bonus of double its level.
 3. It acquires the hit dice of its evolved form to increase HP this level and for future rolls.
 4. It acquires the base AC of its evolved form, all new proficiencies, and vulnerabilities/resistances/immunities.
 5. If it loses its current ability by evolving, it should exchange its current known ability for any one of its evolved form's non-hidden
    abilities.
 6. It keeps the known moves it had before evolution, but must learn all future moves from its new move list. Ex: Pikachu evolving
    into Raichu at level 10 cannot learn any of Pikachu's level 10 moves.
 7. If evolving at a level where it would gain ASI (4, 8, 12, 16, or 20), it adds those now.
   Evolution can be delayed at the player’s discretion, but once the decision has been made, the Pokémon cannot evolve until
gaining an additional level.
For clarification, we will walk through each step of the evolution of a Brave-Natured Pikachu at level 10. Each step below matches
up with the numbers above.
STR (11 + 2 = 13) - DEX (15 + 2 = 17) - CON (10 + 2 = 12) - INT (6) - WIS (10 - 2 = 8) - CHA (12)
A wild, Brave (+2 STR, -2 WIS) Raichu at its minimum found level in the Monster Manual has the following ability scores:
STR (12 + 2 = 14) - DEX (18) - CON (15) - INT (6) - WIS (12 - 2 = 10) - CHA (10)
   The rules above state that the ability scores given at evolution can be applied to any abilities just so long as the total for any one
 ability does not surpass 4 more points than it's evolved form at base level in the monster manual, after nature and previous ASI points.
 This means that when giving this particular Pikachu points for evolution, its STR score can not go above 12 + 2 + 4 = 18, its DEX can
 not go above 18 + 2 + 4 = 24 (although the maximum in this case is 20), its WIS can not go above 12 - 2 + 4 = 14, and so on.
2.) The Pikachu is evolving at level 10, so add 20 to its total HP.
   3.) When leveling to 10 and evolving, Pikachu would take on Raichu's hit dice of 1d8 when rolling for additional HP at this level and
 beyond.
4.) A Brave Raichu has AC 15 in the monster manual, so that is its new AC.
   5.) Pikachu's ability is Static. Because Raichu's only ability is Static, it must keep this ability. If Raichu were to (for example only) only
 know "Lightning Rod", you would be forced to change its ability to "Lightning Rod".
   6.) At level 10, Pikachu is able to learn new moves. HOWEVER, because it is evolving at this level, it forfeits the new moves on its
 move list at level 10 and MUST only learn new moves based on the stat block of Raichu. Any moves it currently knows stick with it, but
 any new moves must come from Raichu's stat block. Once an old move from Pikachu's move list is forgotten, it cannot be re-learned
 unless it is also in Raichu's move list.
      This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                  Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Character Advancement
Level ups for trainers happen immediately, and do not require long rests.
Option 1                                                               Option 2:
The level of a character is determined by total levels of the          The level of the trainer is based upon how many Pokémon
character’s X highest leveled Pokémon, where X is the PC’s             the trainer has registered in their Pokédex. Alternatively, the
current number of Pokéslots. The following table can be used           DM can choose to allow trainers to register a Pokémon by
as a guideline for PC leveling.                                        reading a certain book, finding an artifact, speaking to a
                                                                       professor, etc. The following table can be used as a reference
  Character Level          Total Pokémon Levels Needed                 for levels based on number of Pokémon in a Pokédex.
        2nd                                 3
                                                                            Character Level              Pokémon Registered
         3rd                                6
                                                                                  2nd                               8
         4th                                9
                                                                                  3rd                              15
         5th                               12
                                                                                  4th                              25
         6th                               20
                                                                                  5th                              35
         7th                               24
                                                                                  6th                              45
         8th                               28
                                                                                  7th                              58
         9th                               32
                                                                                  8th                              75
        10th                               36
                                                                                  9th                              87
        11th                               50
                                                                                  10th                             100
        12th                               55
                                                                                  11th                             110
        13th                               60
                                                                                  12th                             122
        14th                               65
                                                                                  13th                             138
        15th                               70
                                                                                  14th                             154
        16th                               90
                                                                                  15th                             168
        17th                               96
                                                                                  16th                             178
        18th                              102
                                                                                  17th                             186
        19th                              108
                                                                                  18th                             192
        20th                              114
                                                                                  19th                             197
                                                                                  20th                             200
 For example
                                                                          This option is particularly interesting if a campaign starts
 Ash is currently level 4 and owns four Pokémon at levels 4, 4,
                                                                       at later levels, because players can choose which Pokémon
 3, and 2. He is only given three Pokéslots at this level, so his      they have seen, with DM approval, leading to interesting
 total Pokémon levels for the purpose of leveling his PC is the        backstories.
 sum of his three highest, 4 + 4 + 3 = 11. If he were to level
 one of his level 4 Pokémon to level 5, then he would reach
 5th level because his new total would be 5 + 4 + 3 = 12.
 Because at 5th level, he receives another Pokéslot, his total for
 leveling changes to 5 + 4 + 3 + 2 = 14.
                                                                                                                                         17
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                                                                            Terrain Adept
     Feats                                                                  Your Pokémon is especially skilled when fighting on a
     This supplement allows any feat from the 5e PHB to be                  specific terrain. Choose one of the following terrains when
     selected for trainers, as long as it makes sense with the              selecting this feat. Your Pokémon gains +2 to attack rolls
     campaign setting you are playing in. In addition, the following        when in this terrain. Terrains: Coastal, Swamp, Forest, Arctic,
     D&D 5e feats can be selected for Pokémon instead of taking             Desert, Grassland, Hill, Mountain, Underwater.
     the Ability Score Increase given during the leveling process.
     All of the below feats may only be taken ONCE, except for              Combo Master
     Elemental Adept, which may be chosen for multiple damage               Your Pokémon is an expert in combining strikes against a foe.
     types. Note: In these feats, wherever it says "melee/ranged            When this feat is selected, moves that have the ability to hit
     weapon", use "melee/ranged attack" instead. Unearthed                  more than once, after the same attack roll, are guaranteed to
     Arcana Feats marked with (UA).                                         hit at least twice. (Fury Swipes, Double Slap, Water
                                                                            Shuriken, etc.)
     5e Feats for Pokémon                                                   Able-Bodied
                                                                            Your Pokémon's body is trained to learn from and fight off
        Acrobat (UA)                                                        ailments for long periods of time. The status "grace period"
        Actor                                                               for this Pokémon is extended by two rounds.
        Alert (initiative bonus applied to trainer while you are the
        active Pokémon. Does not stack with trainer Alert feat)             Power Sculptor
        Athlete                                                             Your Pokémon is able to sculpt the power of their moves
        Brawny (UA)                                                         around their allies. For area of effect moves your Pokémon
        Charger (When using melee attacks)                                  activates, choose 1 + MOVE allies in range to automatically
        Durable                                                             succeed on their saving throw against taking damage or an
        Elemental Adept (Choose one of the Pokémon damage                   effect. If the damage is halved for a successful save, they take
        types.)                                                             no damage instead.
        Mobile
        Observant                                                           Melee Master
        Perceptive (UA)                                                     Your Pokémon is a master of close combat.
        Quick-Fingered (UA)
        Resilient                                                              Gain advantage on all attacks of opportunity.
        Savage Attacker                                                        Before you make a melee attack, you can choose to take a
        Sentinel                                                               -5 penalty to the attack roll. If the attack hits, you add +10
        Skilled (Only 1 skill, and not Animal Handling)                        to the attack’s damage (Once per move).
        Skulker                                                             Ranged Master
        Stealthy (UA)                                                       Your Pokémon is a sharpshooter.
        Tough
                                                                               Your ranged attacks ignore half and three-fourths cover
                                                                               Before you make a ranged attack, you can choose to take a
     Additional Feats                                                          -5 penalty to the attack roll. If the attack hits, you add +10
     The following feats (more suitable to this supplement) can                to the attack’s damage (Once per move).
     also be selected by your Pokémon. Each feat may only be                Wrangler
     taken once.                                                            (Can be chosen for Trainers as well) You have developed a
                                                                            unique set of skills that give you the ability to grapple and
     Hidden Ability                                                         hold an opponent down with steady and strong hands. You
     Your Pokémon reaches inside itself to discover a new ability.          gain the following benefits:
     It gains access to the Hidden Ability in its stat block.
                                                                               You have advantage on attack rolls against a creature you
     Extra Move                                                                are Grappling.
     Your Pokémon can know five total moves instead of four.                   You can use your action to try to pin a creature already
                                                                               Grappled by you. To do so, make another grapple check. If
     AC Up                                                                     you succeed, you and the creature are both Restrained
     Your Pokémon’s AC increases by 1. This bonus is included                  until the grapple ends.
     through a Pokémon’s evolutions.                                           When a creature attempts to use their movement to leave
                                                                               your reach without disengaging, you may use your
     Tireless                                                                  reaction to attempt to Grapple the target.
     Your Pokémon endures hours of rigorous training which keep
     it in battle longer than the average Pokémon. Gain +1 PP for
     every move.
18
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
6. Breeding and Eggs
Ah, the birds and the Beedrills. Pokémon do not simply appear out of thin air - they are born into your world as babies and grow
and thrive to become powerful monsters. This guide sets the stage as a simplistic form of Pokémon breeding and egg development
to add variety to every species in your game.
   Pokémon will only breed with other Pokémon owned by                    3              800              12             1700
   the same trainer.                                                      4              900              13             1800
   Pokémon of Loyalty less than +2 refuse to breed.                       5             1000              14             1900
   Two Pokémon can only breed if they are of opposite
   genders and within the same "Egg Group" (explained                     6             1100              15             2000
   later. There are some exceptions to this rule).
   The Pokémon species created will always be at the
   minimum found level of the lowest evolutionary form of              Egg Handling
   the female parent.                                                  An egg is a fragile thing, but for trainers on a budget, your
   Holding an egg takes up one of its trainer's Pokeslots.             bag or backpack can be a suitable place for safe-keeping. A
To determine whether or not a breeding attempt was                     backpack keeps it close to your body for heat, but can leave it
successful, a player will roll a straight d20 against a DC             vulnerable to shaking and damage if the trainer is attacked.
determined by the total Loyalty levels of both parent                  An egg is destroyed once it hits 0 hit points. Extra caution is
Pokémon.                                                               advised when carrying an egg in your bag.
         Total Loyalty                     Success DC                  For the more heavy-pocketed trainers, Incubators may be
               4                              19                       available for sale, offering an artificial, self-contained habitat
                                                                       especially catered to keeping your egg in pristine condition
               5                              18                       while you wait for it to hatch. Once an incubator has been
               6                              17                       used, however, it loses its effectiveness for the next egg and is
                                                                       no better than a backpack.
                                                                                                                                            19
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     You're Expecting!
     Congratulations! You've created an egg! Now to begin the
     long process of patiently waiting for it to hatch. In the               Example:
     meantime, here is how you determine the features of the                 Your trainer attempts to breed their Male Alolan Raticate with
     Pokémon species you may find at the end of its incubation               their Female Luxio. You've checked that both are at least
     period!                                                                 Loyalty +2 and are in the same Egg Group (Field), and have
                                                                             rolled high enough against the DC based on their combined
     1. Species                                                              Loyalties. Success! Huzzah!
     As described above, the resulting Pokémon's species is that
     of the female parent's lowest evolutionary form, and at its              1. The resulting Pokémon will be a level 1 Shinx because (a)
     minimum found level listed in its stat block.                               Shinx is the lowest evolutionary form of the female parent
                                                                                 (Luxio) and (b) the minimum found level of a Shinx in the
     2. Nature                                                                   wild is 1. Its egg may be black with a yellow stripe, blue
                                                                                 with a golden star ... get creative! According to the hatch
     The Nature of the hatched Pokémon should be determined                      time table, this egg begins with an incubation counter of
     by a random d20 roll against the Nature table of the                        250 due to Shinx being of Species Rating 1/4.
     Pokémon Care section of this manual. It is not affected by the           2. Roll a d20 to determine its nature.
     breeding parents.                                                        3. A Shinx appears in the wild at a 50% male/50% female
                                                                                 rate, according to its stat block. Roll a d100. On a result of
     3. Gender                                                                   50 or below, it is a male. On a result of 51 or higher, it is a
     The gender of the hatched Pokémon should be determined                      female.
     by a d100 roll against the Gender Rate in the hatched                    4. Your Alolan Raticate knows the following moves: Quick
     Pokémon's stat block.                                                       Attack, Tackle, Pursuit, and Crunch. Your Luxio knows: Leer,
                                                                                 Tackle, Crunch, and Discharge.
     4. Moves                                                                   Looking at Shinx's stat block, it appears that Shinx would
     A bred Pokémon is unique due to the ability to inherit certain             learn Crunch at level 14. Since both parents known the
     moves from its parents that it may not normally learn, or                  move, and Shinx learns it eventually in its natural
     learn at a later level. At hatching, you may select any "Starting          progression, Crunch moves down to its "Starting Moves"
     Moves" from the Pokémon's move list as its known moves at                  list.
     level 1.                                                                   In Shinx's Egg Moves, listed in its stat block, Quick Attack
                                                                                is an option. Since Alolan Raticate knows it already, Quick
     The following moves are immediately added to a hatched                     Attack is added to its "Starting Moves" list.
     Pokémon's "Starting Moves" pool to be selected:
                                                                              5. Your female Luxio parent currently knows the ability
      1. Any Egg Move listed in the hatched Pokémon's stat block                 "Rivalry". Flip a coin. On a result of heads, Shinx inherits
         that is KNOWN by either parent at the time of breeding.                 "Rivalry". On a result of tails, your ability is chosen at
      2. Any move KNOWN by both parents at the time of                           random from Shinx's available options with another coin
         breeding, so long as it is able to be learned by the hatched            flip.
         Pokémon in its natural progression (excluding TMs)
     5. Abilities
     When an egg hatches, its owner should flip a coin. On a                Special Caveats/Rules
     result of heads, the hatched Pokémon inherits the female               There are just a few circumstances that should be noted here
     parent's current non-hidden ability in place of its own. On a          when considering breeding.
     result of tails, the ability known by the hatched Pokémon
     should be determined at random from its own option by flip              1. Ditto is a very special case of genderless Pokémon. Any
     of a coin, similar to a wild encounter.                                    Pokémon can breed with it, regardless of gender or Egg
                                                                                Group. The species of the hatched Pokémon that results
     Bonus                                                                      from breeding with a Ditto is always based on the "non-
     All hatched Pokémon begin at Loyalty +1 (Content). If a                    ditto" Pokémon, whether male or female.
     Pokémon spends its entire incubation period in your party,              2. Baby and Legendary Pokémon cannot breed. These are
     the Loyalty level becomes +2 (Pleased).                                    listed in the "Undiscovered" Egg Group for convenience.
                                                                             3. Certain species of Pokémon such as Nidoran have specific
                                                                                genders that have their own stat blocks. Breeding with
                                                                                one may result in a Pokémon of a different species than
                                                                                itself. (Example: A Nidoran Female may produce a
                                                                                Nidoran Female or Nidoran Male egg, which should be
                                                                                determined with a d100 roll against the gender rate listed
                                                                                in its stat block.)
20
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Egg Groups                                                             Water 2 Egg Group
Monster Egg Group                                                      Exclusive to Water 2 Group
                                                                       Barboach, Basculin, Bruxish, Carvanha, Chinchou, Finneon,
Exclusive to Monster Group                                             Goldeen, Lanturn, Lumineon, Luvdisc, Qwilfish, Seaking,
Aggron, Amaura, Aron, Aurorus, Bastiodon, Cranidos,                    Sharpedo, Whiscash, Wishiwashi
Cubone, Kangaskhan, Lairon, Larvitar, Lickilicky, Lickitung,
Marowak, Pupitar, Rampardos, Shieldon, Snorlax, Tyranitar              Shares Another Egg Group
                                                                       Alomomola, Gyarados, Inkay, Magikarp, Malamar, Octillery,
Shares Another Egg Group                                               Relicanth, Remoraid, Wailmer, Wailord
Abomasnow, Ampharos, Avalugg, Axew, Bayleef, Bergmite,
Blastoise, Bulbasaur, Charizard, Charmander, Charmeleon,               Water 3 Egg Group
Chikorita, Croconaw, Drampa, Druddigon, Exploud, Fraxure,
Feraligatr, Flaaffy, Gabite, Garchomp, Gible, Grotle, Grovyle,         Exclusive to Water 3 Group
Haxorus, Heliolisk, Helioptile, Ivysaur, Lapras, Loudred,              Anorith, Armaldo, Barbaracle, Binacle, Cloyster,
Mareep, Marshtomp, Meganium, Mudkip, Nidoking,                         Crabominable, Crabrawler, Cradily, Kingler, Krabby, Lileep,
Nidoqueen, Nidoran♀, Nidoran♂, Nidorina, Nidorino,                     Shellder, Tentacool, Tentacruel
Rhydon, Rhyhorn, Rhyperior, Salandit, Salazzle, Sceptile,
Slowbro, Slowking, Slowpoke, Snover, Squirtle, Swampert,               Shares Another Egg Group
Torterra, Totodile, Treecko, Tropius, Turtonator, Turtwig,             Archen, Archeops, Carracosta, Clauncher, Clawitzer,
Tyrantrum, Tyrunt, Venusaur, Wartortle, Whismur                        Corphish, Corsola, Crawdaunt, Drapion, Golisopod, Kabuto,
                                                                       Kabutops, Omanyte, Omastar, Skorupi, Tirtouga, Wimpod
Human-Like Egg Group
                                                                       Bug Egg Group
Exclusive to Human-Like Group
Abra, Alakazam, Beheeyem, Bisharp, Conkeldurr, Croagunk,               Exclusive to Bug Group
Drowzee, Electabuzz, Electivire, Elgyem, Gothita, Gothitelle,          Accelgor, Ariados, Beautifly, Beedrill, Burmy, Butterfree,
Gothorita, Gurdurr, Hariyama, Hitmonchan, Hitmonlee,                   Cascoon, Caterpie, Charjabug, Combee, Durant, Dustox,
Hitmontop, Hypno, Jynx, Kadabra, Machamp, Machoke,                     Escavalier, Forretress, Galvantula, Gligar, Gliscor, Grubbin,
Machop, Magmar, Magmortar, Makuhita, Medicham,                         Heracross, Joltik, Kakuna, Karrablast, Kricketot, Kricketune,
Meditite, Mr. Mime, Pawniard, Sableye, Sawk, Throh,                    Larvesta, Leavanny, Ledian, Ledyba, Metapod, Mothim,
Timburr, Toxicroak                                                     Nincada, Ninjask, Pineco, Pinsir, Scatterbug, Scizor,
                                                                       Scolipede, Scyther, Sewaddle, Shelmet, Shuckle, Silcoon,
Shares Another Egg Group                                               Spewpa, Spinarak, Swadloon, Venipede, Venomoth, Venonat,
Buneary, Cacnea, Cacturne, Chimchar, Gallade, Gardevoir,               Vespiquen, Vikavolt, Vivillon, Volcarona, Weedle, Whirlipede,
Hawlucha, Illumise, Infernape, Kirlia, Lopunny, Lucario,               Wormadam, Wurmple, Yanma, Yanmega
Mienfoo, Mienshao, Monferno, Pancham, Pangoro, Ralts,
Spinda, Volbeat                                                        Shares Another Egg Group
                                                                       Araquanid, Crustle, Cutiefly, Dewpider, Drapion, Dwebble,
Water 1 Egg Group                                                      Flygon, Golisopod, Illumise, Masquerain, Paras, Parasect,
                                                                       Ribombee, Skorupi, Surskit, Trapinch, Vibrava, Volbeat,
Exclusive to Water 1 Group                                             Wimpod
Clamperl, Froakie, Frogadier, Gorebyss, Greninja, Huntail,
Mantine, Mareanie, Palpitoad, Politoed, Poliwag, Poliwhirl,            Mineral Egg Group
Poliwrath, Pyukumuku, Seismitoad, Toxapex, Tympole
                                                                       Exclusive to Mineral Group
Shares Another Egg Group                                               Aegislash, Boldore, Doublade, Garbodor, Geodude, Gigalith,
Alomomola, Araquanid, Azumarill, Bibarel, Bidoof, Blastoise,           Golem, Graveler, Honedge, Klefki, Nosepass, Onix,
Brionne, Buizel, Carracosta, Clauncher, Clawitzer, Corphish,           Probopass, Roggenrola, Steelix, Sudowoodo, Trubbish,
Corsola, Crawdaunt, Croconaw, Delibird, Dewgong,                       Vanillish, Vanillite, Vanilluxe
Dewpider, Dragalge, Dragonair, Dragonite, Dratini, Ducklett,
Empoleon, Feebas, Feraligatr, Floatzel, Gastrodon, Golduck,            Shares Another Egg Group
Horsea, Inkay, Kabuto, Kabutops, Kingdra, Lapras, Lombre,              Avalugg, Bergmite, Cofagrigus, Crustle, Dwebble, Ferroseed,
Lotad, Ludicolo, Malamar, Marill, Marshtomp, Masquerain,               Ferrothorn, Froslass, Glalie, Snorunt, Yamask
Milotic, Mudkip, Octillery, Omanyte, Omastar, Pelipper,
Piplup, Popplio, Primarina, Prinplup, Psyduck, Quagsire,
Relicanth, Remoraid, Seadra, Sealeo, Seel, Shellos, Skrelp,
Slowbro, Slowking, Slowpoke, Spheal, Squirtle, Stunfisk,
Surskit, Swampert, Swanna, Tirtouga, Totodile, Walrein,
Wartortle, Wingull, Wooper
                                                                                                                                       21
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     Flying Egg Group                                                         Dragon Egg Group
     Exclusive to Flying Group                                                Exclusive to Dragon Group
     Aerodactyl, Braviary, Chatot, Crobat, Dartrix, Decidueye,                Bagon, Deino, Goodra, Goomy, Hakamo-o, Hydreigon,
     Dodrio, Doduo, Fearow, Fletchinder, Fletchling, Golbat,                  Jangmo-o, Kommo-o, Salamence, Shelgon, Sliggoo, Zweilous
     Honchkrow, Hoothoot, Mandibuzz, Murkrow, Natu, Noctowl,
     Oricorio, Pidgeot, Pidgeotto, Pidgey, Pidove, Pikipek, Rowlet,           Shares Another Egg Group
     Rufflet, Sigilyph, Skarmory, Spearow, Staraptor, Staravia,               Altaria, Arbok, Axew, Charizard, Charmander, Charmeleon,
     Starly, Swellow, Taillow, Talonflame, Toucannon, Tranquill,              Dragalge, Dragonair, Dragonite, Drampa, Dratini, Druddigon,
     Trumbeak, Unfezant, Vullaby, Xatu, Zubat                                 Ekans, Feebas, Flygon, Fraxure, Gabite, Garchomp, Gible,
                                                                              Grovyle, Gyarados, Haxorus, Heliolisk, Helioptile, Horsea,
     Shares Another Egg Group                                                 Kingdra, Magikarp, Milotic, Noibat, Noivern, Salandit,
     Altaria, Archen, Archeops, Ducklett, Farfetch'd, Hawlucha,               Salazzle, Sceptile, Scrafty, Scraggy, Seadra, Seviper, Skrelp,
     Noibat, Noivern, Pelipper, Swablu, Swanna, Swoobat,                      Swablu, Trapinch, Treecko, Turtonator, Tyrantrum, Tyrunt,
     Togekiss, Togetic, Wingull, Woobat                                       Vibrava
     Amorphous Egg Group                                                      Field Egg Group
     Exclusive to Amorphous Group                                             Exclusive to Field Group
     Banette, Chandelure, Chimecho, Drifblim, Drifloon, Duosion,              Absol, Aipom, Ambipom, Arcanine, Beartic, Bewear, Blaziken,
     Dusclops, Dusknoir, Duskull, Eelektrik, Eelektross, Frillish,            Blitzle, Bouffalant, Braixen, Bunnelby, Camerupt,
     Gastly, Gengar, Gourgeist, Grimer, Gulpin, Haunter, Jellicent,           Chesnaught, Chespin, Cinccino, Combusken, Cubchoo,
     Koffing, Lampent, Litwick, Magcargo, Mimikyu, Misdreavus,                Cyndaquil, Darmanitan, Darumaka, Deerling, Delphox,
     Mismagius, Muk, Palossand, Pumpkaboo, Reuniclus,                         Dewott, Diggersby, Diglett, Donphan, Drillbur, Dugtrio,
     Sandygast, Shuppet, Slugma, Solosis, Spiritomb, Swalot,                  Dunsparce, Eevee, Electrike, Emboar, Emolga, Espeon,
     Tynamo, Weezing, Wobbuffet                                               Espurr, Excadrill, Fennekin, Flareon, Furfrou, Furret,
                                                                              Girafarig, Glaceon, Glameow, Gogoat, Growlithe, Grumpig,
     Shares Another Egg Group                                                 Gumshoos, Heatmor, Herdier, Hippopotas, Hippowdon,
     Castform, Cofagrigus, Gallade, Gardevoir, Gastrodon, Kirlia,             Houndoom, Houndour, Incineroar, Jolteon, Kecleon, Komala,
     Phantump, Ralts, Shellos, Stunfisk, Trevenant, Yamask                    Krokorok, Krookodile, Leafeon, Liepard, Lillipup, Linoone,
                                                                              Litleo, Litten, Luxio, Luxray, Lycanroc, Mamoswine,
                                                                              Manectric, Mankey, Meowstic, Meowth, Mightyena, Miltank,
     Fairy Egg Group                                                          Minccino, Mudbray, Mudsdale, Munna, Musharna, Ninetales,
                                                                              Numel, Oranguru, Oshawott, Panpour, Pansage, Pansear,
     Exclusive to Fairy Group                                                 Passimian, Patrat, Persian, Phanpy, Pignite, Piloswine,
     Aromatisse, Audino, Blissey, Chansey, Clefable, Clefairy,                Ponyta, Poochyena, Primeape, Purrloin, Purugly, Pyroar,
     Fabébé, Floette, Florges, Jigglypuff, Minun, Plusle, Slurpuff,           Quilava, Quilladin, Rapidash, Raticate, Rattata, Rockruff,
     Spritzee, Swirlix, Wigglytuff                                            Samurott, Sandile, Sandshrew, Sandslash, Sawsbuck,
                                                                              Sentret, Shinx, Simipour, Simisage, Simisear, Skiddo,
     Shares Another Egg Group                                                 Skuntank, Slaking, Slakoth, Smeargle, Sneasel, Spoink,
     Azumarill, Breloom, Carbink, Castform, Cherrim, Cherubi,                 Stantler, Stoutland, Stufful, Stunky, Swinub, Sylveon, Tauros,
     Cottonee, Cutiefly, Dedenne, Delcatty, Froslass, Glalie,                 Teddiursa, Tepig, Torchic, Torkoal, Torracat, Typhlosion,
     Granbull, Hoppip, Jumpluff, Manaphy, Marill, Mawile,                     Umbreon, Ursaring, Vaporeon, Vigoroth, Vulpix, Watchog,
     Pachirisu, Phione, Pikachu, Raichu, Ribombee, Roselia,                   Weavile, Yungoos, Zangoose, Zebstrika, Zigzagoon, Zoroark,
     Roserade, Shroomish, Skiploom, Skitty, Snorunt, Snubbull,                Zorua
     Togedemaru, Togekiss, Togetic, Whimsicott
                                                                              Shares Another Egg Group
     Ditto Group                                                              Ampharos, Arbok, Bibarel, Bidoof, Brionne, Buizel, Buneary,
                                                                              Chimchar, Dedenne, Delcatty, Delibird, Dewgong, Ekans,
     Exclusive to Ditto Group                                                 Empoleon, Exploud, Farfetch'd, Flaaffy, Floatzel, Golduck,
     Ditto                                                                    Granbull, Infernape, Lopunny, Loudred, Lucario, Mareep,
                                                                              Mawile, Mienfoo, Mienshao, Monferno, Nidoking, Nidoqueen,
                                                                              Nidoran♀, Nidoran♂, Nidorina, Nidorino, Nuzleaf, Pachirisu,
                                                                              Pancham, Pangoro, Pikachu, Piplup, Popplio, Primarina,
                                                                              Prinplup, Psyduck, Quagsire, Raichu, Rhydon, Rhyhorn,
                                                                              Rhyperior, Scrafty, Scraggy, Sealeo, Seedot, Seel, Serperior,
                                                                              Servine, Seviper, Shiftry, Skitty, Snivy, Snubbull, Spheal,
                                                                              Spinda, Swoobat, Togedemaru, Wailmer, Wailord, Walrein,
                                                                              Whismur, Woobat, Wooper
22
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Grass Egg Group
Exclusive to Grass Group
Amoonguss, Bellossom, Bellsprout, Bounsweet, Carnivine,
Comfey, Exeggcute, Exeggutor, Fomantis, Foongus, Gloom,
Lilligant, Lurantis, Maractus, Morelull, Oddish, Petilil,
Shiinotic, Steenee, Sunflora, Sunkern, Tangela, Tangrowth,
Tsareena, Victreebell, Vileplume, Weepinbell
Shares Another Egg Group
Abomasnow, Bayleef, Breloom, Bulbasaur, Cacnea, Cacturne,
Cherrim, Cherubi, Chikorita, Cottonee, Ferroseed,
Ferrothorn, Grotle, Hoppip, Ivysaur, Jumpluff, Lombre, Lotad,
Ludicolo, Meganium, Nuzleaf, Paras, Parasect, Phantump,
Roselia, Roserade, Seedot, Serperior, Servine, Shiftry,
Shroomish, Skiploom, Snivy, Snover, Torterra, Trevenant,
Tropius, Turtwig, Venusaur, Whimsicott
Gender Unknown Egg Group
Can only breed with Ditto.
Exclusive to Gender Unknown Group
Baltoy, Beldum, Bronzong, Bronzor, Carbink, Claydol,
Cryogonal, Dhelmise, Electrode, Golett, Golurk, Klang, Klink,
Klinklang, Lunatone, Magnemite, Magneton, Magnezone,
Manaphy, Metagross, Metang, Minior, Phione, Porygon,
Porygon-Z, Porygon2, Rotom, Shedinja, Solrock, Starmie,
Staryu, Voltorb
Undiscovered Egg Group
Unable to produce eggs.
Exclusive to Undiscovered Group
Arceus, Articuno, Azelf, Azurill, Blacephalon, Bonsly, Budew,
Buzzwole, Celebi, Celesteela, Chingling, Cleffa, Cobalion,
Cosmoem, Cosmog, Cresselia, Darkrai, Deoxys, Dialga,
Diancie, Elekid, Entei, Genesect, Giratina, Greninja,
Groudon, Guzzlord, Happiny, Heatran, Ho-Oh, Hoopa,
Igglybuff, Jirachi, Kartana, Keldeo, Kyogre, Kyurem,
Landorus, Latias, Latios, Lugia, Lunala, Magby, Magearna,
Mantyke, Marshadow, Melmetal, Meloetta, Meltan, Mesprit,
Mew, Mewtwo, Mime Jr., Moltres, Munchlax, Naganadel,
Necrozma, Nihilego, Palkia, Pheromosa, Pichu, Poipole,
Raikou, Rayquaza, Regice, Regigigas, Regirock, Registeel,
Reshiram, Riolu, Shaymin, Silvally, Smoochum, Solgaleo,
Stakataka, Suicune, Tapu Bulu, Tapu Fini, Tapu Koko, Tapu
Lele, Terrakion, Thundurus, Togepi, Tornadus, Type: Null,
Tyrogue, Unown, Uxie, Victini, Virizion, Volcanion, Wynaut,
Xerneas, Xurkitree, Yveltal, Zapdos, Zekrom, Zeraora,
Zygarde
                                                                                                                                    23
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     7. Other Changes
     Non-Volatile Statuses                                                  Confused:
                                                                            A confused creature is affected immediately and for three
     A Pokémon can only be affected by one non-volatile status at           rounds. During this time, it loses its ability to take reactions
     a time. If a Pokémon is already affected by a non-volatile             and its speed is halved. When a Confused Pokémon uses an
     status, it cannot be affected by another until cured of the            action or bonus action on its turn, it must first roll a d20. On a
     original status.                                                       result of 10 or lower, the Pokémon drops concentration, hurts
     Poisoned:                                                              itself for an amount of typeless damage equal to its
     A poisoned creature has disadvantage on all ability checks             proficiency modifier, and the move fails. On a roll of 16 or
     and attack rolls, and takes an amount of damage equal to its           higher, the status ends immediately.
     proficiency bonus at the end of each of its turns until it faints      Flinched:
     or is cured of its poison. (Poison and Steel types are immune          A flinched Pokémon has disadvantage on any attack roll, skill
     to this status condition)                                              check, or saving throw it makes before the end of its next
     Frozen:                                                                turn. If it activates a move that requires a saving throw during
     A frozen creature is incapacitated and restrained. In combat,          that time, the target has advantage on the roll.
     it can attempt to break free of the ice with a STR save at the         Status "Grace Period"
     end of each of its turns against a DC of 10 + the proficiency
     bonus of the creature that caused this status. Outside of              When a Pokémon recovers from a status effect, they cannot
     combat, the frozen status lasts for one hour. The frozen               succumb to the same effect until after the end of their next
     status ends immediately if the frozen creature takes damage            turn.
     from a move that has the possibility of causing the "burned"
     status. (Ice types are immune to this status condition)                Species Rating (SR)
     Burned:                                                                In Pokémon 5e, each Pokémon is given a "Base Species
     A burned Pokémon rolls all damage rolls twice and takes the            Rating” (SR). This is different than a typical CR rating in
     lower result (this bypasses and does not cancel out with               D&D 5e, and does not fall under the traditional encounter
     things like Savage Attacker, Iron Fist, Weather, etc). In              building rules. SR is a numerical device that signifies the
     addition, the creature takes an amount of damage equal to its          strength of the species as a whole, regardless of level. For
     proficiency bonus at the beginning of each of its turns until it       example, a level 10 Pidgey (Base SR 1/8) is not as strong as a
     faints or is cured of its burns. (Fire types are immune to this        level 10 Bulbasaur (Base SR 1/2). This SR gives a guideline
     status condition)                                                      to compare Pokémon across species, and puts each Pokémon
                                                                            in a different column for experience rewards.
     Paralyzed:                                                             Mounts
     A paralyzed creature has disadvantage on any STR or DEX
     saving throws and moves at half speed. When a paralyzed                There are no hard-and-fast rules for mounting in this manual.
     Pokémon begins its turn, it must first roll a d4. On a result of       Any mountable Pokémon are at the discretion of the DM.
     1, the Pokémon is incapacitated and restrained until the               When you mount an active Pokémon, you take on their
     beginning of their next turn and must forfeit their remaining          walking, swimming, or flying speeds.
     action and bonus action to their trainer. If a creature is
     paralyzed and confused/asleep, the paralysis roll comes first.         A Note on Armor Class
     If it fails, it does not roll to wake or be confused. (Electric        A Pokémon's AC is not necessarily tied to their Dexterity.
     types are immune to this status condition)                             This is intended. AC was assigned with a more formulaic
     Volatile Statuses                                                      approach, blending each Pokémon's DEF, SP. DEF, and
                                                                            SPEED stats from the core games into a single number on a
     A Pokémon can be affected with both a volatile and non-                scale that fits the normal D&D AC range. Think of it as if
     volatile status. Unlike non-volatile statuses, volatile status         each Pokémon gets its own unique "Natural Armor". Any ties
     immediately end outside of combat.                                     to Dexterity are purely coincidental.
     Asleep:                                                                Stat Changes
     A creature that falls asleep is affected immediately and               Unless otherwise noted in the move description, any mention
     through its next three full turns in battle. During this time,         of "stats" and "stat changes" include extra bonuses or forced
     the creature is incapacitated and restrained, and rolls all            changes to speed, AC, attack, damage, saving throws, critical
     saving throws with disadvantage. A sleeping creature can roll          hit chance, or ability scores.
     a d20 when subject to a move AND at the end of each of its
     turns, ending the status immediately on a result of 11 or              "Stacking" Moves
     higher.
                                                                            Moves will state whether they can stack effects. Each
                                                                            stacking instance resets the duration for the move.
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8. Running a Game
Building Encounters                                                    Abilities
There will be essentially two types of encounters in Pokémon           Listed on most every Pokémon's stat block are 1 or 2 special
5e: Wild Pokémon encounters and Trainer Battles.                       abilities unique to the species, and one Hidden Ability. A
                                                                       Hidden Ability may only be available for those Pokémon that
Wild Pokémon:                                                          take the "Hidden Ability" feat, and is added to a Pokémon's
Wild Pokémon encounters should be treated with caution. As             options as an second ability. For the other abilities, for each
a DM, you have a responsibility to continually introduce your          wild encounter, a DM should flip a coin to determine which of
players to new Pokémon of various levels throughout the                the two abilities the Pokémon has (if two are available). A
campaign. Your trainers will want to go out into the                   trainer's starter may select one themselves.
wilderness to gain experience fighting as well as catching                In the case of abilities and evolution, if a Pokémon evolves
new Pokémon. Clusters of Pokémon should contain those of               and the evolved form does not have the current ability in its
high and low levels, and the players should not know what              stat block, it must choose to replace the old ability with a new
those levels are until they have successfully captured a               one from the evolved form's options. A Pokémon may only
Pokémon. It is important to remember that Pokémon of                   ever have abilities available to it on its stat block. (this
higher levels cannot be caught until the trainer has also              includes "Hidden Abilities")
reached that level, and higher leveled Pokémon help players               Exceptions to these rules include those Pokémon who's
progress through their levels without having to do much                design depends on their abilities (Shedinja, Ditto, Slakoth,
training. As such, capture-focused expeditions should contain          Zorua etc.)
several Pokémon of lower levels, while battle-focused
encounters should contain high level Pokémon to present a              Mega Evolution
challenge to the player, perhaps even 1 or 2 Pokémon of                In the games, there are 46 species of Pokémon that can
much higher level than the players.                                    "Mega" evolve, essentially temporarily boosting the forms and
   Experience for wild Pokémon encounters should be given              strength of certain final-stage Pokémon. Each Pokémon
out at the discretion of the DM, based on participation in the         gained certain abilities and required unique items. In an
fight by each PC, or distributed equally among all players.            effort of simplification (which is the theme of this whole
Trainer Battles                                                        Pokémon5e project), ANY final stage Pokémon can Mega
Often in a campaign, your players will come across other               Evolve, requiring only one single Mega Evolution stone in the
trainers that will want to engage in a Pokémon battle.                 game, "Megalite" (see Evolutionary Items section).
Combat for these fights are similar to wild Pokémon
encounters with the exception that an enemy trainer’s
Pokémon cannot be caught by any means.                                  The simplified rules of Mega Evolution are as follows:
   Additionally, Pokémon that belong to an enemy trainer are               A Pokémon may only Mega Evolve at the beginning of its
usually stronger than those found in the wild. When building               turn in combat, if holding Megalite. This temporary
trainer Pokémon, consider the fact that their Pokémon may                  evolution lasts for up to five rounds, and can only be
have started at level 1 and have gone through an evolution or              activated once per trainer per long rest.
two with that trainer. Advance the enemy Pokémon just the                  The Pokémon can only Mega Evolve if it is a final stage
same as a PC would advance their own Pokémon.                              evolution at level 13 or higher.
   It may be a good idea to give the entire party experience               A Mega Evolved Pokémon...
and money for defeating a trainer, in addition to experience                       Changes its physical form (to something mega-cool
gained from each defeated Pokémon.                                                 looking)
                                                                                   Adds temporary hit points equal to double its level
Starting Past Level 1                                                              (that go to zero after the Mega Evolution is over)
You may want to start a game with trainers higher than level                       Increases its AC by 3
1. If this is the case, make sure you follow these additional                      Doubles all of its ability score modifiers for attack,
rules:                                                                             damage, and saving throw rolls/DC.
                                                                           Megalite is a special held item that can never be stolen or
    If using Option 1 for character advancement, the total                 switched by moves or abilities like Covet, Pickpocket, etc.
    levels of a trainer’s Pokémon cannot exceed the minimum
    level as shown in the experience chart.
    None of the trainer’s Pokémon can have a SR above what             For a detailed Mega Evolution ruleset more similar to game
    they can control based on their level.                             mechanics, see FoiledFeline's excellent Mega Evolution rules
    One of the trainer’s Pokémon must be of a SR ½ or lower            here:
    as their starter.                                                  https://drive.google.com/file/d/1p2XBf78On9fPoKLAIflSQ3_uiIffnqxD/vie
                                                                       Experience Points
                                                                       See the Appendix for an example table on rewarding
                                                                       experience for defeating Pokémon based on SR and level.
                                                                                                                                            25
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     Weather
     Weather plays a large role in Pokémon 5e. Many Pokémon have abilities that are affected by the surrounding weather or terrain,
     and weather can impact the power of certain Pokémon types. Be sure to implement weather into your game as much as possible!
     Below is an example d100 table you can roll on at the beginning of each day to determine the weather. Alternatively, it may be fun
     to determine the weather by what is actually happening outside your game table!
        The effects below have been simplified from the main games, and can be completely optional without breaking your own game.
     Each type of move listed in the "Move Types Affected" can roll its damage rolls twice and take the higher result.
     Spring/Summer
       d100             Weather                            Move Types Affected (Optional) - advantage on damage rolls
       1-25         Harsh Sun, Calm                                              Grass, Ground, Fire
      26-35        Harsh Sun, Windy                                 Grass, Ground, Fire, Flying, Dragon, Psychic
      36-65           Cloudy, Calm                                      Normal, Rock, Fairy, Fighting, Poison
      66-75          Cloudy, Windy                        Normal, Rock, Fairy, Fighting, Poison, Flying, Dragon, Psychic
      76-80               Foggy                                                       Dark, Ghost
      81-90           Light Drizzle                                              Water, Electric, Bug
      91-99            Heavy Rain                                                Water, Electric, Bug
       100          Dangerous Storm                                              Water, Electric, Bug
     Fall/Winter
       d100               Weather                           Move Types Affected (Optional) - advantage on damage rolls
       1-15          Harsh Sun, Calm                                                Grass, Ground, Fire
      16-25         Harsh Sun, Windy                                 Grass, Ground, Fire, Flying, Dragon, Psychic
      26-40            Cloudy, Calm                                      Normal, Rock, Fairy, Fighting, Poison
      41-50           Cloudy, Windy                         Normal, Rock, Fairy, Fighting, Poison, Flying, Dragon, Psychic
      51-60                Foggy                                                       Dark, Ghost
      61-70            Light Drizzle                                                Water, Electric, Bug
      71-80             Heavy Rain                                                  Water, Electric, Bug
      81-90             Light Snow                                                       Ice, Steel
      91-99            Heavy Snow                                                        Ice, Steel
       100         Blizzard, Dangerous                                                   Ice, Steel
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Legendary / Boss Battles
Occasionally, a DM might want to throw an extra difficult boss at their players. A giant Onix terrorizing the town? A monstrous
Huntail gobbling up fishing boats in the harbor? A Legendary Pokémon at the end of a long journey? Here are some actions and
abilities you can give to an enemy to boost their deadliness in battle. (DMs should award extra experience for defeating creatures
with one or more of these skills.)
Legendary Grit (X/day)                                                 Legendary Energy 2
If this Pokémon fails a saving throw, it can choose to succeed         This Pokémon has double the normal PP for every move.
instead.
                                                                       Legendary Nimbleness
Legendary Resilience                                                   This Pokémon may move up to its speed without provoking
This Pokémon may sacrifice its action to remove a negative             attack of opportunity.
status effect from itself.
                                                                       Legendary Speed (X/day)
Legendary Resistance (X/day)                                           This Pokémon may double its movement.
When this Pokémon takes damage from a move, it can
choose to halve the total                                              Legendary Toughness
                                                                       This Pokémon's health is based off the maximum hit dice roll
Legendary Attack                                                       for each of its levels.
This Pokémon can sacrifice its action now to make two
attacks on its next turn. (Or make two attacks now and                 Legendary Reflexes
sacrifice its next action)                                             This Pokémon can use two reactions in a round of combat.
Legendary Attack 2                                                     Legendary Knowledge
This Pokémon can make two attacks on its turn.                         This Pokémon can learn moves from anywhere in its move
                                                                       list, regardless of level.
Legendary Attack 3
This Pokémon has a signature move that can be used twice               Legendary Armor (X/day)
in one turn.                                                           As a reaction, this Pokémon may increase its AC by (1, 2, 3) if
                                                                       it would cause an attack to miss.
Legendary Energy
This Pokémon can sacrifice an action to regain all PP for a
single move.
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     9. Items
     Modern Trainer Items
     The following are modernized items for this supplement for use by trainers.
      Item         Description                                                                                                      Cost
      Backpack     A backpack that can hold up to 30 lbs.                                                                           ₽150
      Binoculars You can see objects up to double their size.                                                                       ₽250
      Camping      A kettle that can be placed in or above a campfire for heating up liquids.                                       ₽100
      Kettle
      Camping      A light portable stove that is heated by wood chips.                                                             ₽250
      Stove
      Canteen      A metal or plastic canteen to carry water or other liquids.                                                      ₽50
      Energy Cell A small flat disc, used to provide energy for various powered objects.                                            ₽20
      Flashlight Casts bright light in a 15-foot cone and dim light for an additional 30 feet. Requires a new energy cell           ₽50
                 after 4 hours of use.
      Flashlight, Casts bright light in a 15-foot cone and dim light for an additional 30 feet. Charges in the sunlight - for ₽120
      solar       each hour doing so, it gains and hour of use, up to 4 hours.
      Flint and    A 'D' shaped piece of steel and a square of flint to make a spark to start a fire.                               ₽100
      Steel
      Kit,         Includes special pitons, boot tips, gloves, and a harness. You have advantage on climbing checks and             ₽500
      climbers     you can't fall more than 25 ft. if you do. Add your proficiency modifier to related checks.
      Kit,         Includes pots, pans, utensils and molds for cooking. Used to make foods while in a kitchen or similar            ₽500
      cooking      facility. Add your proficiency modifier to related checks.
                  Includes a wetsuit, diving belt, mask, fins and air tanks. While worn it reduces your movement speed by
      Kit, divers 20 ft., but gives you a swimming speed of 30 ft. In addition you have 2 hours of air, can dive to a depth ₽750
                  of 200 ft. and aren’t affected by the water’s temperature.
      Kit,      Includes clippers, gloves, a spade and watering pale. It's everything needed to gather and care for plants, ₽350
      gardeners berries and apricorn trees. Add your proficiency modifier to related checks.
      Lantern      Casts bright light in a 30-foot radius and dim light for an additional 30 feet. Requires a new energy cell ₽100
                   after 4 hours of use.
      Lantern,     Casts bright light in a 30-foot radius and dim light for an additional 30 feet. Needs to recharge in the         ₽150
      solar        sunlight for a short rest, but otherwise provides 4 hours of light.
      Mess Kit     This stainless steel box contains a cup and simple cutlery. The box clamps together, and one side can            ₽150
                   be used as a cooking pan and the other as a plate or shallow bowl.
      Multi-tool A tool with pliers, scissors, knife and other basic tools. Add your proficiency modifier to related checks. ₽150
      Pocket       A small pocket knife with micro tools. Add your proficiency modifier to related checks.                          ₽50
      Knife
      Ration,      An air tight packet of freeze dried food, add hot water to reconstitute. Provides a daily meal for one           ₽50
      camping      person.
      Rebreather A small breathing apparatus that allow breathing underwater, its filter needs to be replaced after 4               ₽500
                 hours of use.
      Rebreather, A filter for rebreather.                                                                                          ₽50
      filter
      Sleeping     A sleeping bag for one person.                                                                                   ₽250
      Bag
      Solar        A solar charger stores sunlight during a short rest during the day, and can be used to charge two energy ₽250
      Charger      cells during a long rest.
      Tent, small A tent for two people.                                                                                            ₽250
      Tent, large A tent for four people.                                                                                           ₽500
      Tools,       Tools used by tradesmen, such as calligraphers, artists or smiths. Choose one type of artisan tool upon ₽350
      artisan      purchase. Add your proficiency modifier to related checks.
      Tools,       You can add your proficiency modifier to checks when disarming traps or opening locks.                           ₽500
      thieves
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Modern Trainer Packs
 Item             Effect                                                                                                     Cost
 Dungeoneer's Backpack, Climber's Kit, Flashlight, Energy Cell (5), Flint and Steel, Camping Rations (10),                   ₽1,200
 Pack         Canteen, 30ft. Rope.
 Explorer's Pack Backpack, Sleeping Bag, Mess Kit, Flint and Steel, Flashlight, Energy Cell (5), Camping Rations             ₽
                 (10), Canteen, 30ft. Rope.                                                                                  1,200
 Filcher's Pack Backpack, Thieves’ Tools, 20 ft. Wire, Bell, Lantern, Energy Cell (3), Camping Ration (5), Flint and ₽
                Steel, Canteen                                                                                       1,200
     X – Items
     The following items are boosts that may be used to increase your Pokémon’s effectiveness in battle. (Not stackable)
      Item                    Effect                                                                                              Cost
      X Attack                Adds +2 to attack rolls for 1 minute                                                                ₽ 350
      X Defense               Adds +2 to AC for 1 minute                                                                          ₽ 350
      X Special               Increases your Move DC by +2 for 1 minute                                                           ₽ 350
      X Special Defense       Increases saving throws by +2 for 1 minute                                                          ₽ 350
      X Speed                 Increases a speed type by 10 feet for 1 minute                                                      ₽ 350
      Dire Hit                Critical hit range increases by +1 for 1 minute (20 to 19+, 19+ to 18+, etc.                        ₽ 400
      X Accuracy              Grants advantage on next three attack rolls                                                         ₽ 350
      Guard Spec              Prevents status ailments for 1 minute                                                               ₽ 700
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Evolutionary Items
The following items have the power to evolve certain Pokémon once they fulfill the requirements of evolution. An evolution only
occurs at the level up following the requirements being met. An evolution item does not need to be held at the time of evolution,
but the Pokémon does need to come in contact with the object, which is consumed upon evolution. (Megalite is not consumed )
 Item                        Effect                                                                                          Cost
 Alola Stone                 Evolves Pikachu, Exeggcute, Cubone                                                              ₽ 4,000
 Dawn Stone                  Evolves Kirlia and Snorunt                                                                      ₽ 4,000
 Deep Sea Scale/Tooth        Evolves Clamperl                                                                                ₽ 4,000
 Dragon Scale                Evolves Seadra                                                                                  ₽ 4,000
 Dubious Disc                Evolves Porygon2                                                                                ₽ 4,000
 Dusk Stone                  Evolves Misdreavus, Murkrow, Lampent, and Doublade                                              ₽ 4,000
 Electirizer                 Evolves Electabuzz                                                                              ₽ 4,000
 Fire Stone                  Evolves Vulpix, Growlithe, Eevee, and Pansear                                                   ₽ 4,000
 Ice Stone                   Evolves Eevee, Alolan Sandshrew, and Alolan Vulpix                                              ₽ 4,000
 King's Rock                 Evolves Slowpoke and Poliwhirl                                                                  ₽ 4,000
 Leaf Stone                  Evolves Eevee, Gloom, Weepinbell, Exeggcute, Nuzleaf, and Pansage                               ₽ 4,000
 Magmarizer                  Evolves Magmar                                                                                  ₽ 4,000
 Metal Coat                  Evolves Onix, Scyther                                                                           ₽ 4,000
 Moon Stone                  Evolves Nidorina, Nidorino, Clefairy, Jigglypuff, Skitty, and Munna                             ₽ 4,000
 Oval Stone                  Evolves Happiny                                                                                 ₽ 4,000
 Prism Scale                 Evolves Feebas                                                                                  ₽ 4,000
 Protector                   Evolves Rhydon                                                                                  ₽ 4,000
 Razor Claw                  Evolves Sneasel                                                                                 ₽ 4,000
 Razor Fang                  Evolves Gligar                                                                                  ₽ 4,000
 Reaper Cloth                Evolves Dusclops                                                                                ₽ 4,000
 Sachet                      Evolves Spritzee                                                                                ₽ 4,000
 Shiny Stone                 Evolves Togetic, Roselia, Minccino, and Floette                                                 ₽ 4,000
 Sun Stone                   Evolves Gloom, Sunkern, Cottonee, Petilil, and Helioptile                                       ₽ 4,000
 Thunder Stone               Evolves Pikachu, Eevee, Eelektrik, and Charjabug                                                ₽ 4,000
 Up-Grade                    Evolves Porygon                                                                                 ₽ 4,000
 Water Stone                 Evolves Poliwhirl, Shellder, Eevee, Staryu, Lombre, and Panpour                                 ₽ 4,000
 Whipped Dream               Evolves Swirlix                                                                                 ₽ 4,000
 Eviolite                    Permanently prevents a Pokémon from evolving further (See below for details)                    ₽ 4,000
 Megalite                    Allows a final-stage Pokémon to "Mega Evolve" (See Running A Game section)                      Not sold
Eviolite
Eviolite is a consumable "stone" that may be fed to a Pokémon to stop an evolution in progress. When a Pokémon consumes
Eviolite, at any level that the Pokémon would evolve during its natural progression, it gains the hit dice and AC of the next evolved
form (If greater than the current form), an additional maximum HP equal to its level, and gains a number of evolution points to add
to its scores as stated in its stat block, decreased by two. It retains all its current proficiencies and skills, move set, and abilities.
                                                                                                                                             31
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     Berries and Held Items
     Pokémon may be given a single item to hold with varying effects. Some effects are triggered by events, while others may have
     static effects that are always in place. Held items may not be dropped or equipped during battle, unless forced by a move, ability,
     etc. The following is a list of items that can be held and their effects.
     Berries
     Berries are items that can usually be found in nature and many shops and markets. Berries work two ways: (1) They can be used
     as consumable items like restoratives or (2) Can be held to be activated as a free action at the time the trigger in the description is
     met. Unlike the games, the Pokémon can choose when to activate the item in this way - it does not have to be activated on the first
     instance of the trigger.
      Item             Effect                                                                                                     Cost
      Cheri Berry      Cures paralysis. Activated when a Pokémon becomes paralyzed                                                ₽ 200
      Chesto Berry Wakes from sleep. Activated when a Pokémon falls asleep                                                        ₽ 200
      Pecha Berry      Cures poison. Activated when a Pokémon becomes poisoned                                                    ₽ 200
      Rawst Berry      Cures burn. Activated when a Pokémon becomes burned                                                        ₽ 200
      Aspear Berry     Cures freeze. Activated when a Pokémon becomes frozen                                                      ₽ 200
      Leppa Berry      Restores 10 PP to a move. Activated when Pokémon runs out of PP for a move.                                ₽ 500
      Oran Berry       Restores 2d4+2 HP. Activated when Pokémon drops below 50% HP.                                              ₽ 200
      Lum Berry        Cures any negative status effect. Activated when Pokémon is affected with status.                          ₽ 400
      Persim Berry     Cures confusion. Activated when Pokémon becomes confused.                                                  ₽ 200
      Sitrus Berry     Restores 30 HP. Activated when Pokémon drops below 50% HP.                                                 ₽ 800
      Pomeg Berry Permanently lowers Pokémon CON score by 2, but raises Loyalty by 1.                                             ₽ 1,000
      Kelpsy Berry     Permanently lowers Pokémon STR score by 2, but raises Loyalty by 1.                                        ₽ 1,000
      Qualot Berry     Permanently lowers Pokémon AC by 2, but raises Loyalty by 1.                                               ₽ 1,000
      Hondew Berry Permanently lowers Pokémon DEX score by 2, but raises Loyalty by 1.                                            ₽ 1,000
      Grepa Berry      Permanently lowers Pokémon WIS score by 2, but raises Loyalty by 1.                                        ₽ 1,000
      Tomato Berry Permanently lowers Pokémon speed by 10, but raises Loyalty by 1.                                               ₽ 1,000
      Razz Berry       When held by an active Pokémon, trainer gains +1 to catching attempts. (Non-Consumable)                    ₽ 1,000
      Occa Berry       Pokémon takes half damage from a fire-type move. Activates when damaged by fire-type move.                 ₽ 200
      Passho Berry Pokémon takes half damage from a water-type move. Activates when damaged.                                      ₽ 200
      Wacan Berry      Pokémon takes half damage from an electric-type move. Activates when damaged.                              ₽ 200
      Rindo Berry      Pokémon takes half damage from a grass-type move. Activates when damaged.                                  ₽ 200
      Yache Berry      Pokémon takes half damage from an ice-type move. Activates when damaged.                                   ₽ 200
      Chople Berry Pokémon takes half damage from a fighting-type move. Activates when damaged.                                   ₽ 200
      Kebia Berry      Pokémon takes half damage from a poison-type move. Activates when damaged.                                 ₽ 200
      Shuca Berry      Pokémon takes half damage from a ground-type move. Activates when damaged.                                 ₽ 200
      Coba Berry       Pokémon takes half damage from a flying-type move. Activates when damaged.                                 ₽ 200
      Payapa Berry     Pokémon takes half damage from a psychic-type move. Activates when damaged.                                ₽ 200
      Tanga Berry      Pokémon takes half damage from a bug-type move. Activates when damaged.                                    ₽ 200
      Charti Berry     Pokémon takes half damage from a rock-type move. Activates when damaged.                                   ₽ 200
      Kasib Berry      Pokémon takes half damage from a ghost-type move. Activates when damaged.                                  ₽ 200
      Haban Berry      Pokémon takes half damage from a dragon-type move. Activates when damaged.                                 ₽ 200
      Colbur Berry     Pokémon takes half damage from a dark-type move. Activates when damaged.                                   ₽ 200
      Babiri Berry     Pokémon takes half damage from a steel-type move. Activates when damaged.                                  ₽ 200
      Chilan Berry     Pokémon takes half damage from a normal-type move. Activates when damaged.                                 ₽ 200
      Roseli Berry     Pokémon takes half damage from a fairy-type move. Activates when damaged.                                  ₽ 200
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Other Held Items
In addition to evolution items and berries, there are other items that can be given to your Pokémon to hold with various effects.
Reminder: Held items may not be dropped or equipped during battle, unless forced by a move, ability, etc.
 Item             Effect                                                                                                    Cost
 Air Balloon      Pokémon that hold this are immune to ground-type moves. Pops when holder is hit by an attack. ₽ 1,000
 Assault Vest     Pokémon that hold this gain +1 to their AC, but can only use damaging moves.                              ₽ 2,000
 Black Belt       Holder adds prof. bonus to damage from fighting-type moves (once per move).                               ₽ 4,400
 Black Glasses Holder adds prof. bonus to damage from dark-type moves (once per move).                                      ₽ 4,400
 Black Sludge     Restores HP = prof. bonus to poison types (or damages non-poison) at the end of their turns.              ₽ 2,000
 Big Root         HP stealing moves restore an additional 1d12 HP (without additional damage to the target).                ₽ 4,400
 Charcoal         Holder adds prof. bonus to damage from fire-type moves (once per move).                                   ₽ 4,400
 Damp Rock        Holder increases the duration of their Rain Dance and rain effects by 3 rounds.                           ₽ 2,500
 Dragon Fang      Holder adds prof. bonus to damage from dragon-type moves (once per move).                                 ₽ 4,400
 Eject Button     When hit by an attack, holder may switch out as a free action. (Limit 1 per party)                        ₽ 4,000
 Flame Orb        While held, this orb inflicts the burn status at the end of every turn.                                   ₽ 2,000
 Focus Band       Roll a d20 when suffering from the flinched status. On a 10 or higher, you do not flinch.                 ₽ 1,000
 Hard Stone       Holder adds prof. bonus to damage from rock-type moves (once per move).                                   ₽ 4,400
 Heat Rock        Holder increases the duration of their Sunny Day and harsh sun effects by 3 rounds.                       ₽ 2,500
 Icy Rock         Holder increases the duration of their Hail and snow effects by 3 rounds.                                 ₽ 2,500
 King's Rock      On natural attack rolls of 19 or 20, the target flinches.                                                 ₽ 4,000
 Leftovers        Restores HP = prof. bonus at the end of each of their turns.                                              ₽ 4,400
 Life Orb         Holder adds prof. bonus to its damage rolls, but takes the same amount in damage to itself.               ₽ 2,000
 Lucky Egg        XP from battle for this Pokémon is increased by 20%                                                       ₽ 5,000
 Magnet           Holder adds prof. bonus to damage from electric-type moves (once per move).                               ₽ 4,400
 Metal Coat       Holder adds prof. bonus to damage from steel-type moves (once per move).                                  ₽ 4,000
 Miracle Seed     Holder adds prof. bonus to damage from grass-type moves (once per move).                                  ₽ 4,400
 Mystic Water Holder adds prof. bonus to damage from water-type moves (once per move).                                      ₽ 4,400
 NeverMelt Ice Holder adds prof. bonus to damage from ice-type moves (once per move).                                       ₽ 4,400
 Poison Barb      Holder adds prof. bonus to damage from poison-type moves (once per move).                                 ₽ 4,400
 Polkadot Bow Holder adds prof. bonus to damage from fairy-type moves (once per move).                                      ₽ 4,400
 Quick Claw       Increase initiative roll by +3 while this Pokémon is active.                                              ₽ 1,000
 Razor Claw       Increases critical hit range by 1 (20 to 19+, etc.)                                                       ₽ 4,000
 Scope Lens       Increases critical hit range by 1 (20 to 19+, etc.)                                                       ₽ 2,500
 Sharp Beak       Holder adds prof. bonus to damage from flying-type moves (once per move).                                 ₽ 4,400
 Shell Bell       Restores HP = prof. bonus after activating a move that damages at least one creature.                     ₽ 4,400
 Silk Scarf       Holder adds prof. bonus to damage from normal-type moves (once per move).                                 ₽ 4,400
 Silver Powder Holder adds prof. bonus to damage from bug-type moves (once per move).                                       ₽ 4,400
 Smoke Ball       Guarantees a success in an attempt to flee from wild Pokémon battles.                                     ₽ 4,400
 Smooth Rock Holder increases the duration of their Sandstorm effects by 3 rounds.                                          ₽ 2,500
 Soft Sand        Holder adds prof. bonus to damage from ground-type moves (once per move).                                 ₽ 4,400
 Soothe Bell      Resets the Loyalty rating of a Pokémon to +0.                                                             ₽ 6,000
 Spell Tag        Holder adds prof. bonus to damage from ghost-type moves (once per move).                                  ₽ 4,400
 Toxic Orb        While held, this orb inflicts the poison status at the end of every turn.                                 ₽ 2,000
 Twisted Spoon Holder adds prof. bonus to damage from psychic-type moves (once per move).                                   ₽ 4,400
 Wide Lens        Holder gains +1 to all attack rolls.                                                                      ₽ 4,400
                                                                                                                                      33
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Pokémon-Specific Held Items
     The following are held items that only affect single species of Pokémon. Reminder: Held items may not be dropped or equipped
     during battle, unless forced by a move, ability, etc.
      Item                    Effect                                                                                              Cost
      Arceus Plate            Changes the typing of Arceus and the move "Judgement"                                               N/A
      Deep Sea Scale          While a Clamperl holds this, their AC is increased by 1                                             ₽ 4,000
      Deep Sea Tooth          While a Clamperl holds this, their STAB increases by 1                                              ₽ 4,000
      DNA Splicer             Allows Kyurem to fuse into Black or White form.                                                     N/A
      Genesect Drives         Casettes that change the typing of Genesect's move "Techno Blast"                                   N/A
      Gracidea Flower         A beautiful flower that allows Shaymin to change forms.                                             ₽ 1,400
      Griseous Orb            Allows Girantina to switch forms. Its Dragon and Ghost moves double STAB bonus.                     ₽ 7,000
      Light Ball              Raises Pikachu's MOVE power modifier by +1                                                          ₽ 1,400
      Lucky Punch             Increases Chansey's critical hit range by 1 (20 to 19+, etc.).                                      ₽ 1,200
      Memory Disc             Changes the typing of Silvally and its Multi Attack                                                 N/A
      Metal Powder            When held by Ditto, its CON score increases by +3                                                   ₽ 1,200
      N-Solarizer             Allows Necrozma to fuse with Solgaleo to create Dusk Mane Necrozma                                  N/A
      N-Lunarizer             Allows Necrozma to fuse with Lunala to create Dawn Wings Necrozma                                   N/A
      Stick                   Increases Farfetch's critical hit range by 1 (20 to 19+, etc.).                                     ₽ 1,200
      Reveal Glass            Allows Thundurus, Landorus, and Tornadus to change forms                                            N/A
      Thick Club              Doubles the STAB bonus of Cubone, Marowak, or Alolan Marowak's moves.                               ₽ 4,400
      Prison Bottle           Allows Hoopa to change forms                                                                        N/A
     Pokémon-Specific Consumables
      Item                    Effect                                                                                               Cost
      Red Nectar              When fed to an Oricorio, it changes form to Oricorio Baile Style                                     ₽ 400
      Yellow Nectar           When fed to an Oricorio, it changes form to Oricorio Pom-Pom Style                                   ₽ 400
      Pink Nectar             When fed to an Oricorio, it changes form to Oricorio Pa'u Style                                      ₽ 400
      Purple Nectar           When fed to an Oricorio, it changes form to Oricorio Sensu Style                                     ₽ 400
     Vitamins
     Vitamins are rare and expensive items that can be used to permanently increase the stats of your Pokémon. Pokémon will refuse
     any additional item classified as a vitamin after three total have been used.
      Item           Effect                                                                                                    Cost
      Protein        Increase STR by 1 (Max 20 before Nature)                                                                  ₽ 4,900
      Iron           Increase DEX by 1 (Max 20 before Nature)                                                                  ₽ 4,900
      Calcium        Increase CON by 1 (Max 20 before Nature)                                                                  ₽ 4,900
      Zinc           Increase WIS by 1 (Max 20 before Nature)                                                                  ₽ 4,900
      Carbos         Increase CHA by 1 (Max 20 before Nature)                                                                  ₽ 4,900
      HP Up          Increase maximum HP by the maximum roll of one of your hit dice.                                          ₽ 8,800
      PP Up          Increase the max PP of one move by 2. (Max of double original PP)                                         ₽ 8,800
34
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                         Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Miscellaneous
 Item          Effect                                                                                                       Cost
 Exp Share     A creature holding this item receives up to half of the total experience gained in each combat               ₽ 7,500
               while in the party.
 Ability       A consumable item that allows a Pokémon to switch the non-hidden ability it knows (if two                    ₽ 5,000
 Capsule       options are available)
Pokédex
A hand-held computer with an advanced camera and image recognition software given to trainers at the start of their journey. A
trainer can use a bonus action to register a Pokémon (that hasn't fainted) within 50 feet using the Pokédex's scanner. Doing so
registers the Pokémon on the Pokédex, and reveals the base SR and some brief facts about the species.
Fishing Rods
Fishing Rods are used to fish. They are two-handed items and come in three varieties; Old Rods, Good Rods, and Super Rods. Old
Rods cost ₽ 1000, Good Rods cost ₽ 5,000, and Super Rods cost ₽ 15,000. The type of Pokémon you can catch with a fishing rod
depends on which rod you use and where you use them. Fishing for a Pokémon takes one hour. The DM may ask for a d100 roll,
with rarer Pokémon appearing at a higher result, and an unsuccessful catch at a lower result.
   Old Rod: Magikarp
   Good Rod: Alomomola, Azumarill, Barboach, Basculin, Bibarel, Briionne, Bruxish, Buizel, Carvanha, Chinchou, Clamperl,
   Clauncher, Corphish, Corsola, Crawdaunt, Croconaw, Dewpider, Dewott, Ducklett, Feebas, Finneon, Frillish, Froakie,
   Frogadier, Goldeen, Horsea, Inkay, Kabuto, Krabby, Lanturn, Lombre, Lotad, Luvdisc, Magikarp, Mantyke, Mareanie, Marill,
   Marshtomp, Mudkip, Octillery, Omanyte, Oshawott, Palpitoad, Piplup, Poliwag, Poliwhirl, Popplio, Prinplup, Psyduck,
   Pyukumuku, Quagsire, Qwilfish, Remoraid, Seel, Shellder, Shellos, Skrelp, Slowpoke, Spheal, Squirtle, Staryu, Stunfisk,
   Surskit, Tentacool, Tirtouga, Totodile, Tympole, Tynamo, Wailmer, Wartortle, Whiscash, Wimpod, Wingull, Wishiwashi, Wooper
   Super Rod: Araquanid, Blastoise, Carracosta, Clawitzer, Cloyster, Dewgong, Dragalge, Empoleon, Feraligatr, Floatzel,
   Gastrodon, Golduck, Golisopod, Gorebyss, Greninja, Gyarados, Huntail, Jellicent, Kabutops, Kingdra, Kingler, Lapras, Ludicolo,
   Lumineon, Malamar, Mantine, Milotic, Omastar, Politoed, Poliwrath, Primarina, Relicanth, Samurott, Seadra, Seaking, Sealeo,
   Seismitoad, Sharpedo, Slowbro, Slowking, Starmie, Swampert, Tentacruel, Toxapex, Wailord, Walrein
                                                                                                                                      35
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     TMs
     The tables below contain a list of moves that can be taught to your Pokémon, even if they do not learn them in their natural
     progression of leveling. TMs are destroyed after one use.
     Note: If a TM move is replaced, it can only be relearned by purchasing another TM.
     TMs
      TM                            Cost          TM                            Cost          TM                              Cost
      01 - Work Up                  ₽8,000        36 - Sludge Bomb              ₽7,200        71 - Stone Edge                 ₽8,000
      02 - Dragon Claw              ₽6,000        37 - Sandstorm                ₽8,400        72 - Volt Switch                ₽5,600
      03 - Psyshock                 ₽6,000        38 - Fire Blast               ₽8,400        73 - Thunder Wave               ₽5,000
      04 - Calm Mind                ₽5,500        39 - Rock Tomb                ₽5,200        74 - Gyro Ball                  ₽5,500
      05 - Roar                     ₽4,000        40 - Aerial Ace               ₽5,200        75 - Swords Dance               ₽8,000
      06 - Toxic                    ₽8,000        41 - Torment                  ₽6,000        76 - Fly                        ₽7,200
      07 - Hail                     ₽8,000        42 - Facade                   ₽5,600        77 - Psych Up                   ₽4,500
      08 - Bulk Up                  ₽6,000        43 - Flame Charge             ₽4,400        78 - Bulldoze                   ₽5,200
      09 - Venoshock                ₽5,200        44 - Rest                     ₽6,000        79 - Frost Breath               ₽5,200
      10 - Hidden Power             ₽5,200        45 - Attract                  ₽4,000        80 - Rock Slide                 ₽5,600
      11 - Sunny Day                ₽4,400        46 - Thief                    ₽5,200        81 - X-Scissor                  ₽6,000
      12 - Taunt                    ₽4,400        47 - Low Sweep                ₽5,200        82 - Dragon Tail                ₽5,200
      13 - Ice Beam                 ₽7,200        48 - Round                    ₽5,200        83 - Infestation                ₽2,800
      14 - Blizzard                 ₽8,400        49 - Echoed Voice             ₽4,000        84 - Poison Jab                 ₽6,000
      15 - Hyper Beam               ₽10,800       50 - Overheat                 ₽10,000       85 - Dream Eater                ₽8,000
      16 - Light Screen             ₽4,400        51 - Steel Wing               ₽5,600        86 - Grass Knot                 ₽6,500
      17 - Protect                  ₽8,000        52 - Focus Blast              ₽8,800        87 - Swagger                    ₽5,000
      18 - Rain Dance               ₽4,400        53 - Energy Ball              ₽7,200        88 - Sleep Talk                 ₽4,500
      19 - Roost                    ₽5,600        54 - False Swipe              ₽4,000        89 - U-Turn                     ₽5,600
      20 - Safeguard                ₽6,000        55 - Scald                    ₽6,000        90 - Substitute                 ₽7,500
      21 - Frustration              ₽3,600        56 - Fling                    ₽4,500        91 - Flash Cannon               ₽6,000
      22 - Solar Beam               ₽8,800        57 - Charge Beam              ₽4,400        92 - Trick Room                 ₽5,000
      23 - Smack Down               ₽4,400        58 - Sky Drop                 ₽5,200        93 - Wild Charge                ₽7,200
      24 - Thunderbolt              ₽7,200        59 - Brutal Swing             ₽5,200        94 - Surf                       ₽7,200
      25 - Thunder                  ₽8,400        60 - Quash                    ₽5,600        95 - Snarl                      ₽4,400
      26 - Earthquake               ₽8,000        61 - Will-O-Wisp              ₽6,000        96 - Nature Power               ₽5,000
      27 - Return                   ₽5,200        62 - Acrobatics               ₽4,400        97 - Dark Pulse                 ₽6,000
      28 - Leech Life               ₽6,000        63 - Embargo                  ₽5,000        98 - Waterfall                  ₽6,000
      29 - Psychic                  ₽7,200        64 - Explosion                ₽14,000       99 - Dazzling Gleam             ₽6,000
      30 - Shadow Ball              ₽6,000        65 - Shadow Claw              ₽5,600        100 - Confide                   ₽4,400
      31 - Brick Break              ₽5,600        66 - Payback                  ₽4,400
      32 - Double Team              ₽7,000        67 - Smart Strike             ₽5,600
      33 - Reflect                  ₽8,000        68 - Giga Impact              ₽10,800
      34 - Sludge Wave              ₽7,200        69 - Rock Polish              ₽8,000
      35 - Flamethrower             ₽7,200        70 - Aurora Veil              ₽2,500
36
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
10. Move List
The following is a list of all moves a Pokémon can learn during the game, in alphabetical order. The “Move Power” is the ability
used for modifiers to the move, or to calculate DC for saving throws. If a Move Power states “Ability 1/Ability 2”, that means that
either ability can be used for the move.
Absorb                                                                 Acid Spray
Type: Grass                                                            Type: Poison
Move Power: STR/DEX                                                    Move Power: DEX/CON
Move Time: 1 action                                                    Move Time: 1 action
PP: 15                                                                 PP: 10
Duration: Instantaneous                                                Duration: 1 minute
Range: Melee                                                           Range: 30ft
Description: You attempt to absorb some of a target’s health.          Description: You spit a spray of acidic fluid that works to
  Make a melee attack. On a hit, the creature takes 1d4 +                melt away a creature's defense. Make a ranged attack
  MOVE grass damage. Half the damage done is restored by                 against a target, dealing 1d6 + MOVE poison damage on a
  the user.                                                              hit. On a hit, the target must make a CON save against your
Higher Levels: The damage dice roll for this move changes                Move DC. On a failure, the target's AC is reduced by 1 for
  to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.              the duration. This decrease may be stacked on a creature,
Accelerock                                                               up to a maximum of -3 to its AC.
Type: Rock                                                             Higher Levels: The damage dice roll for this move changes
Move Power: DEX                                                          to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Move Time: 1 bonus action                                              Acrobatics
PP: 15                                                                 Type: Flying
Duration: Instantaneous                                                Move Power: DEX
Range: Melee                                                           Move Time: 1 action
Description: You smash into a target at high speed. As a               PP: 5
  bonus action, you can immediately move up to 10ft and                Duration: Instantaneous
  make a melee attack against a creature in range without              Range: Melee
  taking an attack of opportunity, doing 1d4 rock damage on            Description: You nimbly attack a target with acrobatic
  a hit.                                                                 prowess. Make a melee attack, dealing 3d6 + MOVE flying
Higher Levels: The damage dice roll for this move changes                damage on a hit. If you are holding an item when you
  to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.             activate this move, the damage is halved.
Acid                                                                   Higher Levels: The damage dice roll for this move changes
Type: Poison                                                             to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
Move Power: DEX                                                        Acupressure
Move Time: 1 action                                                    Type: Normal
PP: 15                                                                 Move Power: None
Duration: Instantaneous                                                Move Time: 1 action
Range: Self (30ft cone)                                                PP: 20
Description: You create a stream of hot acid in a 30 foot              Duration: 1 minute
  cone, centered on you. Creatures caught in the cone must             Range: Self
  make on a DEX save, taking 1d6 + MOVE poison damage                  Description: You apply pressure to different stress points on
  on a fail, and half as much on a success.                              your body, boosting a random ability for the duration.
Higher Levels: The damage dice roll for this move changes                When activating this move, roll a d6 and gain the following
  to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.              boost based on the result. When activated on subsequent
Acid Armor                                                               turns, any previous effect ends.
Type: Poison                                                           d6            Effect              d6           Effect
Move Power: CON                                                         1      +1 to attack rolls        4     +1 to saving throws
Move Time: 1 action
PP: 10                                                                  2     +2 to damage rolls         5     Critical Hit range +1
Duration: 1 minute, Concentration                                       3     +10 temporary HP           6      +1 to Armor Class
Range: Self
Description: You are surrounded by a shield of thick acid for
  the duration. During this time, your AC increases by 2, and
  any creature that hits you with a melee attack must
  succeed on a CON save or take 1d6 poison damage.
Higher Levels: The damage dice roll for this move changes
  to 2d6 at level 10
                                                                                                                                       37
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Aerial Ace                                                             Air Cutter
     Type: Flying                                                           Type: Flying
     Move Power: DEX                                                        Move Power: DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 15
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Melee                                                           Range: 30ft
     Description: You dive at a creature with such speed that it is         Description: You create a gust of razor-like wind to slash a
       impossible for them to avoid. This move is guaranteed to               creature. Make a ranged attack against a creature, doing
       hit for 1d6 + MOVE flying damage, unless during the                    1d10 + MOVE flying damage on a hit. This move scores a
       invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.              critical hit on 19 and 20.
     Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
       to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Aeroblast                                                              Air Slash
     Type: Flying                                                           Type: Flying
     Move Power: STR/DEX                                                    Move Power: DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 10
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Self (50ft line)                                                Range: 30ft
     Description: You shoot out a powerful vortex of air that               Description: You slash at a creature with a blade of sharp air.
       shreds through creatures. Any creature caught in a 50 foot             Make a ranged attack on a creature, dealing 1d12 + MOVE
       line, 5 feet wide, must make a DEX save against your Move              flying damage on a hit. On a natural attack roll of 15 or
       DC, taking 3d10 + MOVE flying damage on a fail, and half               higher, the target flinches.
       as much on a save.                                                   Higher Levels: The damage dice roll for this move changes
     Higher Levels: The damage dice roll for this move changes                to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
       to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.            Ally Switch
     After You                                                              Type: Psychic
     Type: Normal                                                           Move Power: None
     Move Power: None                                                       Move Time: 1 action
     Move Time: 1 bonus action                                              PP: 10
     PP: 3                                                                  Duration: Instantaneous
     Duration: Instantaneous                                                Range: 50ft
     Range: 50ft                                                            Description: You use a strange psychic power to teleport
     Description: As a bonus action, choose a creature in range               yourself and one willing creature in range, switching places
       that has not yet taken its turn in the current round. The              on the battlefield.
       target must immediately take its turn now, and return to             Amnesia
       normal initiative order in the next round.
                                                                            Type: Psychic
     Agility                                                                Move Power: None
     Type: Psychic                                                          Move Time: 1 bonus action
     Move Power: None                                                       PP: 10
     Move Time: 1 bonus action                                              Duration: 1 minute
     PP: 15                                                                 Range: Self
     Duration: 1 minute, Concentration                                      Description: Your mind elevates to a new level of focus. Add
     Range: Self                                                              +2 to any saving throw you make for the duration, but
     Description: You hone your abilities and feel a surge of speed           select one of your moves that is not Amnesia. You forget
       course through your veins. Increase your movement speed                that move and cannot use it for the duration.
       by 20 feet for the duration. Applicable to any movement
       type the creature has.
38
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Anchor Shot                                                            Aqua Tail
Type: Steel                                                            Type: Water
Move Power: STR/DEX                                                    Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 15                                                                 PP: 5
Duration: Instantaneous                                                Duration: Instantaneous
Range: 20ft                                                            Range: Melee
Description: You attempt to entangle a target with your                Description: You lash out with your tail to strike a creature.
  anchor chain while attacking. Choose a target within range             Make a melee attack, dealing 2d8 + MOVE water damage
  and make a ranged attack on that creature, dealing 2d6 +               on a hit.
  MOVE steel damage on a hit. On a hit, the target becomes             Higher Levels: The damage dice roll for this move changes
  restrained and cannot flee or be switched out. The target              to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  may make a STR saving throw against your Move DC at                  Arm Thrust
  the beginning of each of its turns to attempt to release
  themselves from the chain.                                           Type: Fighting
Higher Levels: The damage dice roll for this move changes              Move Power: STR/DEX
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Move Time: 1 action
                                                                       PP: 10
Ancient Power                                                          Duration: Instantaneous
Type: Rock                                                             Range: Melee
Move Power: STR/DEX                                                    Description: You unleash a flurry of fists on a creature. Make
Move Time: 1 action                                                      a melee attack roll, doing 1d4 + MOVE fighting damage on
PP: 3                                                                    a hit. After successfully hitting a target, roll a d4. On a
Duration: Instantaneous                                                  result of 3 or 4, you may immediately hit again for an
Range: Melee                                                             additional 1d4 fighting damage. Continue this process until
Description: You lash out with unknown inner power. Make a               you fail to roll a 3 or 4 on the d4 roll, up to a maximum of
  melee attack roll against a creature, doing 1d10 + MOVE                four additional hits.
  rock damage on a hit. On a natural attack roll of 19 or 20,          Higher Levels: The damage dice roll for this move changes
  all of your ability scores go up by 1 while you remain in              to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  battle. This move can be stacked for a maximum of +5 to              Aromatherapy
  all ability scores.
Higher Levels: The damage dice roll for this move changes              Type: Grass
  to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.             Move Power: None
                                                                       Move Time: 1 action
Aqua Jet                                                               PP: 3
Type: Water                                                            Duration: Instantaneous
Move Power: DEX                                                        Range: Self (10ft radius)
Move Time: 1 bonus action                                              Description: You release a pleasant aroma that empowers
PP: 15                                                                   your allies. All allies within a 20 foot circle, centered on
Duration: Instantaneous                                                  you, are cured of all negative status ailments.
Range: Melee                                                           Aromatic Mist
Description: You lunge at a creature with incredible speed.
  Choose a target within 10 feet of you. A burst of water              Type: Fairy
  propels you towards that creature, avoiding all attacks of           Move Power: None
  opportunity. Make a melee attack on that creature, dealing           Move Time: 1 action
  1d4 water damage on a hit.                                           PP: 5
Higher Levels: The damage dice roll for this move changes              Duration: 1 minute
  to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.           Range: 5ft
                                                                       Description: You release an aroma that inspires your allies.
Aqua Ring                                                                When you activate this move, you and any ally within 5 feet
Type: Water                                                              of you may add a d4 to any saving throw they make for the
Move Power: None                                                         duration.
Move Time: 1 bonus action                                              Higher Levels: The bonus dice roll for this move changes to
PP: 5                                                                    a 1d6 at level 10
Duration: 1 minute, Concentration
Range: Self
Description: You surround yourself with a veil of healing
  water. At the end of each of your turns, as long as you hold
  concentration, regain a number of hit points equal to your
  proficiency bonus.
                                                                                                                                        39
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Assist                                                                 Aura Sphere
     Type: Normal                                                           Type: Fighting
     Move Power: None                                                       Move Power: STR/DEX
     Move Time: 1 bonus action                                              Move Time: 1 action
     PP: 10                                                                 PP: 5
     Duration: Varies                                                       Duration: Instantaneous
     Range: Varies                                                          Range: 30ft
     Description: You call upon the help of another active                  Description: You focus your aura into a concentrated blast
       creature in your party. When activating this Move, another             that strikes a creature in range. This move is guaranteed to
       creature may immediately take an action in place of your               hit for 1d6 + MOVE fighting damage, except when
       own, if you have not already taken an action this turn.                targeting a creature in the invulnerable stages of Fly, Dig,
     Assurance
                                                                              Bounce, etc.
                                                                            Higher Levels: The damage dice roll for this move changes
     Type: Dark                                                               to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
     Move Power: STR/DEX
     Move Time: 1 action                                                    Aurora Beam
     PP: 5                                                                  Type: Ice
     Duration: Instantaneous                                                Move Power: STR/DEX
     Range: Melee                                                           Move Time: 1 action
     Description: You strike a creature where it already hurts.             PP: 10
       Make a melee attack against a creature, dealing 1d10 +               Duration: Instantaneous
       MOVE dark damage on a hit. If the target has already taken           Range: 80ft
       damage in the same round, double the damage dice.                    Description: You send a concentrated beam of freezing ice at
     Higher Levels: The damage dice roll for this move changes                a single creature in range. Make a ranged attack roll, doing
       to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.               1d10 + MOVE ice damage on a hit. On natural attack rolls
     Astonish
                                                                              of 15 or higher, the target has disadvantage on any attack it
                                                                              makes on its next turn.
     Type: Ghost                                                            Higher Levels: The damage dice roll for this move changes
     Move Power: DEX/WIS                                                      to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Move Time: 1 action
     PP: 10                                                                 Aurora Veil
     Duration: Instantaneous                                                Type: Ice
     Range: 20ft                                                            Move Power: None
     Description: You startle a creature with a loud shout . Make a         Move Time: 1 bonus action
       ranged attack roll against a creature doing 1d6 + MOVE               PP: 3
       ghost damage on a hit. On a natural attack roll of 15 or             Duration: 3 rounds (Concentration)
       more, the target flinches.                                           Range: Self
     Higher Levels: The damage dice roll for this move changes              Description: You use the environment to create a shield of
       to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.              ice around your body. Only able to be activated while it is
     Attack Order
                                                                              hailing, this move can be used as a bonus action to halve all
                                                                              damage dealt to you for three rounds.
     Type: Bug
     Move Power: STR/DEX                                                    Autotomize
     Move Time: 1 action                                                    Type: Steel
     PP: 10                                                                 Move Power: None
     Duration: Instantaneous                                                Move Time: 1 action
     Range: 20ft                                                            PP: 10
     Description: You summon your underlings to attack a target.            Duration: 1 minute
       Make a ranged attack on a creature, dealing 2d8 + MOVE               Range: Self
       bug damage on a hit. This move scores a critical hit on              Description: You shed away part of your body to make
       rolls of 19 or 20.                                                     yourself lighter and increase your speed. For the duration,
     Higher Levels: The damage dice roll for this move changes                your speed increases by 10 feet. This move may be stacked
       to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.            to a maximum speed increase of 30 feet.
     Attract
     Type: Normal
     Move Power: CHA
     Move Time: 1 reaction
     PP: 5
     Duration: Instantaneous
     Range: Self
     Description: As a reaction, when dealt damage by an attack,
       you may force the attacker to make a CHA save against
       your Move DC. On a fail, the creature must roll the damage
       again and use the lower result.
40
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Avalanche                                                              Barrier
Type: Ice                                                              Type: Psychic
Move Power: STR                                                        Move Power: None
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 10
Duration: Instantaneous                                                Duration: 1 minute, Concentration
Range: 30ft                                                            Range: Self (5ft radius)
Description: You send forth a heap of powerful snow to                 Description: You create a transparent shield of psychic
  pummel a creature. Make a ranged attack on a target,                   energy. While active, the barrier grants +2 to AC for you
  dealing 1d10 + MOVE ice damage on a hit. If the target has             and any companions within 5 feet of you for the duration.
  dealt any damage to you since the end of your last turn,             Baton Pass
  double the damage you deal.
Higher Levels: The damage dice roll for this move changes              Type: Normal
  to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.             Move Power: None
                                                                       Move Time: 1 bonus action
Baby-Doll Eyes                                                         PP: 5
Type: Fairy                                                            Duration: Instantaneous
Move Power: None                                                       Range: Self
Move Time: 1 reaction                                                  Description: As a bonus action, you may switch out, passing
PP: 3                                                                    along all negative status effects or stat changes to the new
Duration: Instantaneous                                                  creature. This includes existing battle effects from moves
Range: 30ft                                                              such as Substitute, Swords Dance, Ingrain, Aqua Ring, etc.
Description: You quickly widen your eyes in an attempt to                Effects from moves that require concentration may also be
  charm a creature, decreasing their will to fight. When you             transferred, with concentration now dependent on the new
  or an ally in range are targeted by a Move that requires an            creature.
  attack roll, you may use a reaction to impose disadvantage           Beak Blast
  on the roll.
                                                                       Type: Flying
Baneful Bunker                                                         Move Power: STR/DEX
Type: Poison                                                           Move Time: 1 action
Move Power: None                                                       PP: 10
Move Time: 1 reaction                                                  Duration: Instantaneous
PP: 3                                                                  Range: Melee
Duration: Instantaneous                                                Description: You heat up your beak and strike out at a target.
Range: Self                                                              When you activate this move, you spend your action to
Description: You sense incoming danger and are able to                   charge up your beak. If you are hit with a melee attack
  quickly create a barrier to avoid it. When targeted by an              before the action of your next turn, the target is burned. On
  attack, you may automatically avoid taking damage on the               your next turn, spend an action to make a melee attack on
  first instance of this reaction. If Baneful Bunker was                 a creature, dealing 3d8 + MOVE flying damage on a hit.
  successful in avoiding a melee attack, the attacker becomes          Higher Levels: The damage dice roll for this move changes
  poisoned. On future instances of this move in the same                 to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  combat, you must roll higher than a 15 on a d20 roll for the         Beat Up
  reaction to be successful.
                                                                       Type: Dark
Barrage                                                                Move Power: STR
Type: Normal                                                           Move Time: 1 action
Move Power: STR/DEX                                                    PP: 5
Move Time: 1 action                                                    Duration: Instantaneous
PP: 10                                                                 Range: Melee
Duration: Instantaneous                                                Description: You use strength in numbers to attack a
Range: 30ft                                                              creature. Make a melee attack on a creature, and an
Description: Make a ranged attack on a creature, rolling 1d4             additional attack for any other conscious creature your
  on a hit. You attack with a barrage of ranged strikes equal            trainer is currently carrying, dealing 2d6 dark damage on
  to the number shown. Each projectile deals 1d4 normal                  each hit.
  damage.
Higher Levels: Each projectile that hits deals 1d6 at level 5,
  2d4 at level 10, and 2d6 at level 17.
                                                                                                                                         41
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Belch                                                                  Bind
     Type: Poison                                                           Type: Normal
     Move Power: STR/CON                                                    Move Power: STR
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 15
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: 15ft                                                            Range: Melee
     Description: You let out a damaging belch at a creature in             Description: You attempt to grapple a target into submission.
       range. Force the creature to make a CON save against your              Make a melee attack roll. On a hit, the target takes 1d4 +
       Move DC, taking 2d10 + MOVE poison damage on a                         MOVE normal damage and is grappled. At the beginning of
       failure, or half as much on a success. If you are holding a            each of its turns, it may attempt to escape with a STR save
       berry when activating this move, you may consume it and                against your Move DC. While a creature is grappled, you
       force the target to automatically fail the saving throw.               may continue this move, as a bonus action, to do an
     Higher Levels: The damage dice roll for this move changes                automatic 1d4 normal damage without having to make an
       to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.              attack roll.
     Belly Drum
                                                                            Higher Levels: The damage dice rolls for this move change
                                                                              to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
     Type: Normal
     Move Power: None                                                       Bite
     Move Time: 1 action                                                    Type: Dark
     PP: 5                                                                  Move Power: STR/DEX
     Duration: While in battle                                              Move Time: 1 action
     Range: Self                                                            PP: 15
     Description: You sacrifice health for attack. When using this          Duration: Instantaneous
       move, decrease your current HP by half your maximum,                 Range: Melee
       but increase your Strength score by 10 while you remain in           Description: You sink your teeth into a target creature. Make
       battle. The effect ends if your current HP rises above half            a melee attack roll, doing 1d10 + MOVE dark damage on a
       your maximum.                                                          successful hit. On natural attack rolls of 19 or 20, the target
     Bestow
                                                                              flinches
                                                                            Higher Levels: The damage dice roll for this move changes
     Type: Normal                                                             to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Move Power: None
     Move Time: 1 bonus action                                              Blast Burn
     PP: 3                                                                  Type: Fire
     Duration: Instantaneous                                                Move Power: STR/DEX
     Range: 30ft                                                            Move Time: 1 action, recharge
     Description: As a bonus action, you may pass your held item            PP: 3
       to a willing creature in range, if the target is not currently       Duration: Instantaneous
       holding an item.                                                     Range: 50ft
     Bide
                                                                            Description: Explosive projectiles rain down upon creatures
                                                                              in a 10 foot radius, centered on a point within range. Any
     Type: Normal                                                             creature caught in the blast must make a DEX save against
     Move Power: STR/DEX                                                      your Move DC, taking 3d8 + MOVE fire damage on a fail
     Move Time: 1 action                                                      and half as much on a success. This move saps you of
     PP: 5                                                                    energy, and may not activate it again until after the end of
     Duration: 2-3 rounds                                                     your next turn.
     Range: 50ft                                                            Higher Levels: The damage dice roll for this move changes
     Description: You embrace the damage done to you, waiting                 to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
       for your time to strike. Use your attack action to activate
       this move, and keep track of all damage done to you before           Blaze Kick
       your next turn. On your next turn, you use your action to            Type: Fire
       lash out at a target with a normal ranged attack, striking           Move Power: STR/DEX
       them for double the amount of typeless damage you took               Move Time: 1 action
       on a successful hit. At 10th Level, you can choose to hold           PP: 5
       Bide for a second turn for the chance to add additional              Duration: Instantaneous
       damage to the attack.                                                Range: Melee
     Higher Levels: You may continue to stockpile damage for 2              Description: Flames burst from your feet as you deliver a
       turns at level 10 and above.                                           powerful kick. Make a melee attack on a creature, doing
                                                                              2d6 + MOVE fire damage on a hit. On a natural attack roll
                                                                              of 18 or more, the target is burned. This move scores a
                                                                              critical hit on 19s and 20s.
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
42
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Blizzard                                                               Bolt Strike
Type: Ice                                                              Type: Electric
Move Power: STR/DEX                                                    Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 3                                                                  PP: 3
Duration: Instantaneous                                                Duration: Instantaneous
Range: 100ft                                                           Range: 50ft
Description: Icy clouds form overhead and pelt the ground              Description: You send down a powerful strike of lightning
  with hail and snow, centered on a point you choose within              from the heavens, surrounding an area of the battlefield
  range. Each creature in a 30 ft radius, centered on a point            with surging electricity. Any creature caught in a 20 foot
  within range, must make a DEX saving throw against your                radius, centered on a point within range, must make a DEX
  Move DC, taking 3d6 + MOVE ice damage on a failed save,                save against your Move DC, taking 5d4 + MOVE electric
  or half as much on a successful one. Targets that fail the             damage on a failure, or half as much on a success. If a
  save by 5 or more become frozen.                                       creature fails the save by 5 or more, it becomes paralyzed.
Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
  to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.               to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
Block                                                                  Bone Club
Type: Normal                                                           Type: Ground
Move Power: None                                                       Move Power: STR/DEX
Move Time: 1 reaction                                                  Move Time: 1 action
PP: 3                                                                  PP: 10
Duration: Instantaneous                                                Duration: Instantaneous
Range: 50ft                                                            Range: Melee
Description: If a creature within range attempts to flee or            Description: You strike a creature with a club of bone, doing
  switch out, you may use your reaction to stop it dead in its           1d10 + MOVE ground damage on a successful hit. If the
  tracks, keeping this from happening.                                   natural attack roll is 18 or more, the target flinches.
Blue Flare
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Fire
Move Power: STR/DEX                                                    Bone Rush
Move Time: 1 action                                                    Type: Ground
PP: 3                                                                  Move Power: STR
Duration: Instantaneous                                                Move Time: 1 action
Range: Self (50ft line)                                                PP: 5
Description: You unleash an intense and beautiful line of              Duration: Instantaneous
  blue flames in a 50 foot line, 5 feet wide. Any creature             Range: Melee
  caught in the line must make a DEX save against your                 Description: You rush forward to deliver a series of hard hits
  Move DC, taking 5d4 + MOVE fire damage on a failure, or                against a target. Make a melee attack roll, doing 1d4 +
  half as much on a success. If a creature fails the save by 5           MOVE ground damage on a hit. After successfully hitting a
  or more, they are burned.                                              target, roll a d4. On a result of 3 or 4, you may immediately
Higher Levels: The damage dice roll for this move changes                hit again for an additional 1d4 ground damage. Continue
  to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.              this process until you fail to roll a 3 or 4 on the d4 roll, up
Body Slam
                                                                         to a maximum of four additional hits.
                                                                       Higher Levels: The damage dice rolls for this move change
Type: Normal                                                             to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Move Power: STR
Move Time: 1 action                                                    Bonemerang
PP: 10                                                                 Type: Ground
Duration: Instantaneous                                                Move Power: DEX
Range: Melee                                                           Move Time: 1 action
Description: You thrust yourself towards a creature in an              PP: 5
  attempt to crush them with your physical size. Make a                Duration: Instantaneous
  melee attack on a target. On a hit, the target takes 2d6 +           Range: 80ft
  MOVE normal damage, and must succeed on a STR saving                 Description: You throw a boomerang and make two ranged
  throw against your Move DC or be knocked prone.                        attacks against a target. On each successful hit, do 1d4 +
Higher Levels: The damage dice roll for this move changes                MOVE ground damage.
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Higher Levels: The damage dice roll for this move changes
                                                                         to 1d6 at level 5, 2d4 at level 10, and 3d4 at level 17.
                                                                                                                                           43
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Boomburst                                                              Brine
     Type: Normal                                                           Type: Water
     Move Power: STR/CHA                                                    Move Power: STR/DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 5
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Self (20ft radius)                                              Range: 40ft
     Description: You create a deafening, explosive sound that              Description: You send a harsh blast of salt water at a
       damages all creatures within 20 feet of you. Force any                 creature. Make a ranged attack against a creature, dealing
       creature in range to make a CON save against your Move                 1d10 + MOVE water damage on a hit. If the target has less
       DC, taking 2d12 + MOVE normal damage on a failure, or                  that 50% of its max HP, double the damage dealt.
       half as much on a success.                                           Higher Levels: The damage dice roll for this move changes
     Higher Levels: The damage dice roll for this move changes                to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
       to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.            Brutal Swing
     Bounce                                                                 Type: Dark
     Type: Flying                                                           Move Power: STR
     Move Power: DEX                                                        Move Time: 1 action
     Move Time: 1 action                                                    PP: 10
     PP: 5                                                                  Duration: Instantaneous
     Duration: 1 round, charge                                              Range: Self (5ft radius)
     Range: 80ft                                                            Description: You swing your arms around violently, attacking
     Description: When you activate this move, you use 10 feet of             anything within a 10 foot circle, centered on yourself. All
       your movement to bounce upwards and disappear,                         creatures in range must make a DEX saving throw against
       remaining in an invulnerable state until your next turn.               your Move DC, taking 1d10 + MOVE dark damage on a
       During this time, you are immune to the damage and                     failure, or half as much on a success.
       effects of any move. If you have no remaining movement or            Higher Levels: The damage dice roll for this move changes
       are grappled/restrained before activating this move, the               to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
       move fails. On your next turn, as an action, you reappear            Bubble
       and attempt to slam down on top of a creature. Make a
       melee attack roll on a creature in range, with advantage,            Type: Water
       doing 2d8 + MOVE flying damage on a hit. On a natural                Move Power: DEX
       attack roll of 15 or more, the target is paralyzed.                  Move Time: 1 action
     Higher Levels: The damage dice roll for this move changes              PP: 15
       to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          Duration: Instantaneous
                                                                            Range: 60ft
     Brave Bird                                                             Description: You shoot a series of quickly moving bubbles at
     Type: Flying                                                             a target. Make three ranged attacks, doing 1d4 water
     Move Power: STR/DEX                                                      damage on each successful hit.
     Move Time: 1 action                                                    Higher Levels: The damage dice roll for this move changes
     PP: 10                                                                   to 1d8 at level 5, 2d6 at level 10, and 3d6 at level 17.
     Duration: Instantaneous                                                Bubble Beam
     Range: Melee
     Description: You tuck in your wings and dive at a creature.            Type: Water
       Make a melee attack, dealing 2d10 + MOVE flying damage               Move Power: STR/DEX
       on a hit. On a hit, you also take a quarter of the total             Move Time: 1 action
       (rounded down) in typeless recoil damage.                            PP: 10
     Higher Levels: The damage dice roll for this move changes              Duration: Instantaneous
       to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.            Range: 80ft
                                                                            Description: You shoot a concentrated stream of bubbles at a
     Brick Break                                                              single creature in range. Make a ranged attack roll, doing
     Type: Fighting                                                           1d10 + MOVE water damage on a hit. On natural attack
     Move Power: STR                                                          rolls of 19 or 20, the target's speed is halved until the end
     Move Time: 1 action                                                      of their next turn.
     PP: 10                                                                 Higher Levels: The damage dice roll for this move changes
     Duration: Instantaneous                                                  to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Range: Melee
     Description: You strike out with a powerful and focused
       punch. Make a melee attack roll on a creature, doing 1d12
       + MOVE fighting damage on a hit. This move ignores the
       effects of moves that would reduce its damage (Harden,
       Reflect, etc.)
     Higher Levels: The damage dice roll for this move changes
       to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
44
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Bug Bite                                                               Bullet Punch
Type: Bug                                                              Type: Steel
Move Power: STR/DEX                                                    Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 bonus action
PP: 10                                                                 PP: 15
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: Melee
Description: You lash out and bite a target. Make a melee              Description: You strike with a punch that is quick as a bullet.
  attack against a creature, dealing 1d10 + MOVE bug                     Choose a target within 10 feet of you. You rush forward to
  damage on a hit. If the target is holding a berry when you             slam a fist into the creature, avoiding all attacks of
  hit, you immediately eat it and gain its effect.                       opportunity. Make a melee attack on that creature, dealing
Higher Levels: The damage dice roll for this move changes                1d4 steel damage on a hit.
  to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.             Higher Levels: The damage dice roll for this move changes
Bug Buzz
                                                                         to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
Type: Bug                                                              Bullet Seed
Move Power: DEX/CHA                                                    Type: Grass
Move Time: 1 action                                                    Move Power: DEX
PP: 3                                                                  Move Time: 1 action
Duration: Instantaneous                                                PP: 15
Range: Self (20ft radius)                                              Duration: Instantaneous
Description: You vibrate your wings, creating a harsh sound            Range: 30ft
  that damages any creature in range. All creatures within 20          Description: Your fire a series of high-speed seeds at a
  feet of you must make a CON save against your Move DC,                 creature. Make a ranged attack roll, doing 1d4 + MOVE
  taking 2d8 + MOVE bug damage on a fail. If a creature fails            grass damage on a hit. After successfully hitting a target,
  the save by 5 or more, they have disadvantage on their next            roll a d4. On a result of 3 or 4, you may immediately hit
  attack.                                                                again for an additional 1d4 grass damage. Continue this
Higher Levels: The damage dice roll for this move changes                process until you fail to roll a 3 or 4 on the d4 roll, up to a
  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.            maximum of four additional hits.
Bulk Up
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Fighting
Move Power: None                                                       Burn Up
Move Time: 1 action                                                    Type: Fire
PP: 10                                                                 Move Power: STR/DEX
Duration: 1 minute, Concentration                                      Move Time: 1 action
Range: Self                                                            PP: 3
Description: You pump yourself up, increasing your                     Duration: Instantaneous
  adrenaline. For the next minute, choose to add +1 to your            Range: Self (15ft radius)
  attack rolls OR +1 to AC. This move can be stacked to a              Description: You use up all the fire energy you have to inflict
  maximum of +5 for either choice.                                       massive damage in a 15 foot radius, centered on you.
Bulldoze
                                                                         Creatures within the area must make a DEX save against
                                                                         your Move DC. On a failure, the creature take 5d4 + MOVE
Type: Ground                                                             fire damage and become burned. On a success, they take
Move Power: STR                                                          half as much damage without being burned. After using
Move Time: 1 action                                                      this move, the user burns itself out and loses its fire-typing
PP: 10                                                                   for the remainder of combat. Dual-type fire Pokémon
Duration: Instantaneous                                                  change to their single other type, and single-type Pokémon
Range: Self (15ft radius)                                                become typeless, losing STAB and all vulnerabilites,
Description: You strike the ground so hard that it ripples out           resistances, and immunities.
  from you in a 30 foot circle. Any creature caught in the area        Higher Levels: The damage dice roll for this move changes
  must make a DEX save against your Move DC, taking 1d10                 to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
  + MOVE ground damage on a failure, or half as much on a
  success. Raised creatures are immune to the effects and              Calm Mind
  damage of this move.                                                 Type: Psychic
Higher Levels: The damage dice roll for this move changes              Move Power: None
  to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.             Move Time: 1 action
                                                                       PP: 10
                                                                       Duration: 1 minute, Concentration
                                                                       Range: Self
                                                                       Description: You clear your mind of all distractions. For the
                                                                         duration, double your STAB bonus when dealing damage
                                                                         of your type.
                                                                                                                                           45
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Camouflage                                                             Charm
     Type: Normal                                                           Type: Fairy
     Move Power: None                                                       Move Power: CHA/WIS
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 10
     Duration: 1 minute, Concentration                                      Duration: 1 minute
     Range: Self                                                            Range: 80ft
     Description: You blend in with your surroundings, taking on            Description: You attempt to charm a creature, sharply
       a new type for resistances/vulnerabilities/immunities. The             decreasing its attack. A target you choose in range must
       type is dependent on the terrain, and up to the DMs                    make a WIS save against your Move DC. On a fail, the
       discretion. (Ex: Forest = Grass, Beach = Water, Desert =               target adds -2 to all attacks against you for the duration.
       Ground/Fire, Mountain = Rock, etc.)                                  Higher Levels: The target adds -3 at level 5, -4 at level 10,
     Captivate
                                                                              and -5 at level 17.
     Type: Normal                                                           Chatter
     Move Power: WIS/CHA                                                    Type: Flying
     Move Time: 1 reaction                                                  Move Power: WIS/CHA
     PP: 3                                                                  Move Time: 1 action
     Duration: Instantaneous                                                PP: 5
     Range: 40ft                                                            Duration: Instantaneous
     Description: You attempt to charm a creature into pulling its          Range: 30ft
       punches. When hit by an attack from a creature of the                Description: You shout a series of disorienting words at a
       opposite gender, you may use a reaction to force it to make            creature, scrambling their senses. Make a ranged attack.
       a CHA save against your Move DC. On a failure, the attack              On a hit, deal 1d10 + MOVE flying damage and cause the
       does not hit.                                                          target to become confused.
     Charge
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Type: Electric
     Move Power: None                                                       Chip Away
     Move Time: 1 action                                                    Type: Normal
     PP: 10                                                                 Move Power: STR/DEX
     Duration: 1 round, Concentration                                       Move Time: 1 action
     Range: Self                                                            PP: 10
     Description: Electricity surges through your body, charging            Duration: Instantaneous
       up for your next attack. Until your next turn, boost your AC         Range: Melee
       by 2. On your next turn, double your STAB bonus when                 Description: You wait for an opening, striking with speed
       dealing damage of your type.                                           when the moment is right. Ignoring any boosts to the AC of
     Charge Beam
                                                                              a target, make a melee attack, dealing 1d12 + MOVE
                                                                              normal damage on a hit.
     Type: Electric                                                         Higher Levels: The damage dice roll for this move changes
     Move Power: STR/DEX                                                      to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
     Move Time: 1 action
     PP: 5                                                                  Circle Throw
     Duration: Instantaneous                                                Type: Fighting
     Range: 80ft                                                            Move Power: STR
     Description: You send a beam of electric energy at a creature          Move Time: 1 action
       that has a chance to power you up. Make a ranged attack,             PP: 5
       dealing 1d8 + MOVE electric damage on a hit. If the                  Duration: Instantaneous
       natural attack roll is 10 or higher and the attack hits,             Range: Melee
       double your MOVE modifier for the damage of this move                Description: You swing the target around and throw it as
       and any other move you activate before the end of your next            hard as you can, away from the battlefield. Make a melee
       turn.                                                                  attack, dealing 1d10 + MOVE fighting damage on a hit. In
     Higher Levels: The damage dice roll for this move changes                wild battles, the target takes the damage and flees from
       to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.              battle if its level is lower than that of the user. In trainer
                                                                              battles, the target takes the damage and must be
                                                                              immediately switched out for another creature in the
                                                                              trainer's party, if any remain.
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
46
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Clamp                                                                  Close Combat
Type: Water                                                            Type: Fighting
Move Power: STR                                                        Move Power: STR
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 3
Duration: 1 minute                                                     Duration: Instantaneous
Range: Melee                                                           Range: Melee
Description: You clamp down on a target, attempting to deal            Description: You get in close for a devastating strike,
  damage and keep them in place. Make a melee attack roll.               sacrificing your defenses. Make a melee attack on a
  On a hit, the target takes 1d6 + MOVE water damage and                 creature, dealing 2d10 + MOVE fighting damage on a hit.
  is grappled. At the beginning of each of its turns, it may             After activating this move, the target has advantage on any
  attempt to pry itself away with a STR save against your                attack it makes against you before the beginning of your
  Move DC. As long as the target is grappled on your                     next turn.
  subsequent turns, this move can be activated again as a              Higher Levels: The damage dice roll for this move changes
  bonus action with an automatic hit, dealing 1d6 water                  to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  damage.                                                              Coil
Higher Levels: The damage dice roll for this move changes
  to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.            Type: Poison
                                                                       Move Power: None
Clanging Scales                                                        Move Time: 1 action
Type: Dragon                                                           PP: 3
Move Power: STR/WIS                                                    Duration: 1 minute, Concentration
Move Time: 1 action                                                    Range: Self
PP: 3                                                                  Description: You coil up and concentrate your power. For the
Duration: Instantaneous                                                  duration, gain +1 to your attack rolls, damage rolls, and AC.
Range: Self (30ft cone)                                                Comet Punch
Description: You slam your scaled hands together to create
  an intense, sound-based shockwave in a 30 foot cone in               Type: Normal
  front of you. Any creature caught in the blast must make a           Move Power: STR/DEX
  CON save against your Move DC, taking 3d6 + MOVE                     Move Time: 1 action
  dragon damage on a failure, or half as much on a success.            PP: 10
  Creatures that fail the save by 5 or more reduce their AC by         Duration: Instantaneous
  1 for the remainder of combat.                                       Range: Melee
Higher Levels: The damage dice roll for this move changes              Description: You strike out with a lightning fast punch. Make
  to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.               a melee attack roll. The target takes 1d4 + MOVE normal
                                                                         damage on a hit. After successfully hitting a target, roll a
Clear Smog                                                               d4. On a result of 3 or 4, you may immediately hit again for
Type: Poison                                                             an additional 1d4 normal damage. Continue this process
Move Power: DEX/CON                                                      until you fail to roll a 3 or 4 on the d4 roll, up to a
Move Time: 1 action                                                      maximum of four additional hits.
PP: 10                                                                 Higher Levels: The damage dice rolls for this move change
Duration: Instantaneous                                                  to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Range: 20ft                                                            Confide
Description: You throw a clump of special mud that has the
  power to remove all stat changes from a target. Make a               Type: Normal
  ranged attack, dealing 1d8 + MOVE poison damage on a                 Move Power: WIS/CHA
  hit. On a hit, any stat changes affecting the target since the       Move Time: 1 action
  beginning of battle are reset.                                       PP: 10
Higher Levels: The damage dice roll for this move changes              Duration: Instantaneous
  to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.            Range: 40ft
                                                                       Description: You whisper an untold secret into the mind of a
                                                                         creature in range. The target must make a WIS save
                                                                         against your Move DC, becoming confused on a failure.
                                                                                                                                         47
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Confuse Ray                                                            Conversion 2
     Type: Ghost                                                            Type: Normal
     Move Power: INT/WIS                                                    Move Power: None
     Move Time: 1 action                                                    Move Time: 1 bonus action
     PP: 5                                                                  PP: 10
     Duration: Instantaneous                                                Duration: 1 round
     Range: 40ft                                                            Range: Self
     Description: You target a creature in range with a sinister            Description: If you took damage from an attack since the end
       ray of ghostly light. Make a ranged attack against a                   of your last turn, you may use a bonus action to change
       creature. On a hit, they become confused.                              your type to any type that is resistant or immune to the type
     Confusion
                                                                              of move used against you. This effect lasts until the
                                                                              beginning of your next turn.
     Type: Psychic
     Move Power: INT/WIS                                                    Copycat
     Move Time: 1 action                                                    Type: Normal
     PP: 15                                                                 Move Power: None
     Duration: Instantaneous                                                Move Time: 1 action
     Range: 50ft                                                            PP: 10
     Description: You attempt to enter the mind of a target and             Duration: Instantaneous
       cause confusion. Make a ranged attack on a creature in               Range: 50ft
       range. On a hit, the target takes 1d8 + MOVE psychic                 Description: You mimic a target that you can see, in range.
       damage. If the natural attack roll is 15 or more, the target           When you activate this move, choose a target in range and
       becomes confused.                                                      fully execute the most recent move used by the creature,
     Higher Levels: The damage dice roll for this move changes                using your own ability scores, level, and typing for saving
       to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.              throw DC, attack, and damage.
     Constrict                                                              Core Enforcer
     Type: Normal                                                           Type: Dragon
     Move Power: STR                                                        Move Power: STR/WIS
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 15                                                                 PP: 5
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Melee                                                           Range: 45ft
     Description: You wrap yourself around a creature, trying to            Description: You send a focused laser that scorches a 'Z'
       squeeze the life from them. Make a melee attack roll. On a             pattern on a target. Make a ranged attack, dealing 4d4 +
       hit, the target takes 1d4 + MOVE normal damage and is                  MOVE dragon damage on a hit. On a hit, force the target to
       grappled. At the beginning of each of its turns, it may                make a CON save against your Move DC, losing all effects
       attempt to escape with a STR save against your Move DC.                of its abilities on a failure, until it is switched out.
       As long as the target is grappled on your subsequent turns,          Higher Levels: The damage dice roll for this move changes
       this move can be activated again as a bonus action with an             to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
       automatic hit, dealing 1d4 normal damage.                            Cosmic Power
     Higher Levels: The damage dice rolls for this move change
       to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.            Type: Psychic
                                                                            Move Power: None
     Conversion                                                             Move Time: 1 action
     Type: Normal                                                           PP: 10
     Move Power: None                                                       Duration: 1 minute, Concentration
     Move Time: 1 bonus action                                              Range: Self
     PP: 10                                                                 Description: You call upon a mystic force to come to your aid.
     Duration: 1 round                                                        For the duration, you have advantage on all saving throws.
     Range: Self                                                            Cotton Guard
     Description: Until the beginning of your next turn, take on a
       new type for resistances/vulnerabilities/immunities equal            Type: Grass
       to one of the types of a move you currently know.                    Move Power: None
                                                                            Move Time: 1 action
                                                                            PP: 5
                                                                            Duration: 1 minute, Concentration
                                                                            Range: Self
                                                                            Description: You protect yourself by wrapping your body up
                                                                              in thick, soft cotton. For the duration, boost your AC by +2.
48
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Cotton Spore                                                           Crafty Shield
Type: Grass                                                            Type: Fairy
Move Power: DEX/CON                                                    Move Power: None
Move Time: 1 action                                                    Move Time: 1 reaction
PP: 20                                                                 PP: 3
Duration: 1 minute                                                     Duration: Instantaneous
Range: 30ft                                                            Range: 5ft
Description: You unleash spores of thick cotton that covers            Description: You summon forth a mysterious power that
  the target. Force a target in range to make a CON save                 blocks an incoming status condition. When you or an ally
  against your Move DC. On a fail, the target’s speed is                 within 5 feet of you are subject to a status condition from a
  reduced by 10 for the duration. If this reduction in speed             move, you may use your reaction to nullify the condition.
  causes their speed to be 0, they are restrained for the              Cross Chop
  duration.
                                                                       Type: Fighting
Counter                                                                Move Power: STR/DEX
Type: Fighting                                                         Move Time: 1 action
Move Power: DEX/STR                                                    PP: 3
Move Time: 1 reaction                                                  Duration: Instantaneous
PP: 5                                                                  Range: Melee
Duration: Instantaneous                                                Description: You crush a creature with a strong sideways
Range: Melee                                                             strike. Make a melee attack against a target, doing 4d4 +
Description: When you are hit by a melee attack, you can use             MOVE fighting damage on a hit. Cross Chop results in a
  your reaction to make a melee attack against the creature,             critical hit on 19s and 20s.
  doing 1d4 + MOVE fighting damage on a successful hit.                Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes                to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.             Cross Poison
Covet                                                                  Type: Poison
Type: Normal                                                           Move Power: DEX
Move Power: DEX                                                        Move Time: 1 action
Move Time: 1 action                                                    PP: 10
PP: 15                                                                 Duration: Instantaneous
Duration: Instantaneous                                                Range: Melee
Range: Melee                                                           Description: You slash at a creature with a poisonous strike.
Description: You strike out with quick and sticky hands.                 Make a melee attack, dealing 1d12 + MOVE poison
  Make a melee attack roll against a creature, doing 1d10 +              damage on a hit. On a natural attack roll of 19 or 20, the
  MOVE normal damage on a hit. On a successful attack, you               attack is treated as a critical hit and the target is poisoned.
  steal the creatures held item if you are not currently               Higher Levels: The damage dice roll for this move changes
  holding one.                                                           to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Higher Levels: The damage dice roll for this move changes              Crunch
  to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
                                                                       Type: Dark
Crabhammer                                                             Move Power: STR/DEX
Type: Water                                                            Move Time: 1 action
Move Power: STR                                                        PP: 10
Move Time: 1 action                                                    Duration: Instantaneous
PP: 5                                                                  Range: Melee
Duration: Instantaneous                                                Description: You unleash a powerful blow that has a chance
Range: Melee                                                             to temporarily lower a target’s defense. Make a melee
Description: You slam down onto a creature with a heavy                  attack against a target, doing 2d6 + MOVE dark damage on
  claw. Make a melee attack roll on a target, dealing 2d8 +              a hit. On a natural attack roll of 18 or higher, the target’s
  MOVE water damage on a hit. This move scores a critical                AC is decreased by 1 for the remainder of combat. This
  hit on rolls of 19 or 20.                                              decrease may be stacked, up to a maximum of -5 to AC.
Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.            to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
                                                                                                                                           49
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Crush Claw                                                             Dark Pulse
     Type: Normal                                                           Type: Dark
     Move Power: STR                                                        Move Power: WIS/CHA
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 10
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Melee                                                           Range: 30ft
     Description: You strike out with powerful claws. Make a                Description: You target a creature with a dark aura filled
       melee attack roll against a creature, doing 1d12 + MOVE                with horrible thoughts. Make a ranged attack on a creature,
       normal damage on a hit. If the natural attack roll is 15 or            dealing 2d6 + MOVE dark damage on a hit. On natural
       more, your next attack on the same target is rolled at                 attack rolls of 17 or higher, the target flinches.
       advantage.                                                           Higher Levels: The damage dice roll for this move changes
     Higher Levels: The damage dice roll for this move changes                to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
       to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.            Dark Void
     Crush Grip                                                             Type: Dark
     Type: Normal                                                           Move Power: WIS
     Move Power: STR                                                        Move Time: 1 action
     Move Time: 1 action                                                    PP: 5
     PP: 3                                                                  Duration: Instantaneous
     Duration: Instantaneous                                                Range: Self (30ft radius)
     Range: Melee                                                           Description: You send the minds of your creatures into a
     Description: You clasp your hands around a creature for a                world of darkness, damaging them before putting them to
       crushing blow. Make a melee attack against a target,                   sleep. All creatures within 30 feet of you must make a WIS
       dealing 3d8 + MOVE normal damage and grappling the                     save against your Move DC, taking 2d10 + MOVE dark
       target on a hit. If the target is above 50% of its maximum             damage and falling asleep on a failure, or half as much
       health, add your proficiency bonus to the damage roll.                 without falling asleep on a success.
     Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
       to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.              to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
     Curse                                                                  Darkest Lariat
     Type: Ghost                                                            Type: Dark
     Move Power: WIS/CHA                                                    Move Power: STR/DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 5
     Duration: 1 minute, Concentration                                      Duration: Instantaneous
     Range: 10ft                                                            Range: Melee
     Description: This Move has a different effect based on your            Description: You dangerously swing both arms at a creature
       creature type. If you are ghost-type: You attempt to put a             in range, ignoring any positive stat changes the target is
       curse on a creature. Force a target in range to make a WIS             affected with. Make a melee attack, dealing 2d6 + MOVE
       saving throw against your Move DC. On a fail, the target is            dark damage on a hit.
       cursed. You take 1d6 damage initially and the target takes           Higher Levels: The damage dice roll for this move changes
       1d6 ghost damage at the end of each of its turns for the               to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
       duration. If you are any other type: You place a curse on            Dazzling Gleam
       yourself. For the duration, your STR and CON scores
       increase by 2, but your DEX score decreases by 4.                    Type: Fairy
     Higher Levels: The damage dice roll for this move changes              Move Power: DEX/CHA
       to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.            Move Time: 1 action
                                                                            PP: 5
     Cut                                                                    Duration: Instantaneous
     Type: Normal                                                           Range: Self (20ft radius)
     Move Power: STR/DEX                                                    Description: You emit a powerful flash that damages all
     Move Time: 1 action                                                      creatures in range. Creatures within 20 feet of you must
     PP: 15                                                                   make a CON save against your Move DC, taking 2d6 +
     Duration: Instantaneous                                                  MOVE fairy damage on a failure, or half as much on a
     Range: Melee                                                             success.
     Description: You lash out at a target with vine or claw or             Higher Levels: The damage dice roll for this move changes
       blade. Make a melee roll on a target, doing 1d8 + MOVE on              to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
       a successful hit.
     Higher Levels: The damage dice roll for this move changes
       to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
50
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Defend Order                                                           Diamond Storm
Type: Bug                                                              Type: Rock
Move Power: None                                                       Move Power: None
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 3
Duration: 1 minute, Concentration                                      Duration: 3 rounds, Concentration
Range: Self                                                            Range: 50ft
Description: You summon forth your underlings to form a                Description: You stir up a massive storm of sharp diamonds
  natural shield in front of you. For the duration, as long as           in a 30 foot radius, centered on a point in range. When a
  you keep your concentration, gain +1 to your AC.                       creature enters the area for the first time on their turn, or
Higher Levels: The AC boost for this move changes to +2 at               begins their turn inside the area, they take 4d4 rock
  level 5, +3 at level 10, and +4 at level 17.                           damage. The Diamond Storm lasts for 3 rounds. When you
Defense Curl
                                                                         activate this move, roll a d4. On a result of 3 or 4, your AC
                                                                         is increased by 2 while the Diamond Storm is active.
Type: Normal                                                           Higher Levels: The damage dice roll for this move changes
Move Power: None                                                         to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Move Time: 1 action
PP: 20                                                                 Dig
Duration: Instantaneous                                                Type: Ground
Range: Self                                                            Move Power: STR/DEX
Description: You curl up into a tight ball, increasing your            Move Time: 1 action
  defensive stance. Until your next turn, you gain + 4 to your         PP: 10
  AC and have resistance to normal attacks.                            Duration: 1 round, charge
Defog
                                                                       Range: 80ft
                                                                       Description: You burrow underground, disappearing from
Type: Flying                                                             view before striking from underneath a target. When you
Move Power: None                                                         activate this move, you use 10 feet of your movement to
Move Time: 1 action                                                      burrow underground (ignoring difficult terrain) and remain
PP: 10                                                                   there until your next turn. During this time, you are
Duration: Instantaneous                                                  immune to the damage and effects of any move. If you have
Range: Self (50ft radius)                                                no remaining movement or are grappled/restrained before
Description: You summon a swift, magical breeze in a 50                  activating this move, the move fails. On your next turn, you
  foot radius, centered on you, that sweeps away foggy                   emerge from the ground and make a melee attack on a
  weather and obstacles. When activating this move, any                  creature in range, with advantage, doing 2d8 + MOVE
  area of effect moves that are still active end immediately             ground damage on a successful hit. If the target has
  (Examples: Misty Terrain, Fog Cloud, Smog, etc.).                      Tremorsense, the attack is not rolled with advantage.
Destiny Bond                                                           Higher Levels: The damage dice roll for this move changes
Type: Ghost                                                              to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Move Power: WIS/CHA                                                    Disable
Move Time: 1 action                                                    Type: Normal
PP: 3                                                                  Move Power: CHA/WIS
Duration: 1 minute, Concentration                                      Move Time: 1 action
Range: 100ft                                                           PP: 5
Description: You create a dark, internal bond with a                   Duration: 1 minute, Concentration
  creature. Select a target in range, who must make a WIS              Range: 60ft
  save against your Move DC. On a fail, half of any damage             Description: You attempt to disable a target, hindering its
  dealt to the user is also dealt as typeless damage to the              moves. Choose a target in range. The target must succeed
  target creature.                                                       on a WIS saving throw against your Move DC. On a failed
Detect                                                                   save, the last Move it activated is unable to be used while
Type: Fighting                                                           you hold your concentration. (If this would end Solar
Move Power: None                                                         Beam, Skull Bash, etc. during the charge phase of the
Move Time: 1 reaction                                                    Move, the Move automatically fails on the target's next
PP: 3                                                                    turn).
Duration: Instantaneous
Range: Self
Description: You sense incoming danger and are able to
  quickly avoid it. When you are the recipient of the damage
  and/or effects of a move, you may automatically avoid the
  damage/effects on the first instance of this reaction. On
  future instances of this move in the same combat, you must
  roll higher than a 15 on a d20 roll for the reaction to be
  successful. This reaction may not be used to guard against
  the damage/effects that result from a natural 20 attack roll.
                                                                                                                                         51
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Disarming Voice                                                        Doom Desire
     Type: Fairy                                                            Type: Steel
     Move Power: CHA                                                        Move Power: STR
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 3
     Duration: Instantaneous                                                Duration: 2 turns, Concentration
     Range: Self (20ft radius)                                              Range: 30ft
     Description: You let out a charming cry, dealing emotional             Description: You promise doom upon a creature. When you
       damage to any creature in range that can hear you. This                activate this move, select a target and make an attack roll.
       move automatically hits for 1d4 + MOVE fairy damage                    On a hit, at the beginning of the third round after you
       unless a creature is in the invulnerable stages of Fly, Dig,           activate this move, the target takes 2d12 + MOVE damage
       Bounce, etc.                                                           of no specific type. If the target is switched out, the damage
     Higher Levels: The damage dice roll for this move changes                is done to the trainer's current active Pokémon.
       to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.            Higher Levels: The damage dice roll for this move changes
     Discharge
                                                                              to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
     Type: Electric                                                         Double Hit
     Move Power: DEX                                                        Type: Normal
     Move Time: 1 action                                                    Move Power: STR/DEX
     PP: 10                                                                 Move Time: 1 action
     Duration: Instantaneous                                                PP: 10
     Range: Self (10ft radius)                                              Duration: Instantaneous
     Description: You let loose a flare of electricity in a 20 foot         Range: Melee
       circle, centered on you, striking all creatures around you.          Description: You lash out quickly with two strikes. Make two
       Creatures in the area must make a DEX saving throw                     melee attacks, dealing 1d6 + MOVE normal damage on
       against your Move DC. On a fail, a creature takes 2d6 +                each hit.
       MOVE electric damage. If a creature fails the save by 5 or           Higher Levels: The damage dice roll for this move changes
       more, it is paralyzed.                                                 to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
     Higher Levels: The damage dice roll for this move changes              Double Iron Bash
       to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
                                                                            Type: Steel
     Dive                                                                   Move Power: STR
     Type: Water                                                            Move Time: 1 action
     Move Power: DEX                                                        PP: 5
     Move Time: 1 action                                                    Duration: Instantaneous
     PP: 5                                                                  Range: Melee
     Duration: 1 round, charge                                              Description: You punch twice with two devastating slams of
     Range: 80ft                                                              your fist. Make two melee attack rolls, doing 1d6 + MOVE
     Description: When you activate this move, you use 10 feet of             steel damage on each successful hit. If any natural attack
       your movement to disappear into a magical space beneath                roll is 16 or higher, the target flinches.
       your feet, remaining in an invulnerable state until your next        Higher Levels: The damage dice rolls for this move changes
       turn. During this time, you are immune to the damage and               to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
       effects of any move. If you have no remaining movement or            Double Kick
       are grappled/restrained before activating this move, the
       move fails. On your next turn, as an action, you reappear            Type: Fighting
       and attempt to attack a creature from below. Make a melee            Move Power: STR/DEX
       attack roll on a creature in range, with advantage, doing            Move Time: 1 action
       2d8 + MOVE water damage on a hit.                                    PP: 10
     Higher Levels: The damage dice roll for this move changes              Duration: Instantaneous
       to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          Range: Melee
                                                                            Description: You strike twice with two devastating kicks.
     Dizzy Punch                                                              Make two melee attack rolls, doing 1d6 + MOVE fighting
     Type: Normal                                                             damage on each successful hit.
     Move Power: STR/DEX                                                    Higher Levels: The damage dice rolls for this move changes
     Move Time: 1 action                                                      to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
     PP: 5
     Duration: Instantaneous
     Range: Melee
     Description: You strike out with a devastating punch. Make a
       melee attack roll on a target, doing 1d12 + MOVE normal
       damage on a hit. On a natural attack roll of 18 or more, the
       target becomes confused. At level 17, a natural attack roll of
       17 or more confuses the target.
     Higher Levels: The damage dice roll for this move changes
       to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
52
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Double Slap                                                            Dragon Ascent
Type: Normal                                                           Type: Flying
Move Power: STR/DEX/CHA                                                Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 5
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: 100ft
Description: You reach out with quick slaps. Make a melee              Description: You soar upward and come crashing down
  attack roll, doing 1d4 + MOVE on a hit. After successfully             towards a creature in range at tremendous speed. Make a
  hitting a target, roll a d4. On a result of 3 or 4, you may            melee attack roll, dealing 5d6 + MOVE flying damage on a
  immediately hit again for an additional 1d4 normal                     hit. Any creature within 10 feet of the target must make a
  damage. Continue this process until you fail to roll a 3 or 4          DEX save against your Move DC and take the same
  on the d4 roll, up to a maximum of four additional hits.               amount of damage on a failure, or half as much on a
Higher Levels: The damage dice rolls for this move change                success. After activating this move, any attack roll that
  to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.               targets you until the beginning of your next turn is rolled
Double Team
                                                                         with advantage.
                                                                       Higher Levels: The damage dice roll for this move changes
Type: Normal                                                             to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Move Power: None
Move Time: 1 bonus action                                              Dragon Breath
PP: 3                                                                  Type: Dragon
Duration: 1 minute, Concentration                                      Move Power: STR/DEX
Range: Self                                                            Move Time: 1 action
Description: You create a duplicate image of yourself, 5 feet          PP: 10
  beside you. The image mimics you and attempt to fool your            Duration: Instantaneous
  opponents into attacking it, instead. When subject to any            Range: Self (40ft cone)
  move (attack or saving throw / damaging or non-damaging)             Description: You release a powerful breath of energy in a 40
  with an area of effect of 5 feet wide or less, roll a d4. On a         foot cone. All targets caught in the blast must make a DEX
  result of 3 or 4, the image absorbs the damage and/or                  save against your Move DC, taking 1d10 + MOVE dragon
  effects of the attack and disappears. Creatures with                   damage on a fail, and half as much on a save. If a creature
  Truesight bypass the effect of this move. If grappled or               fails the save by 5 or more, it is paralyzed.
  restrained by a creature while Double Team is active,                Higher Levels: The damage dice roll for this move changes
  Double Team has no effect. (Examples that would trigger                to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  the roll include Tackle, Thunder Wave, Rock Slide, etc.)             Dragon Claw
Double-Edge                                                            Type: Dragon
Type: Normal                                                           Move Power: STR
Move Power: STR/DEX                                                    Move Time: 1 action
Move Time: 1 action                                                    PP: 10
PP: 10                                                                 Duration: Instantaneous
Duration: Instantaneous                                                Range: Melee
Range: Melee                                                           Description: You strike out with a powerful claw attack.
Description: You commit a massive attack against a creature.             Make a melee attack on a creature, doing 2d6 + MOVE
  Make a melee attack against a target, doing 2d10 + MOVE                dragon damage on a hit.
  normal damage on a hit, but taking a quarter of the total            Higher Levels: The damage dice roll for this move changes
  damage (rounded down) in typeless recoil.                              to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Higher Levels: The damage dice roll for this move changes              Dragon Dance
  to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
                                                                       Type: Dragon
Draco Meteor                                                           Move Power: None
Type: Dragon                                                           Move Time: 1 action
Move Power: STR                                                        PP: 10
Move Time: 1 action                                                    Duration: 1 minute, Concentration
PP: 3                                                                  Range: Self
Duration: Instantaneous                                                Description: You perform a mystical dance, pumping
Range: 80ft                                                              yourself up. For the duration, double your proficiency
Description: You summon forth a meteor shower that rains                 bonus when making an attack.
  down onto the battlefield. All creatures in a 20 foot circle,
  centered on a point within range, must make a DEX save
  against your Move DC, taking 5d4 + MOVE dragon damage
  on a hit, or half as much on a save. After activating this
  move, your next attack is rolled at disadvantage. If that
  attack requires a saving throw, the target has advantage.
Higher Levels: The damage dice roll for this move changes
  to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
                                                                                                                                       53
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Dragon Hammer                                                          Dragon Tail
     Type: Dragon                                                           Type: Dragon
     Move Power: STR                                                        Move Power: STR
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 5
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Self (25ft line)                                                Range: Melee
     Description: You slam your head down like a hammer to                  Description: You whip your dragon tail at a creature in an
       attack a creature in range. Make a melee attack roll against           attempt to send them away. Make a melee attack roll
       the target, dealing 2d8 + MOVE dragon damage on a hit.                 against a target, dealing 1d10 + MOVE dragon damage. In
       Hit or miss, any creatures within the line created by the              wild battles, the target takes the damage and flees from
       attack (5 feet wide) must make a DEX save against your                 battle if its level is lower than that of the user. In trainer
       Move DC, taking the same damage on a failure.                          battles, the target takes the damage and must be
     Higher Levels: The damage dice roll for this move changes                immediately switched out for another creature in the
       to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.            trainer's party, if any remain.
     Dragon Pulse
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Type: Dragon
     Move Power: DEX                                                        Drain Punch
     Move Time: 1 action                                                    Type: Fighting
     PP: 5                                                                  Move Power: STR/DEX
     Duration: Instantaneous                                                Move Time: 1 action
     Range: 50ft                                                            PP: 5
     Description: You open your mouth and send a shockwave of               Duration: Instantaneous
       draconic energy at a target in range. Make a ranged attack,          Range: Melee
       dealing 2d6 + MOVE dragon damage on a hit.                           Description: Your strike a target with an energy-draining
     Higher Levels: The damage dice roll for this move changes                punch. Make a melee attack, dealing 1d12 + MOVE
       to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.               fighting damage on a hit, gaining half the damage dealt
     Dragon Rage
                                                                              (rounded down) in HP.
                                                                            Higher Levels: The damage dice roll for this move changes
     Type: Dragon                                                             to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
     Move Power: STR
     Move Time: 1 action                                                    Draining Kiss
     PP: 3                                                                  Type: Fairy
     Duration: Instantaneous                                                Move Power: DEX/CHA
     Range: Self (100ft line)                                               Move Time: 1 action
     Description: You unleash a devastating flow of energy in a             PP: 5
       100 foot long line, 5 feet wide. Each creature caught in the         Duration: Instantaneous
       blast must make a DEX save against your Move DC, taking              Range: Melee
       2d10 + MOVE dragon damage on a fail, and half as much                Description: You attempt to zap the target's energy with a
       on a save.                                                             kiss. Make a melee attack roll on a creature, dealing 1d8 +
     Higher Levels: The damage dice roll for this move changes                MOVE fairy damage on a hit. The user is then healed for
       to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.              half the damage dealt.
     Dragon Rush
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
     Type: Dragon
     Move Power: STR                                                        Dream Eater
     Move Time: 1 action                                                    Type: Psychic
     PP: 5                                                                  Move Power: WIS
     Duration: Instantaneous                                                Move Time: 1 action
     Range: Melee                                                           PP: 10
     Description: You rush at a creature with overwhelming                  Duration: Instantaneous
       menace. Make a melee attack, dealing 4d4 + MOVE dragon               Range: 30ft
       damage on a hit. On natural attack rolls of 17 or higher, the        Description: You tap into a sleeping creature’s dreams,
       target flinches.                                                       sucking from its energy pool. Instantly inflict 4d4 + MOVE
     Higher Levels: The damage dice roll for this move changes                psychic damage on a sleeping target in range, regaining
       to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.              half as many hitpoints to yourself. This move does not
                                                                              wake a sleeping creature.
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
54
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Drill Peck                                                             Earth Power
Type: Flying                                                           Type: Ground
Move Power: STR/DEX                                                    Move Power: STR
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 5
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: 40ft
Description: You hammer down on a target with a peck                   Description: You cause the ground beneath a creature to
  attack. Make a melee attack roll on a target, doing 2d6 +              erupt with power. Make a ranged attack, dealing 2d8 +
  MOVE flying damage on a successful hit. Drill Peck scores              MOVE ground damage on a hit. If the natural attack roll is
  a critical hit on 19s and 20s.                                         19 or 20, the next attack against the target is rolled at
Higher Levels: The damage dice roll for this move changes                advantage.
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Higher Levels: The damage dice roll for this move changes
Drill Run
                                                                         to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Type: Ground                                                           Earthquake
Move Power: STR/DEX                                                    Type: Ground
Move Time: 1 action                                                    Move Power: STR
PP: 5                                                                  Move Time: 1 action
Duration: Instantaneous                                                PP: 5
Range: Melee                                                           Duration: Instantaneous
Description: You crash into a creature, spinning your body             Range: Self (20ft radius)
  like a drill. Make a melee attack, dealing 2d6 + MOVE                Description: You create a tremor in the ground in a 20 foot
  ground damage on a hit. This attack scores a critical hit on           radius, centered on you. Each creature in the area must
  19s and 20s.                                                           succeed on a STR save against your Move DC, taking 4d4
Higher Levels: The damage dice roll for this move changes                + MOVE ground damage on a fail and be knocked prone.
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.               On a success, they take half as much damage and are not
Dual Chop
                                                                         knocked prone. Creatures in range that are burrowed or in
                                                                         the invulnerable stage of Dig take double damage from this
Type: Dragon                                                             move. After the move is activated, the area becomes
Move Power: STR/DEX                                                      difficult terrain. Raised creatures are immune to the effects
Move Time: 1 action                                                      and damage of this move.
PP: 10                                                                 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous                                                  to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Range: Melee
Description: You lash out at a creature(s) with two quick              Echoed Voice
  strikes. Make two melee attack rolls, dealing 1d6 + MOVE             Type: Normal
  dragon damage with each hit.                                         Move Power: WIS/CHA
Higher Levels: The damage dice roll for this move changes              Move Time: 1 action
  to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.            PP: 10
Dynamic Punch
                                                                       Duration: Instantaneous
                                                                       Range: 40ft
Type: Fighting                                                         Description: You release a shout that echoes across the
Move Power: STR/DEX                                                      battlefield towards a creature. Make a ranged attack,
Move Time: 1 action                                                      dealing 1d6 + MOVE normal damage on a hit. Until the
PP: 3                                                                    beginning of your next turn, if any other creature in range
Duration: Instantaneous                                                  uses this move, they may double their damage dice on a hit.
Range: Melee                                                             This multiplier can continue to stack to a maximum of 8x
Description: You strike out with a twirling punch that                   the damage dice, resetting if any of the attacks miss.
  confuses a creature. Make a melee attack roll against a              Higher Levels: The damage dice roll for this move changes
  creature, doing 4d4 + MOVE fighting damage on a hit. On                to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  a hit, it also becomes confused.
Higher Levels: The damage dice roll for this move changes              Eerie Impulse
  to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.            Type: Electric
                                                                       Move Power: DEX/CHA
                                                                       Move Time: 1 action
                                                                       PP: 3
                                                                       Duration: Instantaneous
                                                                       Range: Self (30ft radius)
                                                                       Description: Your body generates a strange pulsating sound
                                                                         that can disrupt creature's ability to attack. When you
                                                                         activate this move, any creature within 30 feet of you must
                                                                         make a CON saving throw against your Move DC. Any
                                                                         creature that fails flinches for 1d4 rounds.
                                                                                                                                         55
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Egg Bomb                                                               Electroweb
     Type: Normal                                                           Type: Electric
     Move Power: DEX                                                        Move Power: STR/DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 10
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: 60ft                                                            Range: 40ft
     Description: You hurl a hard egg at a creature that explodes           Description: You unleash an electric net of web upon a
       on impact. Make a ranged attack on a creature, doing 4d4               creature. Make a ranged attack roll, dealing 1d8 + MOVE
       + MOVE normal damage on a successful hit.                              electric damage on a hit, and reducing the target's speed by
     Higher Levels: The damage dice roll for this move changes                5 feet. The target can use an action on its turn remove any
       to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.              web from its body. A target whose speed is reduced to 0 is
     Electric Terrain
                                                                              restrained.
                                                                            Higher Levels: The damage dice roll for this move changes
     Type: Electric                                                           to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
     Move Power: None
     Move Time: 1 action                                                    Embargo
     PP: 5                                                                  Type: Dark
     Duration: 3 rounds                                                     Move Power: WIS
     Range: Self (40ft radius)                                              Move Time: 1 action
     Description: You electrify the ground around you to create a           PP: 10
       static field of electricity. For 3 turns, no grounded creatures      Duration: 1 minute
       inside the area can be asleep. Grounded creatures are                Range: 30ft
       those that do not have a flying speed or Levitate, Magnet            Description: You surround a creature in range with a dark
       Rise, or similar ability. In addition, creatures may double            aura. Force a creature to make a WIS save against your
       their MOVE modifier on damage rolls from electric-type                 Move DC. On a failure, the target cannot gain the effect of
       moves activated inside the area                                        any held item or trainer item given to it for the duration.
     Electrify                                                              Ember
     Type: Electric                                                         Type: Fire
     Move Power: STR/DEX                                                    Move Power: STR/DEX
     Move Time: 1 reaction                                                  Move Time: 1 action
     PP: 5                                                                  PP: 15
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Melee                                                           Range: 60ft
     Description: You suddenly surge with electric energy that              Description: You hurl a ball of flame at a target within range.
       transfers to your attacker. When hit by a melee attack, you            Make a ranged attack, doing 1d6 + Move fire damage on a
       may instantly use your reaction to force the attacker to               successful hit. If the natural attack roll is 19 or 20, the
       make a CON save against your Move DC. On a failure, the                target is burnt.
       attacking move's type is changed to electric.                        Higher Levels: The damage dice roll for this move changes
     Electro Ball
                                                                              to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
     Type: Electric                                                         Encore
     Move Power: DEX                                                        Type: Normal
     Move Time: 1 action                                                    Move Power: WIS/CHA
     PP: 5                                                                  Move Time: 1 reaction
     Duration: Instantaneous                                                PP: 3
     Range: 40ft                                                            Duration: Instantaneous
     Description: You hurl an electric orb at a target in range.            Range: 100ft
       Make a ranged attack roll, dealing 1d6 + MOVE electric               Description: After being targeted by a move, force a creature
       damage on a hit. Compare the target and user's highest                 to make a WIS save against your Move DC as a reaction.
       speed type (walking, flying, etc.). If the user's speed is             On a fail, no other move may be activated by the target
       higher, roll the next tier's damage dice for this move. In the         creature until after the end of its next turn.
       case of level 17 or higher, double the damage dice.                  Higher Levels: The number of turns the creature must use
     Higher Levels: The damage dice roll for this move changes                the move increases to 2 turns at level 10 and 3 turns at
       to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.              level 17.
56
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Endeavor                                                               Eruption
Type: Normal                                                           Type: Fire
Move Power: WIS/CON                                                    Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 3                                                                  PP: 3
Duration: Instantaneous                                                Duration: Instantaneous
Range: 30ft                                                            Range: Self (15ft cone)
Description: When you activate this move, select a creature            Description: You spew hot magma in a 15 foot cone. Any
  in range. the target must make a WIS saving throw against              creature caught in the blast must make a DEX saving
  your Move DC. On a failure, the target’s current HP is                 throw against your Move DC, taking 3d8 + MOVE fire
  reduced to be equal to your own. The hit point reduction               damage on a failure, or half as much on a success. If you
  can be no more than 5x the target's level. This move can               are at full health when activating this move, double your
  not be used in the first round of combat.                              STAB bonus when dealing damage.
Endure
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Type: Normal
Move Power: None                                                       Explosion
Move Time: 1 reaction                                                  Type: Normal
PP: 3                                                                  Move Power: None
Duration: Instantaneous                                                Move Time: 1 action
Range: Self                                                            PP: 3
Description: On an instance of taking damage that would                Duration: Instantaneous
  otherwise cause you to faint, you may instead fall to 1HP            Range: 80ft
  on the first instance of this reaction. On future instances of       Description: You create a sphere of energy that packs a
  this move in the same combat, you must roll higher than a              concentrated and devastating explosion. Choose a target
  15 on a d20 roll for the reaction to be successful.                    within range and roll a d20. On a 20, the explosion goes off
Energy Ball
                                                                         and all creature within 5 feet of that point faint On any
                                                                         other roll, the explosion fails to go off and this move has no
Type: Grass                                                              effect. If the target's level is 10 more than your own, this
Move Power: DEX                                                          move automatically fails.
Move Time: 1 action
PP: 5                                                                  Extrasensory
Duration: Instantaneous                                                Type: Psychic
Range: 40ft                                                            Move Power: WIS
Description: You draw in power from nature in a                        Move Time: 1 action
  concentrated ball that you send towards a creature. Make a           PP: 10
  ranged attack, dealing 2d8 + MOVE grass damage on a hit.             Duration: Instantaneous
  On a natural attack roll of 19 or 20, the next attack against        Range: 30ft
  the target is rolled at advantage.                                   Description: You create an irritating, damaging sound in the
Higher Levels: The damage dice roll for this move changes                mind of a creature. Make a ranged attack roll against a
  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.            creature in range, doing 2d6 + MOVE psychic damage on a
Entrainment
                                                                         hit. If the natural attack roll is 19 or 20, the target flinches.
                                                                       Higher Levels: The damage dice roll for this move changes
Type: Normal                                                             to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Power: WIS/CHA
Move Time: 1 action                                                    Extreme Speed
PP: 10                                                                 Type: Normal
Duration: 1 minute                                                     Move Power: DEX
Range: 60ft                                                            Move Time: 1 bonus action
Description: You dance with a strange rhythm that causes a             PP: 15
  creature to mimic you. Choose a target in range and force            Duration: Instantaneous
  them to make a WIS save against your Move DC. On a                   Range: Melee
  failure, choose one of their abilities to replace with one of        Description: You rush to attack with incredible speed. As a
  your own for the duration.                                             bonus action, you can immediately move up to 10ft and
                                                                         make a melee attack against a creature in range without
                                                                         taking an attack of opportunity, doing 1d6 normal damage
                                                                         on a hit.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
                                                                                                                                             57
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Facade                                                                 False Swipe
     Type: Normal                                                           Type: Normal
     Move Power: STR/DEX                                                    Move Power: STR/DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 20
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Melee                                                           Range: Melee
     Description: You strike out at a creature with revenge. Make           Description: You swipe at a creature but hold back power
       a melee attack roll against a target, dealing 1d12 + MOVE              slightly. Make a melee attack against a creature, doing 1d6
       normal damage on a hit. If you are poisoned, paralyzed, or             + MOVE normal damage on a hit. If this attack would
       burned, double the dice for the damage.                                normally cause a creature to faint, it is reduced to 1HP
     Higher Levels: The damage dice roll for this move changes                instead.
       to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.            Higher Levels: The damage dice roll for this move changes
     Fairy Lock
                                                                              to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
     Type: Fairy                                                            Feather Dance
     Move Power: None                                                       Type: Flying
     Move Time: 1 bonus action                                              Move Power: DEX/CHA
     PP: 5                                                                  Move Time: 1 action
     Duration: 1 round                                                      PP: 10
     Range: Self (40ft radius)                                              Duration: 1 minute, Concentration
     Description: You summon forth a mystical power that locks              Range: 50ft
       down the battlefield. Creatures within an 80 foot circle,            Description: You distract a creature in range with a beautiful
       centered on you, may not flee or be switched out on their              dance. The target must make a WIS saving throw against
       next turn.                                                             your Move DC. On a fail, the target cannot add proficiency
     Fairy Wind
                                                                              to its attack rolls for the duration.
     Type: Fairy                                                            Feint
     Move Power: DEX/CHA                                                    Type: Normal
     Move Time: 1 action                                                    Move Power: DEX
     PP: 15                                                                 Move Time: 1 action
     Duration: Instantaneous                                                PP: 10
     Range: 30ft                                                            Duration: Instantaneous
     Description: You stir up vicious fairy winds that fly towards a        Range: Melee
       creature in range. Make a ranged attack roll against a               Description: You fake out a creature before you strike. Make
       target, dealing 1d6 + MOVE fairy damage on a hit.                      a melee attack against a target, dealing 1d10 + MOVE
     Higher Levels: The damage dice roll for this move changes                normal damage on a hit. If a creature attempts to use a
       to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.              Protect or Detect reaction against the damage, it fails.
     Fake Out
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Type: Normal
     Move Power: STR/DEX                                                    Feint Attack
     Move Time: 1 action                                                    Type: Dark
     PP: 5                                                                  Move Power: STR/DEX/CHA
     Duration: Instantaneous                                                Move Time: 1 action
     Range: Melee                                                           PP: 10
     Description: This attack can only be used on the first turn            Duration: Instantaneous
       that the user has entered combat. Make a melee attack on             Range: Melee
       a creature, doing 1d6 + MOVE normal damage on a hit,                 Description: You bring a creature close and hit it with a
       causing the target to flinch.                                          sucker punch. Make a melee attack on a creature, at
     Higher Levels: The damage dice roll for this move changes                advantage, dealing 1d10 + MOVE dark damage on a hit.
       to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.            Higher Levels: The damage dice roll for this move changes
     Fake Tears
                                                                              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Type: Dark
     Move Power: WIS/CHA
     Move Time: 1 action
     PP: 5
     Duration: Instantaneous
     Range: 50ft
     Description: You fake a creature out with superficial tears,
       lowering their defenses. When activating this move, a
       target must make a WIS saving throw against your Move
       DC. On a failure, all attack rolls against the target are given
       a +5 bonus until the end of your next turn.
58
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Fell Stinger                                                           Fire Fang
Type: Bug                                                              Type: Fire
Move Power: STR/DEX                                                    Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 10
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: Melee
Description: You lunge at a creature with a devastating sting          Description: You attempt to pierce a creature with flame-
  attack. Make a melee attack on a creature, dealing 1d8 +               cloaked fangs. Make a melee attack, dealing 1d10 + MOVE
  MOVE bug damage on a hit. If this attack causes the target             fire damage on a hit. On a natural attack roll of 19 or 20,
  to faint, double your ability modifier for attack rolls and            the target is burned and flinches.
  damage on your next turn.                                            Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes                to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.            Fire Lash
Fiery Dance                                                            Type: Fire
Type: Fire                                                             Move Power: DEX/WIS
Move Power: DEX/CHA                                                    Move Time: 1 action
Move Time: 1 action                                                    PP: 10
PP: 5                                                                  Duration: 1 minute
Duration: Instantaneous                                                Range: 10ft
Range: Self (15ft radius)                                              Description: You strike out at a target in range with a
Description: You dance and flap your wings, sending flames               burning lash, Make a melee attack on a creature, doing
  in a 30 foot circle, centered on you. Anyone caught in the             2d6 + MOVE fire damage. On a successful attack, the
  blaze must make a DEX save against your Move DC, taking                targeted creature must make a CON save against your
  2d6 + MOVE fire damage on a failure, or half as much on a              Move DC. On a fail, allies add +1 to any attack targeted at
  success. If a creature fails the save by 5 or more, double             the creature for the duration. This modifier can be stacked
  the MOVE modifier when adding damage                                   if it fails multiple Fire Lash saves, up to a maximum of +5.
Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.               to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Final Gambit                                                           Fire Pledge
Type: Fighting                                                         Type: Fire
Move Power: STR                                                        Move Power: STR
Move Time: 1 action                                                    Move Time: 1 action
PP: 3                                                                  PP: 5
Duration: Instantaneous                                                Duration: Instantaneous
Range: 30ft                                                            Range: 40ft
Description: You risk everything and use your own life force           Description: You send a plume of flame towards a creature.
  to damage a creature in range. When you activate this                  Make a ranged attack, dealing 2d6 + MOVE fire damage on
  move, you faint, and force a target in range to make a CON             a hit. After you land a hit, any ally that uses another Pledge
  save against your Move DC. The target takes an amount of               move in the same round automatically hits.
  fighting damage equal to your remaining HP on a failure,             Higher Levels: The damage dice roll for this move changes
  or half as much on a success                                           to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Fire Blast                                                             Fire Punch
Type: Fire                                                             Type: Fire
Move Power: STR/DEX                                                    Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 10
Duration: Instantaneous                                                Duration: Instantaneous
Range: 40ft                                                            Range: Melee
Description: Two pillars of raging hot flames explode out              Description: You strike out with fire-infused fists. Make a
  from you and leap towards up to two creature in range.                 melee attack roll, doing 1d12 + MOVE fire damage on a hit.
  The creature(s) targeted must succeed on a DEX save                    On a natural attack roll of 19 or 20, the target is burned.
  against your Move DC for each pillar, taking 1d8 + MOVE              Higher Levels: The damage dice roll for this move changes
  fire damage on a failure, or half as much on a success.                to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  Creatures that fail the save by 5 or more become burned.
Higher Levels: The damage dice roll for this move changes
  to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
                                                                                                                                          59
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Fire Spin                                                              Flame Burst
     Type: Fire                                                             Type: Fire
     Move Power: DEX                                                        Move Power: STR/DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 10
     Duration: 3 rounds, Concentration                                      Duration: Instantaneous
     Range: 40ft                                                            Range: 40ft
     Description: You release a series of moving flames that                Description: You release a fireball that explodes on contact.
       dance around a target. Make a ranged attack roll, doing                Choose a point in range. Any creature within 5 feet of that
       1d8 + MOVE fire damage on a hit. as the flames swirl                   point must make a DEX save against your Move DC, taking
       around it. As long as you maintain concentration, the target           1d12 + MOVE fire damage on a hit, or half as much on a
       takes an additional 1d8 fire damage at the end of each of              success.
       its next three turns.                                                Higher Levels: The damage dice roll for this move changes
     Higher Levels: The damage dice rolls for this move changes               to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
       to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.            Flame Charge
     First Impression                                                       Type: Fire
     Type: Bug                                                              Move Power: STR/DEX
     Move Power: DEX                                                        Move Time: 1 action
     Move Time: 1 bonus action                                              PP: 10
     PP: 5                                                                  Duration: Instantaneous
     Duration: Instantaneous                                                Range: Melee
     Range: Melee                                                           Description: You cloak yourself with flame and lash out at a
     Description: You make quite the entrance, quickly attacking              creature. Make a melee attack, dealing 1d8 + MOVE fire
       a creature. This attack can only be used on the first turn             damage on a hit. With each successful hit from this move,
       that the user has entered combat. Make a melee attack on               increase your movement speed by 5 until you are
       a creature, doing 2d8 + MOVE bug damage on a hit.                      incapacitated, are switched out, or the combat ends.
     Higher Levels: The damage dice roll for this move changes                (Maximum of +30 to movement speed)
       to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          Higher Levels: The damage dice roll for this move changes
     Fissure
                                                                              to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
     Type: Ground                                                           Flame Wheel
     Move Power: None                                                       Type: Fire
     Move Time: 1 action                                                    Move Power: STR/DEX
     PP: 3                                                                  Move Time: 1 action
     Duration: Instantaneous                                                PP: 15
     Range: 100ft                                                           Duration: Instantaneous
     Description: You crack open the ground with devastating                Range: Self (10ft radius)
       force. Choose a target in range and roll a d20. On a 20, the         Description: A wheel of flame explodes out from you in a 10
       target falls into the crack and vanished into the abyss. On            foot radius. All creature in the area must succeed on a DEX
       any other roll, or if targeting a flying creature, this move           save against your Move DC, taking 1d10 + MOVE fire
       has no effect. The area in a 20 foot radius around the                 damage on a fail and half as much on a save. If the user is
       target becomes difficult terrain. If the target's level is 10          frozen, this move can still be used, thawing out the creature
       more than your own, this move automatically fails.                     during the attack
     Flail
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Type: Normal
     Move Power: STR/DEX                                                    Flamethrower
     Move Time: 1 action                                                    Type: Fire
     PP: 10                                                                 Move Power: STR/DEX
     Duration: Instantaneous                                                Move Time: 1 action
     Range: Melee                                                           PP: 10
     Description: You flail about with a wild strike that increases         Duration: Instantaneous
       in power the more injured you are. Make a melee attack               Range: Self (40ft cone)
       roll against a creature, doing 1d6 + MOVE normal damage              Description: You shoot a concentrated gout of flame in an 40
       on a hit. If you are below 50% of your maximum health,                 foot cone. Any creature caught in the cone must succeed
       double the damage. If you are at 10% or below of your                  on a DEX save against your Move DC, taking 2d8 + MOVE
       maximum health, triple the damage. The multiplier for this             fire damage on a failure, or half damage on a success. Any
       attack occurs before the multiplier for resistances or                 creature that fails the save by 5 or more becomes burned.
       vulnerabilities.                                                     Higher Levels: The damage dice roll for this move changes
     Higher Levels: The damage dice roll for this move changes                to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
       to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
60
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Flare Blitz                                                            Fleur Cannon
Type: Fire                                                             Type: Fairy
Move Power: STR/DEX                                                    Move Power: WIS/CHA
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 3
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: Self (80ft line)
Description: You cloak yourself in fire and charge at a                Description: You unleash a beam of energy in a 80 foot line,
  creature with serious damage. Make a melee attack against              5 feet wide. All creatures in its path must make a DEX
  a creature, dealing 2d10 + MOVE fire damage on a hit. On               save against your Move DC, taking 5d4 + MOVE fairy
  a hit, you take a quarter of the damage dealt in typeless              damage on a hit, or half as much on a save. After activating
  recoil damage. On a natural attack roll of 19 or 20, the               this move, your next attack is rolled at disadvantage. If the
  target is burned. If the user is frozen, this move can still be        next attack requires a saving throw, the target(s) has
  used, thawing out the creature during the attack                       advantage.
Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
  to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.              to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
Flash                                                                  Fling
Type: Normal                                                           Type: Dark
Move Power: CON                                                        Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 5
Duration: Instantaneous                                                Duration: Instantaneous
Range: Self (20ft radius)                                              Range: 60ft
Description: You emit an immense flash of light in a 20 foot           Description: You sacrifice your held item to throw it a
  radius circle, centered on you. Creatures in the area must             creature. Make a ranged attack. On a hit, the amount of
  make a CON save against your Move DC. On a fail, they are              dark damage dealt is equal to the price of the item in the
  blinded until the end of their next turn. Outside of combat,           manual, divided by 100 (rounded down), plus STAB (if
  this move can be used to light a dim area, much like the               applicable). In addition, certain items have additional
  Light cantrip.                                                         effects on a successful hit with this move. After activating
Flash Cannon
                                                                         this move, on a hit or miss, the item disappears.
Type: Steel                                                                Item           Effect               Item          Effect
Move Power: STR/DEX                                                     Flame Orb         Burns            King's Rock      Flinches
Move Time: 1 action                                                     Toxic Orb Badly Poisons            Razor Fang       Flinches
PP: 5
Duration: Instantaneous                                                 Light Ball      Paralyzes         Poison Barb       Poisons
Range: 60ft
Description: You gather energy from the light around you               Floral Healing
  and send a concentrated beam towards a creature in range.            Type: Fairy
  Make a ranged attack, dealing 2d6 + MOVE steel damage                Move Power: CON
  on a hit. On a natural attack roll of 19 or 20, the next attack      Move Time: 1 action
  against the target is rolled at advantage.                           PP: 10
Higher Levels: The damage dice roll for this move changes              Duration: Instantaneous
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Range: 30ft
Flatter                                                                Description: You extend a healing energy to recover the hit
Type: Dark                                                               points of a creature in range. The target gains 2d8 + MOVE
Move Power: WIS/CHA                                                      hit points. If the terrain is grassy, double your MOVE
Move Time: 1 action                                                      modifier.
PP: 10                                                                 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous                                                  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Range: 40ft                                                            Flower Shield
Description: You send mixed signals to an creature in range.           Type: Fairy
  Force a target in range to make a WIS save against your              Move Power: None
  Move DC. On a fail, the target is confused, but it adds +2 to        Move Time: 1 action
  its attack rolls while confused.                                     PP: 5
                                                                       Duration: 1 minute, Concentration
                                                                       Range: Self (15ft radius)
                                                                       Description: Large flowers sprout from any grass-type allies
                                                                         in range, boosting their defense. For one minute, as long as
                                                                         you keep your concentration, grass-type allies in a 30 foot
                                                                         circle, centered on you, gain +2 to their AC.
                                                                                                                                         61
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Fly                                                                    Focus Punch
     Type: Flying                                                           Type: Fighting
     Move Power: STR/DEX                                                    Move Power: STR/DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 10
     Duration: 1 round, charge                                              Duration: 1 round, Concentration
     Range: 80ft                                                            Range: Melee
     Description: You fly high into the air to prepare for a dive           Description: When activating this move, you spend your
       bomb attack. When you activate this move, you use 10 feet              action focusing your next attack. If you keep concentration,
       of your movement to vanish and fly upwards, remaining in               as an action on your next turn, make an attack roll against
       an invulnerable state until your next turn. During this time,          a creature, doing 3d8 + MOVE fighting damage on a hit.
       you are immune to the damage and effects of any move. If             Higher Levels: The damage dice roll for this move changes
       you have no remaining movement or are                                  to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
       grappled/restrained before activating this move, the move            Follow Me
       fails. On your next turn, you use your action to reappear
       and make a diving melee attack on a creature in range,               Type: Normal
       with advantage, dealing 2d8 + MOVE flying damage on a                Move Power: WIS/CHA
       successful hit.                                                      Move Time: 1 reaction
     Higher Levels: The damage dice roll for this move changes              PP: 5
       to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          Duration: Instantaneous
                                                                            Range: 50ft
     Flying Press                                                           Description: You act quickly to entice an enemy to attack
     Type: Fighting                                                           you. When a creature in range activates a Move that
     Move Power: STR/DEX                                                      directly targets another creature, you may use your
     Move Time: 1 action                                                      reaction to force the creature to make a CHA save against
     PP: 5                                                                    your Move DC. On a fail, the Move must target you instead.
     Duration: Instantaneous                                                  If you are out of range of the Move, the creature must use
     Range: Melee                                                             their remaining movement to move in a straight line
     Description: You dive at a creature with quick reaction                  towards you before making the attack (does not provoke
       speed, able to change the type of attack when you reach                attacks of opportunity). If you are still out of range, the
       them. Make a melee attack against a target, dealing 4d4 +              move automatically fails.
       MOVE flying OR fighting damage, depending on your                    Force Palm
       choice. STAB can only added to this move if its type is
       fighting.                                                            Type: Fighting
     Higher Levels: The damage dice roll for this move changes              Move Power: STR
       to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.            Move Time: 1 action
                                                                            PP: 5
     Focus Blast                                                            Duration: Instantaneous
     Type: Fighting                                                         Range: Melee/20ft
     Move Power: STR/DEX                                                    Description: You thrust your palm outward with such
     Move Time: 1 action                                                      strength that a shockwave is sent towards a creature. Make
     PP: 3                                                                    a ranged or melee attack roll, depending on your target. If
     Duration: Instantaneous                                                  used as a melee attack, deal 1d10 + MOVE fighting
     Range: 60ft                                                              damage on a hit. On a natural attack roll of 16 or higher,
     Description: You heighten your focus and unleash it upon a               the target is paralyzed. If used as a ranged attack, the
       creature. Make a ranged attack, dealing 2d10 + MOVE                    damage is halved with no chance to paralyze.
       fighting damage on a hit. On a natural attack roll of 19 or          Higher Levels: The damage dice roll for this move changes
       20, the next attack against the target is rolled at advantage.         to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Higher Levels: The damage dice roll for this move changes              Foresight
       to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
                                                                            Type: Normal
     Focus Energy                                                           Move Power: None
     Type: Normal                                                           Move Time: 1 bonus action
     Move Power: None                                                       PP: 15
     Move Time: 1 bonus action                                              Duration: Instantaneous
     PP: 5                                                                  Range: Self
     Duration: 1 minute, Concentration                                      Description: You grant yourself a brief but incredible sixth
     Range: Self                                                              sense. On the next ghost-, normal-, or fighting-type move
     Description: You shut your eyes and focus in on the energy               you activate, ignore any immunities of the target
       inside you before striking. For the duration, increase your            creature(s) granted by their Pokémon type. If the target’s
       critical range by 2 (From 20 to 18+ , from 19+ to 17+, etc.).          secondary type gives it vulnerability or resistance to the
       This move is not stackable.                                            attack, it follows the secondary type for that effect.
62
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Forest's Curse                                                         Frenzy Plant
Type: Grass                                                            Type: Grass
Move Power: CON/WIS                                                    Move Power: DEX
Move Time: 1 action                                                    Move Time: 1 action, recharge
PP: 5                                                                  PP: 3
Duration: 3 rounds                                                     Duration: Instantaneous
Range: 30ft                                                            Range: Self (15ft radius)
Description: You summon the energy of the forest to change             Description: You summon a whirlwind of jagged branches
  the type of another creature. Force a creature in range to             and razor sharp leaves that batter all creatures in a 30 foot
  make a CHA save against your Move DC. On a failure, its                circle, centered on you. All creature caught in the flurry
  type is changed to Grass through their next three turns in             must make a DEX saving throw against your Move DC,
  battle.                                                                taking 3d8 + MOVE grass damage on a failure, and half as
Foul Play
                                                                         much on a success. This move saps you of energy, and may
                                                                         not activate it again until after the end of your next turn.
Type: Dark                                                             Higher Levels: The damage dice roll for this move changes
Move Power: STR/WIS                                                      to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Move Time: 1 action
PP: 5                                                                  Frost Breath
Duration: Instantaneous                                                Type: Ice
Range: Melee                                                           Move Power: CON/DEX
Description: You turn a creature's own power against it.               Move Time: 1 action
  Make a melee attack roll using your MOVE power. On a hit,            PP: 5
  the target takes an amount of dark damage equal to 2d8 +             Duration: Instantaneous
  the target's level.                                                  Range: 15ft
Higher Levels: The damage dice roll for this move changes              Description: You blow a gust of freezing cold air at a
  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.            creature in range. Make a ranged attack roll, dealing 1d12
Freeze Shock
                                                                         + MOVE ice damage on a hit. This move scores a critical
                                                                         hit on natural attack rolls of 16 and higher.
Type: Ice                                                              Higher Levels: The damage dice roll for this move changes
Move Power: DEX                                                          to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Move Time: 1 action, charge
PP: 3                                                                  Frustration
Duration: 1 round, Concentration                                       Type: Normal
Range: 50ft                                                            Move Power: STR
Description: When you use this move, you charge up a ball              Move Time: 1 action
  of rock-hard ice. On your next turn’s action, if you keep your       PP: 10
  concentration, you fire your electrically charged ice at a           Duration: Instantaneous
  creature. Make a ranged attack roll, dealing 3d8 + MOVE              Range: Melee
  ice damage on a hit. On natural attack rolls of 15 or more,          Description: You lash out at a creature, venting your
  the target is paralyzed.                                               frustration at your trainer. Make a melee attack roll against
Higher Levels: The damage dice roll for this move changes                a creature, doing 1d6 + MOVE normal damage on a hit.
  to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.              When you make this attack, add an additional bonus to hit
Freeze-Dry
                                                                         and damage equal to the number of levels you are below
                                                                         zero on the Loyalty Chart. This move bypasses the Loyalty
Type: Ice                                                                penalty roll, except for uncontrollable creatures based on
Move Power: STR/DEX                                                      SR limitations.
Move Time: 1 action                                                    Higher Levels: The damage dice roll for this move changes
PP: 10                                                                   to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Duration: Instantaneous
Range: 20ft                                                            Fury Attack
Description: You unleash a freezing cold air that rapidly              Type: Normal
  chills a creature in range. Make a ranged attack on a                Move Power: STR/DEX
  creature, dealing 1d12 + MOVE ice damage on a hit. On a              Move Time: 1 action
  natural attack roll of 19 or 20, the target is frozen. This          PP: 10
  move deals super effective damage to water-type creatures.           Duration: Instantaneous
  If the target’s secondary type is resistant to ice damage,           Range: Melee
  this move deals standard damage instead.                             Description: You reach out and unleash relentless strikes
Higher Levels: The damage dice roll for this move changes                against a creature. Make a melee attack roll, doing 1d4 +
  to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.              MOVE normal damage on a hit. After successfully hitting a
                                                                         target, roll a d4. On a result of 3 or 4, you may immediately
                                                                         hit again for an additional 1d4 normal damage. Continue
                                                                         this process until you fail to roll a 3 or 4 on the d4 roll, up
                                                                         to a maximum of four additional hits.
                                                                       Higher Levels: The damage dice rolls for this move change
                                                                         to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
                                                                                                                                           63
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Fury Cutter                                                            Fusion Flare
     Type: Bug                                                              Type: Fire
     Move Power: STR/DEX                                                    Move Power: STR
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 3
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Melee                                                           Range: 100ft
     Description: You unleash series of cuts against a creature             Description: You summon a gigantic fireball that strikes
       that increase in strength. When you activate this move,                down from the heavens in a 60 foot circle, centered on a
       make a melee attack on a target in range, doing 1d4 +                  point within range. All creatures caught in the blast must
       MOVE bug damage on a hit. If you use this move on your                 make a DEX save against your Move DC, taking 5d6 +
       turn in consecutive rounds, double the dice roll for damage            MOVE fire damage on a failure, or half as much on a
       each time you hit. The multiplier maxes out at 8x the                  success. If Fusion Bolt was already used this round, double
       original damage. The damage resets if any of the attacks               the damage dealt. Fusion Flare may be used to thaw out
       miss, or if you are incapacitated.                                     the user from the frozen status before attacking.
     Higher Levels: The damage dice rolls for this move change              Higher Levels: The damage dice roll for this move changes
       to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.               to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
     Fury Swipes                                                            Future Sight
     Type: Normal                                                           Type: Psychic
     Move Power: STR/DEX                                                    Move Power: DEX/WIS
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 10
     Duration: Instantaneous                                                Duration: 3 rounds, Concentration
     Range: Melee                                                           Range: 30ft
     Description: You reach out and unleash relentless claw                 Description: You save an attack to unleash at a later time.
       attacks against a creature. Make a melee attack roll, doing            When you activate this move, you may choose to attack on
       1d4 + MOVE normal damage on a hit. After successfully                  this turn, or delay the attack. You may use the attack as a
       hitting a target, roll a d4. On a result of 3 or 4, you may            free action at any time during the next three rounds. When
       immediately hit again for an additional 1d4 normal                     you make the attack, make a ranged attack roll, dealing
       damage. Continue this process until you fail to roll a 3 or 4          2d10 + MOVE psychic damage on a hit.
       on the d4 roll, up to a maximum of four additional hits.             Higher Levels: The damage dice roll for this move changes
     Higher Levels: The damage dice roll for this move changes                to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
       to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.             Gastro Acid
     Fusion Bolt                                                            Type: Poison
     Type: Electric                                                         Move Power: DEX/CON
     Move Power: STR                                                        Move Time: 1 action
     Move Time: 1 action                                                    PP: 5
     PP: 3                                                                  Duration: 1 minute
     Duration: Instantaneous                                                Range: 20ft
     Range: 100ft                                                           Description: You hurl stomach acid towards a target. Make a
     Description: You summon a gigantic lightning bolt that                   ranged attack. On a hit, the target is covered in the
       strikes down from the heavens in a 60 foot circle, centered            disgusting substance and cannot benefit from the effect of
       on a point within range. All creatures caught in the blast             any of its abilities for the duration.
       must make a DEX save against your Move DC, taking 5d6                Gear Grind
       + MOVE electric damage on a failure, or half as much on a
       success. If Fusion Flare was already used this round,                Type: Steel
       double the damage dealt.                                             Move Power: STR/DEX
     Higher Levels: The damage dice roll for this move changes              Move Time: 1 action
       to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.          PP: 10
                                                                            Duration: Instantaneous
                                                                            Range: 40ft
                                                                            Description: You send a pair of steel gears at a target(s) in
                                                                              range. Make two ranged attacks, dealing 1d8 + MOVE steel
                                                                              damage with each hit.
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
64
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Gear Up                                                                Glaciate
Type: Steel                                                            Type: Ice
Move Power: None                                                       Move Power: DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 15                                                                 PP: 5
Duration: 1 minute, Concentration                                      Duration: Instantaneous
Range: 30ft                                                            Range: 20ft
Description: You engage your gears to raise the attack of ally         Description: You blow a wind of freezing cold air at a
  creatures in range with the Plus or Minus ability. While you           creature in range. Make a ranged attack roll, dealing 1d10
  maintain your concentration, Pokémon under the affects of              + MOVE ice damage on a hit. On a hit, reduce the target's
  Gear Up have advantage on all attack rolls.                            speed by 5 feet. A target reduced to a speed of 0 in this
Geomancy
                                                                         manner becomes frozen. The target may use an action at
                                                                         any time (before becoming frozen) to warm its body,
Type: Fairy                                                              resetting its speed.
Move Power: None                                                       Higher Levels: The damage dice roll for this move changes
Move Time: 1 action                                                      to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
PP: 5
Duration: 3 rounds, Concentration                                      Glare
Range: Self                                                            Type: Normal
Description: You spend time to absorb the natural energy               Move Power: STR/CHA
  around you, sharply increasing your effect in battle. When           Move Time: 1 action
  you activate this move, your speed increases by 10 feet and          PP: 10
  all of your attacks and saving throws are rolled with                Duration: 1 minute
  advantage for three rounds.                                          Range: 60ft
Giga Drain
                                                                       Description: You stare into the depths of a creature’s eyes
                                                                         with intense ferocity. The creature must make a WIS
Type: Grass                                                              saving throw against your Move DC or become frightened
Move Power: STR/DEX                                                      for the duration. A creature frightened in this way must
Move Time: 1 action                                                      make a WIS save against your Move DC at the end of each
PP: 5                                                                    of its turns to remove the effect.
Duration: Instantaneous
Range: 50ft                                                            Grass Knot
Description: You attempt to drain the life force of a target.          Type: Grass
  Make a ranged attack on a target, doing 2d6 + MOVE grass             Move Power: DEX
  damage on a hit. Half of the damage dealt is restored to the         Move Time: 1 action
  user.                                                                PP: 10
Higher Levels: The damage dice roll for this move changes              Duration: Instantaneous
  to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.            Range: 30ft
Giga Impact
                                                                       Description: You attempt to ensnare a creature with vines
                                                                         that sprout from the ground, causing it to trip. Make a
Type: Normal                                                             ranged attack, dealing 1d10 + MOVE grass damage on a
Move Power: STR                                                          hit. If the targets size is Large or bigger, double the dice roll
Move Time: 1 action, recharge                                            for the damage. On a natural attack roll of 19 or 20, the
PP: 3                                                                    target falls prone.
Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
Range: Melee                                                             to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Description: You charge at a creature with every ounce of
  your power. Make a melee attack, dealing 3d8 + MOVE                  Grass Pledge
  normal damage on a hit. This move cannot be used on                  Type: Grass
  consecutive turns by the same creature.                              Move Power: STR
Higher Levels: The damage dice roll for this move changes              Move Time: 1 action
  to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.            PP: 5
                                                                       Duration: Instantaneous
                                                                       Range: 40ft
                                                                       Description: You send a column of thick grass towards a
                                                                         creature. Make a ranged attack, dealing 2d6 + MOVE grass
                                                                         damage on a hit. After you land a hit, any ally that uses
                                                                         another Pledge move in the same round automatically hits.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
                                                                                                                                             65
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Grass Whistle                                                          Grudge
     Type: Grass                                                            Type: Ghost
     Move Power: CON/CHA                                                    Move Power: WIS/CHA
     Move Time: 1 action                                                    Move Time: 1 reaction
     PP: 15                                                                 PP: 3
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: 30ft                                                            Range: 50ft
     Description: You make a shrill sound that has the chance to            Description: When you take damage from a move that
       put a creature to sleep. The target must make a WIS save               reduces you to zero hit points, you may use your reaction to
       against your Move DC, falling asleep on a failure.                     force the attacker to make a WIS saving throw against your
     Grassy Terrain
                                                                              Move DC. On a failure, all PP from the move that caused
                                                                              you to faint is depleted .
     Type: Grass
     Move Power: None                                                       Guard Split
     Move Time: 1 action                                                    Type: Psychic
     PP: 5                                                                  Move Power: WIS/INT
     Duration: 3 rounds                                                     Move Time: 1 action
     Range: Self (40ft radius)                                              PP: 5
     Description: Grass sprouts from the ground in a circle                 Duration: 1 minute, Concentration
       around you, coating the earth with healing energy. For 3             Range: 30ft
       turns, all creatures in the affected area heal for an amount         Description: You use your psychic power to change your
       of hit points equal to their proficiency bonus at the end of           defense to match the target's the best you can. Force a
       their turn. Grounded creatures are those that do not have a            creature in range to make a CHA save against your Move
       flying speed or Levitate, Magnet Rise, or similar ability. In          DC. On a failure, for the duration, your AC changes to
       addition, creatures may double their MOVE modifier on                  become an average of your current AC and the target's,
       damage rolls from grass-type moves activated inside the                rounded down.
       area.                                                                Guard Swap
     Gravity                                                                Type: Psychic
     Type: Psychic                                                          Move Power: WIS/INT
     Move Power: None                                                       Move Time: 1 action
     Move Time: 1 action                                                    PP: 5
     PP: 3                                                                  Duration: 1 minute, Concentration
     Duration: 1 minute, Concentration                                      Range: 40ft
     Range: Self (20ft radius)                                              Description: You use your psychic power to swap defenses
     Description: You strengthen gravity in an 40 foot circle,                with a creature. Force a creature in range to make a CHA
       centered on you. Any creature in the area cannot use                   save against your Move DC. On a failure, switch armor
       moves like Fly or Bounce, flying types lose their ground               class with the target for the duration.
       immunity, and the Levitate ability is suppressed.                    Guillotine
     Growl                                                                  Type: Normal
     Type: Normal                                                           Move Power: None
     Move Power: CHA/STR                                                    Move Time: 1 action
     Move Time: 1 action                                                    PP: 3
     PP: 20                                                                 Duration: Instantaneous
     Duration: 1 minute                                                     Range: Melee
     Range: 100ft                                                           Description: You are filled with an incredible rage, grabbing
     Description: You target a creature with an intimidating                  the head of a target creature in an attempt to squeeze the
       growl. The creature must make a WIS save against your                  life from it. Roll a d20. On a 20, you instantly cause the
       Move DC. On a fail, it adds -1 to any attack it makes for the          creature to faint. On any other roll, this move has no effect.
       duration. This modifier can be stacked if it fails multiple            If the target's level is 10 more than your own, this move
       growl saves, up to a maximum of -5.                                    automatically fails.
     Growth
     Type: Normal
     Move Power: None
     Move Time: 1 action
     PP: 20
     Duration: 1 minute, Concentration
     Range: 30ft
     Description: You increase the size of a target. When you use
       this move, a creature in range (or you) grows slightly larger,
       gaining the ability to add a d4 to any attack roll or saving
       throw for the duration.
     Higher Levels: The dice to add increases to 1d6 at level 10.
66
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Gunk Shot                                                              Hammer Arm
Type: Poison                                                           Type: Fighting
Move Power: DEX                                                        Move Power: STR
Move Time: 1 action                                                    Move Time: 1 action
PP: 3                                                                  PP: 5
Duration: Instantaneous                                                Duration: Instantaneous
Range: 30ft                                                            Range: Melee
Description: You fire a wad of icky gunk at a creature. Make           Description: You put all your power into a strong and heavy
  a ranged attack, dealing 1d10 + MOVE poison damage on a                fist attack. Make a melee attack, dealing 4d4 + MOVE
  hit. On a natural attack roll of 16 or higher, the target is           fighting damage on a hit. Until the beginning of your next
  poisoned.                                                              turn, you have disadvantage on all DEX saves and your
Higher Levels: The damage dice roll for this move changes                speed is halved.
  to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.            Higher Levels: The damage dice roll for this move changes
Gust
                                                                         to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Type: Flying                                                           Happy Hour
Move Power: DEX                                                        Type: Normal
Move Time: 1 action                                                    Move Power: None
PP: 20                                                                 Move Time: 1 action
Duration: Instantaneous                                                PP: 15
Range: 40ft                                                            Duration: Instantaneous
Description: You create a strong wind that batters a target in         Range: Melee
  range. Make a ranged attack, doing 1d6 + MOVE flying                 Description: You celebrate your impending victory with a
  damage on a hit.                                                       little jig. Prize money awarded at the end of battle is
Higher Levels: The damage dice roll for this move changes                doubled.
  to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.            Harden
Gyro Ball                                                              Type: Normal
Type: Steel                                                            Move Power: CON
Move Power: STR/DEX                                                    Move Time: 1 bonus action
Move Time: 1 action                                                    PP: 5
PP: 5                                                                  Duration: Instantaneous
Duration: Instantaneous                                                Range: Self
Range: Melee                                                           Description: You increase your defense, able to reduce
Description: You tackle a creature with a high-speed spin.               incoming damage. After activating this move, reduce any
  Make a melee attack against a creature, dealing 1d6 +                  damage dealt to you by 1d4 + MOVE until the beginning of
  MOVE steel damage on a hit. If your DEX score is lower                 your next turn.
  than the target's, double the dice roll for damage.                  Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes                to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
  to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.            Haze
Hail                                                                   Type: Ice
Type: Ice                                                              Move Power: None
Move Power: None                                                       Move Time: 1 action
Move Time: 1 action                                                    PP: 15
PP: 3                                                                  Duration: Instantaneous
Duration: 5 rounds, Concentration                                      Range: Self (30ft radius)
Range: 100ft                                                           Description: You create a haze of light snow that washes
Description: You stir up a massive hail storm in a 50 foot               over creatures in a 60 foot circle, centered on you. Any stat
  radius, centered on a point in range. When a non ice-type              changes, status effects, shields or other outside forces
  creature enters the area for the first time on their turn, or          affecting creatures in range are removed. This includes
  begins their turn inside the area, they take an amount of ice          things like Leech Seed, Focus Energy, Substitute, Iron
  damage equal to half your level, rounded up. The hail storm            Defense, Disable, etc.
  lasts for 5 rounds.
                                                                                                                                         67
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Head Charge                                                            Heal Order
     Type: Normal                                                           Type: Bug
     Move Power: STR                                                        Move Power: CON
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 5
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Melee                                                           Range: Self
     Description: You lower your head and charge at a creature.             Description: You summon forth your underlings to heal your
       Make a melee attack. On a hit, you deal 2d10 + MOVE                    wounds. Regain 4d4 + MOVE hit points.
       normal damage, taking a quarter of the total damage                  Higher Levels: The healing dice roll for this move changes to
       (rounded down) in typeless recoil.                                     3d6 at level 5, 5d6 at level 10, and 8d6 at level 17.
     Higher Levels: The damage dice roll for this move changes              Heal Pulse
       to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
                                                                            Type: Psychic
     Head Smash                                                             Move Power: CON/WIS
     Type: Rock                                                             Move Time: 1 action
     Move Power: STR                                                        PP: 5
     Move Time: 1 action                                                    Duration: Instantaneous
     PP: 3                                                                  Range: 30ft
     Duration: Instantaneous                                                Description: You emit a healing pulse that restores a target's
     Range: Melee                                                             HP. Choose a target in range (cannot be yourself). The
     Description: You lower your head to deliver a dangerous                  target regains 4d4 + MOVE hit points.
       headbutt. Make a melee attack, dealing 3d8 + MOVE rock               Higher Levels: The healing dice roll for this move changes to
       damage on a hit. On a hit, the user takes 1/2 the damage               2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
       dealt in typeless recoil.                                            Healing Wish
     Higher Levels: The damage dice roll for this move changes
       to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.            Type: Psychic
                                                                            Move Power: None
     Headbutt                                                               Move Time: 1 action
     Type: Normal                                                           PP: 5
     Move Power: STR                                                        Duration: Instantaneous
     Move Time: 1 action                                                    Range: Self
     PP: 10                                                                 Description: You sacrifice yourself for another one of your
     Duration: Instantaneous                                                  trainer's Pokémon. When activating this move, the user
     Range: Melee                                                             faints, but the next conscious creature released by its
     Description: You really know how to use your head. Make a                trainer is healed of all status effects and recovers an
       melee attack roll, doing 1d12 + MOVE normal damage on a                amount of HP equal to what the user lost by fainting.
       hit. If the natural attack roll is 18 or more, the target falls      Heart Stamp
       prone.
     Higher Levels: The damage dice roll for this move changes              Type: Psychic
       to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.            Move Power: WIS/CHA
                                                                            Move Time: 1 action
     Heal Bell                                                              PP: 15
     Type: Normal                                                           Duration: Instantaneous
     Move Power: None                                                       Range: Melee
     Move Time: 1 action                                                    Description: You unleash a vicious blow after acting cute.
     PP: 3                                                                    Make a melee attack against a creature, dealing 1d10 +
     Duration: Instantaneous                                                  MOVE psychic damage on a hit.
     Range: Self (60ft radius)                                              Higher Levels: The damage dice roll for this move changes
     Description: You ring a bell that chimes beautifully across              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
       the battlefield. All active allied creature in a 120 foot circle,    Heart Swap
       centered on you, are healed of their negative status effects.
                                                                            Type: Psychic
     Heal Block                                                             Move Power: WIS/INT
     Type: Psychic                                                          Move Time: 1 action
     Move Power: None                                                       PP: 5
     Move Time: 1 reaction                                                  Duration: Instantaneous
     PP: 3                                                                  Range: 80ft
     Duration: Instantaneous                                                Description: Force a creature in range to make a CHA save
     Range: 40ft                                                              against your Move DC. On a failure, you employ your
     Description: When a creature within range attempts to use                psychic power to swap any changes in ability modifiers, AC,
       an HP recovery move, item, or ability, you may use your                attack changes, damage boosts, etc. that are currently in
       reaction to send psychic waves into the mind of the target,            affect on you or the target.
       preventing the recovery of health.
68
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Heat Crash                                                             Hex
Type: Fire                                                             Type: Ghost
Move Power: STR                                                        Move Power: WIS
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 5
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: 50ft
Description: You slam into a creature with your flaming                Description: You send a ghostly energy at a creature that
  body. Make a melee attack on a target, dealing a minimum               does additional damage to those affected by status
  of 1d8 + MOVE fire damage on a hit. Add an additional                  conditions. Make a ranged attack, dealing 1d10 + MOVE
  bonus to damage equal to your MOVE modifier for each                   ghost damage on a hit. If the target is affected by a status
  size level you are above a creature. (Sizes, in order, are:            condition, double your MOVE modifier when adding
  Tiny, Small, Medium, Large, Huge, Gargantuan)                          damage.
Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
  to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Heat Wave                                                              Hidden Power
Type: Fire                                                             Type: Normal
Move Power: DEX/CON                                                    Move Power: Any
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 10
Duration: Instantaneous                                                Duration: Instantaneous
Range: Self (15ft radius)                                              Range: 30ft
Description: You exhale a wave of hot breath in a 30ft. circle,        Description: You unleash a wave of force of unknown power
  centered on you. Creatures caught in the area must make a              at a creature in range. Make a ranged attack on a creature,
  DEX save against your Move DC, taking 2d8 + MOVE fire                  doing 1d10 + MOVE damage of a random type. Roll a d20
  damage on failure, or half as much on a success. If the                to determine which type of damage is dealt.
  creature fails the save by 5 or more, it is burned.                     d20           Type           d20              Type
Higher Levels: The damage dice roll for this move changes
  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.              1           Normal           11             Psychic
                                                                                                                                        69
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     High Jump Kick                                                         Horn Attack
     Type: Fighting                                                         Type: Normal
     Move Power: STR/DEX                                                    Move Power: STR
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 15
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Melee                                                           Range: Melee
     Description: You leap into the air to deliver a strong kick to a       Description: You strike at a target with your horn. Make a
       target. Make a melee attack, doing 2d8 + MOVE fighting                 melee attack, doing 1d10 + MOVE normal damage on a hit.
       damage on a hit. On a miss, you take 1 damage.                         If you moved 20 feet or more straight towards a target,
     Higher Levels: The damage dice roll for this move changes                immediately before activating this move, force a creature to
       to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.            make a STR save against your Move DC or be knocked
     Hold Back
                                                                              prone.
                                                                            Higher Levels: The damage dice roll for this move changes
     Type: Normal                                                             to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Move Power: DEX
     Move Time: 1 action                                                    Horn Drill
     PP: 10                                                                 Type: Normal
     Duration: Instantaneous                                                Move Power: None
     Range: Melee                                                           Move Time: 1 action
     Description: You lash out with force, but contain your strike          PP: 3
       to a glancing blow, leaving a creature conscious. Make a             Duration: Instantaneous
       melee attack on a target, dealing 1d6 + MOVE normal                  Range: Melee
       damage on a hit. This attack will always leave its target            Description: You attempt to drill your horn through a target
       with 1 hp if it would otherwise cause the target to faint.             creature with tremendous strength. Roll a d20. On a 20, the
     Higher Levels: The damage dice roll for this move changes                creature is impaled and immediately faints. On any other
       to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.              roll, you miss and this move fails. If the target's level is 10
     Hold Hands
                                                                              more than your own, this move automatically fails.
     Type: Normal                                                           Horn Leech
     Move Power: None                                                       Type: Grass
     Move Time: 1 reaction                                                  Move Power: STR/DEX
     PP: 20                                                                 Move Time: 1 action
     Duration: Instantaneous                                                PP: 5
     Range: Melee                                                           Duration: Instantaneous
     Description: If you are within melee range of an ally, you             Range: Melee
       grasp its hand to spread happiness. Use this reaction when           Description: You sink your horns into a creature, draining
       an ally is attacking to add +1 to its attack rolls, or when it is      some of their power. Make a melee attack, dealing 1d12 +
       targeted by an attack to add +1 to its AC. This reaction can           MOVE grass damage on a hit. Half the damage dealt is
       be used only before the result of either attack roll (by ally          recovered by the user (rounded down).
       or creature) is called.                                              Higher Levels: The damage dice roll for this move changes
     Hone Claws
                                                                              to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
     Type: Dark                                                             Hurricane
     Move Power: None                                                       Type: Flying
     Move Time: 1 action                                                    Move Power: STR/DEX
     PP: 10                                                                 Move Time: 1 action
     Duration: 1 minute                                                     PP: 5
     Range: Self                                                            Duration: Instantaneous
     Description: You sharpen your claws to increase the power              Range: 40ft
       of your attacks. For the duration, add an additional +1 to           Description: You whip up a maelstrom of harsh winds. Each
       your attack and damage rolls. This move may be stacked to              creature in a 30 ft radius, centered on a point within range,
       a maximum of +3 to attack and damage rolls.                            must make a STR saving throw against your Move DC,
     Howl
                                                                              taking 3d6 + MOVE flying damage and knocked prone on a
                                                                              failure, or half as much damage without being knocked
     Type: Normal                                                             prone on a success. Targets that fail the saving throw by 5
     Move Power: None                                                         or more become confused. If this attack is activated during
     Move Time: 1 action                                                      rain, the targets roll their saving throws with disadvantage.
     PP: 10                                                                   If used during harsh sunlight, the targets roll their saves
     Duration: 1 round                                                        with advantage.
     Range: Self                                                            Higher Levels: The damage dice roll for this move changes
     Description: You pierce the air with an intimidating howl.               to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
       Until the end of your next turn, allies (and you) have
       advantage on any melee attack rolls they make against a
       creature within 5 feet of you.
70
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Hydro Cannon                                                           Hyper Fang
Type: Water                                                            Type: Normal
Move Power: STR/DEX                                                    Move Power: STR/DEX
Move Time: 1 action, recharge                                          Move Time: 1 action
PP: 3                                                                  PP: 10
Duration: Instantaneous                                                Duration: Instantaneous
Range: Self (80ft line)                                                Range: Melee
Description: You fire a powerful stream of high-speed water            Description: You lash out at a creature with a quick fang
  at creatures in a 80 foot line, 5 feet wide. Any creature              attack. Make a melee attack roll, doing 2d6 + MOVE
  caught in the blast must make a STR saving throw against               normal damage on a hit. Hyper Fang scores a critical hit on
  your Move DC, taking 3d8 + MOVE water damage on a                      19 and 20. If the natural attack roll is 18 or more, the
  failure, and half as much on a success. Creatures that fail            target flinches.
  the save also are pushed back 10 feet and fall prone. This           Higher Levels: The damage dice roll for this move changes
  move saps you of energy, and may not activate it again until           to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  after the end of your next turn.                                     Hyper Voice
Higher Levels: The damage dice roll for this move changes
  to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.            Type: Normal
                                                                       Move Power: DEX/CHA
Hydro Pump                                                             Move Time: 1 action
Type: Water                                                            PP: 5
Move Power: STR/DEX                                                    Duration: Instantaneous
Move Time: 1 action                                                    Range: 30ft
PP: 3                                                                  Description: You release a loud and startling, high-pitched
Duration: Instantaneous                                                  sound that only a creature can hear. Make a ranged attack
Range: Self (80ft line)                                                  roll against a creature in range, doing 2d8 + MOVE normal
Description: You send a surge of powerful water towards                  damage on a hit.
  creatures in a 80 foot line, 5 feet wide. Creatures caught in        Higher Levels: The damage dice roll for this move changes
  the blast must succeed on a DEX save against your Move                 to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  DC, taking 3d6 + MOVE water damage on a failed save,                 Hyperspace Fury
  and half as much on a success.
Higher Levels: The damage dice roll for this move changes              Type: Dark
  to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.             Move Power: None
                                                                       Move Time: 1 action
Hyper Beam                                                             PP: 3
Type: Normal                                                           Duration: Instantaneous
Move Power: STR/DEX                                                    Range: 60ft
Move Time: 1 action, recharge                                          Description: Using your many arms, you send a barrage of
PP: 3                                                                    three balls of furious energy at any creature(s) in range.
Duration: Instantaneous                                                  Each ball automatically deals 1d6 dark damage to any
Range: Self (80ft line)                                                  creature(s) you choose. Reactions that negate damage such
Description: You unleash a concentrated beam of pure                     as Protect or Detect cannot be used. After activating this
  energy in a 80 foot line, 5ft wide. Any creature caught in             move, any attacks against you, until the beginning of your
  the line must succeed on a DEX save or take 3d8 + MOVE                 next turn, are rolled at advantage.
  normal damage on a fail and half as much on a save. This             Higher Levels: You can fire 4 projectiles at level 5, 5
  move cannot be used on consecutive turns by the same                   projectiles at level 10, and 6 projectiles at level 17.
  creature.                                                            Hyperspace Hole
Higher Levels: The damage dice roll for this move changes
  to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.            Type: Psychic
                                                                       Move Power: STR/DEX
                                                                       Move Time: 1 action
                                                                       PP: 3
                                                                       Duration: Instantaneous
                                                                       Range: 40ft
                                                                       Description: You create a hyperspace portal that allows you
                                                                         to instantly teleport to a creature in range and strike out
                                                                         with a melee attack. This move is guaranteed to hit for 2d6
                                                                         + MOVE psychic damage. Reactions that negate damage
                                                                         such as Protect or Detect cannot be used.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
                                                                                                                                       71
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Hypnosis                                                               Ice Fang
     Type: Psychic                                                          Type: Ice
     Move Power: WIS/INT                                                    Move Power: STR/DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 10
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: 30ft                                                            Range: Melee
     Description: You attempt to put the target to sleep. The               Description: You attempt to pierce a creature with ice-
       target must make a WIS save against your Move DC,                      infused fangs. Make a melee attack, dealing 1d10 + MOVE
       falling asleep on a failure.                                           ice damage on a hit. On a natural attack roll of 19 or 20, the
     Ice Ball
                                                                              target is frozen and flinches.
                                                                            Higher Levels: The damage dice roll for this move changes
     Type: Ice                                                                to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Move Power: STR/DEX
     Move Time: 1 action                                                    Ice Hammer
     PP: 10                                                                 Type: Ice
     Duration: Instantaneous                                                Move Power: STR
     Range: Melee                                                           Move Time: 1 action
     Description: You roll into a rock-hard ball of ice and continue        PP: 5
       to pummel a creature. When you activate this move, make              Duration: Instantaneous
       a melee attack on a target in range, doing 1d6 + MOVE ice            Range: Melee
       damage on a hit. If you use this move on your turn in                Description: You swing and hit with your strong, heavy fist.
       consecutive rounds, double the dice roll for damage each               Make a melee attack dealing 4d4 + MOVE ice damage.
       time you hit. The multiplier maxes out at 8x the original              Until the beginning of your next turn, you have
       damage. The damage resets if any of the attacks miss, or if            disadvantage on all DEX saves and your speed is halved.
       you are incapacitated.                                               Higher Levels: The damage dice roll for this move changes
     Higher Levels: The damage dice roll for this move changes                to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
       to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.           Ice Punch
     Ice Beam                                                               Type: Ice
     Type: Ice                                                              Move Power: STR/DEX
     Move Power: STR/DEX                                                    Move Time: 1 action
     Move Time: 1 action                                                    PP: 10
     PP: 5                                                                  Duration: Instantaneous
     Duration: Instantaneous                                                Range: Melee
     Range: Self (80ft line)                                                Description: You strike out with ice-infused fists. Make a
     Description: You create a 80 foot line of freezing ice, 5 feet           melee attack roll, doing 1d12 + MOVE ice damage on a hit.
       wide. Any creature caught in the line must succeed on a                On a natural attack roll of 19 or 20, the target is frozen.
       DEX save against your Move DC or take 2d8 + MOVE ice                 Higher Levels: The damage dice roll for this move changes
       damage on a failure, or half as much on a success.                     to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
       Creatures that fail this save by 5 or more become frozen.            Ice Shard
     Higher Levels: The damage dice roll for this move changes
       to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          Type: Ice
                                                                            Move Power: DEX
     Ice Burn                                                               Move Time: 1 bonus action
     Type: Ice                                                              PP: 15
     Move Power: STR/DEX                                                    Duration: Instantaneous
     Move Time: 1 action                                                    Range: 50ft
     PP: 3                                                                  Description: You flash freeze chunks of ice and quickly hurl
     Duration: 1 round, Concentration                                         them at a creature. As a bonus action, you fire a shard of
     Range: Self (30ft radius)                                                ice at a creature in range. Make a ranged attack roll,
     Description: When you use this move, you charge up an                    dealing 1d4 ice damage on a hit.
       intense power within your body. On your next turn’s action,          Higher Levels: The damage dice roll for this move changes
       if you keep your concentration, you unleash an ultracold,              to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
       freezing wind in a 60 foot circle all around you. Anyone
       caught in the blast must make a DEX save against your
       Move DC, taking 2d12 + MOVE ice damage on a failure, or
       half as much on a success. If any creature fails the save by
       5 or more, it is burned.
     Higher Levels: The damage dice roll for this move changes
       to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
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           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Icicle Crash                                                           Incinerate
Type: Ice                                                              Type: Fire
Move Power: DEX                                                        Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 10
Duration: Instantaneous                                                Duration: Instantaneous
Range: 30ft                                                            Range: 50ft
Description: You generate a row of icicles that crash down             Description: You summon forth a burning hot flame that
  on top of a creature in range. Make a ranged attack, dealing           surrounds a creature. Make a ranged attack, dealing 1d10
  2d6 + MOVE ice damage on a hit. If the natural attack roll             + MOVE fire damage on a hit. On a hit, if the target is
  is 15 or higher, the target flinches.                                  holding a berry, it is immediately burned to ash, becoming
Higher Levels: The damage dice roll for this move changes                unusable.
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Higher Levels: The damage dice roll for this move changes
Icicle Spear
                                                                         to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Ice                                                              Inferno
Move Power: DEX                                                        Type: Fire
Move Time: 1 action                                                    Move Power: STR/DEX
PP: 15                                                                 Move Time: 1 action
Duration: Instantaneous                                                PP: 3
Range: 20ft                                                            Duration: Instantaneous
Description: Your pummel a creature in range with multiple             Range: 15ft
  sharp shards of ice. Make a ranged attack roll, doing 1d4 +          Description: You engulf a target in intense flames. Make a
  MOVE ice damage on a hit. After successfully hitting a                 ranged attack against a target, dealing 4d4 + MOVE fire
  target, roll a d4. On a result of 3 or 4, you may immediately          damage on a hit, burning the target in the process.
  hit again for an additional 1d4 ice damage. Continue this            Higher Levels: The damage dice roll for this move changes
  process until you fail to roll a 3 or 4 on the d4 roll, up to a        to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  maximum of four additional hits.                                     Infestation
Higher Levels: The damage dice roll for this move changes
  to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.            Type: Bug
                                                                       Move Power: DEX
Icy Wind                                                               Move Time: 1 action
Type: Ice                                                              PP: 5
Move Power: DEX                                                        Duration: 3 rounds, Concentration
Move Time: 1 action                                                    Range: 40ft
PP: 10                                                                 Description: You summon an infestation of tiny insects to
Duration: Instantaneous                                                  attack a creature for multiple turns. Make a ranged attack
Range: 80ft                                                              on a target. On a hit, the target takes 1d8 + MOVE bug
Description: You create an icy wind that gusts towards a                 damage and becomes infested with swarming bugs. As
  creature in range. Make a ranged attack against a creature,            long as you maintain concentration, the target takes an
  doing 1d8 + MOVE ice damage on a hit. On a natural                     additional 1d8 bug damage at the end of each of its next
  attack roll of 18 or more, the target falls prone.                     three turns.
Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice rolls for this move changes
  to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.              to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Imprison                                                               Ingrain
Type: Psychic                                                          Type: Grass
Move Power: WIS/INT                                                    Move Power: CON
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 10
Duration: 1 minute, Concentration                                      Duration: 3 rounds
Range: 30ft                                                            Range: Self
Description: You create psychic walls within the mind of a             Description: You pierce the ground with roots, absorbing
  target in range. Force the target to make a WIS saving                 natural energy and fixing you in place. At the end of each of
  throw against your Move DC. On a failure, the target is                your next three turns (including this one), heal yourself for
  unable to use any Move it knows that is the same as yours              1d6 + MOVE hit points. For the duration of this move, your
  for the duration.                                                      movement speed drops to zero and you may not flee or be
                                                                         switched out by your trainer unless forced by an opponent's
                                                                         moves or abilities.
                                                                       Higher Levels: The healing dice roll for this move changes to
                                                                         1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
                                                                                                                                         73
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Instruct                                                               Judgment
     Type: Psychic                                                          Type: Varies
     Move Power: WIS                                                        Move Power: STR
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 5
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: 60ft                                                            Range: 100ft
     Description: You instruct a creature to act again. As an               Description: You send powerful missiles of pure energy to
       action, choose a target in range. The target must                      rain down on any creature in an 80 foot circle, centered on
       immediately repeat the move they used in their last action             a point in range. Any creature caught in the area must
       or bonus action, without spending the PP.                              make a DEX save against your Move DC, taking 5d6 +
     Ion Deluge
                                                                              MOVE damage on a failure, or half as much on a success.
                                                                              The type of the damage depends on the kind of plate the
     Type: Electric                                                           user is holding.
     Move Power: None                                                       Higher Levels: The damage dice roll for this move changes
     Move Time: 1 action                                                      to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
     PP: 15
     Duration: Instantaneous                                                Jump Kick
     Range: Self (50ft radius)                                              Type: Fighting
     Description: You disperse electric particles that charge the           Move Power: STR/DEX
       battlefield. Until the beginning of your next turn, any              Move Time: 1 action
       normal-type move activated within 50 feet of you is                  PP: 5
       considered electric-type.                                            Duration: Instantaneous
     Iron Defense
                                                                            Range: Melee
                                                                            Description: You leap into the air to deliver a strong kick to a
     Type: Steel                                                              creature. Make a melee attack against a target, doing 4d4 +
     Move Power: None                                                         MOVE fighting damage on a hit. On a miss, you take 1
     Move Time: 1 action                                                      damage.
     PP: 10                                                                 Higher Levels: The damage dice roll for this move changes
     Duration: 1 round                                                        to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
     Range: Self
     Description: Your body temporarily becomes solid as steel              Karate Chop
       plate. Until the end of your next turn, you gain + 6 to your         Type: Fighting
       AC and have resistance to all types of damage. If you were           Move Power: STR/DEX
       vulnerable, you now take regular damage. If you were                 Move Time: 1 action
       already resistant, you become immune.                                PP: 15
     Iron Head
                                                                            Duration: Instantaneous
                                                                            Range: Melee
     Type: Steel                                                            Description: You extend a hand towards a target creature for
     Move Power: STR                                                          a savage karate chop. Make a melee attack roll, doing 1d8 +
     Move Time: 1 action                                                      MOVE fighting damage on a hit. Karate Chop scores a
     PP: 10                                                                   critical hit on 19s and 20s.
     Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
     Range: Melee                                                             to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
     Description: You slam into the target with your hard head.
       Make a melee attack, dealing 2d6 + MOVE steel damage                 Kinesis
       on a hit. On a natural attack roll of 16 or higher, the target       Type: Psychic
       flinches.                                                            Move Power: None
     Higher Levels: The damage dice roll for this move changes              Move Time: 1 action
       to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             PP: 10
     Iron Tail
                                                                            Duration: 1 minute
                                                                            Range: Self
     Type: Steel                                                            Description: You move with incredible speed. Increase your
     Move Power: STR                                                          walking, flying, or swimming speed by 20 if it is greater
     Move Time: 1 action                                                      than 0, and add +2 to AC when targeted by ranged attacks
     PP: 10                                                                   for the duration. This move cannot be stacked.
     Duration: Instantaneous
     Range: Melee
     Description: You swing your tail out, attempting to crush a
       creature. Make an attack roll on a creature in range, doing
       4d4 + MOVE steel damage on a hit. If the natural attack
       roll is a 19 or 20, the target’s AC is decreased by 1 for the
       rest of combat.
     Higher Levels: The damage dice roll for this move changes
       to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
74
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
King's Shield                                                          Last Resort
Type: Steel                                                            Type: Normal
Move Power: None                                                       Move Power: STR/DEX
Move Time: 1 reaction                                                  Move Time: 1 action
PP: 3                                                                  PP: 3
Duration: Instantaneous                                                Duration: Instantaneous
Range: Self                                                            Range: Melee
Description: Your body is cloaked with a protective shield             Description: You lash out an a creature with a furious strike.
  that negates all damage to you. When targeted by an                    This move can only be activated when all other known
  attack, you may automatically avoid taking damage from                 moves by a user have been activated in the same combat. If
  this attack and any other damaging move until the                      the user is switched out, this rule resets. Make a melee
  beginning of your next turn. On future instances of this               attack, dealing 2d12 + MOVE normal damage on a hit.
  move in the same combat, you must roll higher than a 15              Higher Levels: The damage dice roll for this move changes
  on a d20 roll for the reaction to be successful.                       to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
Knock Off                                                              Lava Plume
Type: Dark                                                             Type: Fire
Move Power: DEX                                                        Move Power: STR
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 5
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: 40ft
Description: You attempt to rid a creature of their held item          Description: You summon forth a plume of raging hot fire in
  for the rest of battle. Make a melee attack roll against a             a 5 foot radius, 40-foot cylinder, centered on a point within
  target. On a hit, deal 1d10 + MOVE dark damage and any                 range. Creatures in the blast must make a DEX save
  held item of the target disappears. The item appears back              against your Move DC, taking 2d6 + MOVE fire damage on
  in the target's inventory when the battle is over.                     a failure and becoming burned, or half as much without
Higher Levels: The damage dice roll for this move changes                becoming burned on a success.
  to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.             Higher Levels: The damage dice roll for this move changes
Land's Wrath
                                                                         to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Type: Ground                                                           Leaf Blade
Move Power: STR                                                        Type: Grass
Move Time: 1 action                                                    Move Power: DEX
PP: 5                                                                  Move Time: 1 action
Duration: Instantaneous                                                PP: 10
Range: 100ft                                                           Duration: Instantaneous
Description: You gather in the natural energy of the land              Range: Melee
  around you and focus it into a sudden eruption of earth in a         Description: You attempt to slash a creature with a sharp
  40 ft radius, centered on a point within range. All creatures          leaf. Make a melee attack against a target, dealing 2d8 +
  caught in the blast must make a DEX save against your                  MOVE grass damage on a hit. This attack scores a critical
  Move DC, taking 5d6 + MOVE ground damage on a failure,                 on 19 and 20.
  or half as much on a success.                                        Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes                to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.          Leaf Storm
Laser Focus                                                            Type: Grass
Type: Normal                                                           Move Power: STR/DEX
Move Power: None                                                       Move Time: 1 action
Move Time: 1 action                                                    PP: 3
PP: 15                                                                 Duration: Instantaneous
Duration: 1 round, Concentration                                       Range: 60ft
Range: Self                                                            Description: You whip up a powerful storm of leaves in a 40
Description: When activating this move, you spend your                   foot circle, centered on a point within range. All creatures
  action concentrating intensely. If you keep your                       in the area must make a DEX save against your Move DC,
  concentration, your first atack on your next turn always               taking 5d4 + MOVE grass damage on a fail, or half as much
  results in a critical hit.                                             on a success. After activating this move, you are sapped of
                                                                         energy. On any damaging move you activate before the end
                                                                         of your next turn, reduce the damage dealt by your MOVE
                                                                         modifier.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
                                                                                                                                         75
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Leaf Tornado                                                           Leer
     Type: Grass                                                            Type: Normal
     Move Power: STR/DEX                                                    Move Power: WIS/CHA
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 15
     Duration: Instantaneous                                                Duration: 1 minute
     Range: 40ft                                                            Range: 60ft
     Description: You summon forth a cyclone of harsh winds and             Description: You stare down a target, reducing its will. The
       fast moving leaves that rushes forward to strike a creature            creature must make a WIS save against your Move DC. On
       in range. Make a ranged attack roll, dealing 1d10 + MOVE               a fail, allies may add +1 to any attack they target it with for
       grass damage on a hit. If the natural attack roll is 15 or             the duration. This modifier can be stacked if it fails
       higher, the target has disadvantage on its next attack. If the         multiple leer saves, up to a maximum of +5.
       target activates a move that requires a saving throw, its            Lick
       target(s) have advantage on the roll.
     Higher Levels: The damage dice roll for this move changes              Type: Ghost
       to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.             Move Power: DEX/WIS
                                                                            Move Time: 1 action
     Leafage                                                                PP: 15
     Type: Grass                                                            Duration: Instantaneous
     Move Power: DEX                                                        Range: Melee
     Move Time: 1 action                                                    Description: You reach out and lick a target. Make a melee
     PP: 20                                                                   attack roll. On a hit, do 1d6 + MOVE ghost damage. On a
     Duration: Instantaneous                                                  natural attack roll of 18 or higher, the target becomes
     Range: 40ft                                                              paralyzed.
     Description: You summon a flurry of leaves to pelt a                   Higher Levels: The damage dice roll for this move changes
       target. Make a ranged attack, doing 1d6 + MOVE grass                   to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
       damage on a hit.                                                     Light of Ruin
     Higher Levels: The damage dice roll for this move changes
       to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.            Type: Fairy
                                                                            Move Power: DEX/CHA
     Leech Life                                                             Move Time: 1 action
     Type: Bug                                                              PP: 3
     Move Power: DEX                                                        Duration: Instantaneous
     Move Time: 1 action                                                    Range: Self (80ft line)
     PP: 5                                                                  Description: You draw forth a powerful natural essence,
     Duration: Instantaneous                                                  concentrating it into a beam of light 80ft long and 5 feet
     Range: Melee                                                             wide. Any creature caught in the blast must make DEX
     Description: You attempt to suck away some of a creature’s               saving throw against your Move DC, taking 2d12 + MOVE
       life force. Make a melee attack roll, doing 2d6 + MOVE bug             fairy damage on a failure, or half as much on a success.
       damage on a hit. Half of the damage done is restored to the            The user takes typeless recoil damage equal to half the
       user.                                                                  damage roll.
     Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
       to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.               to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
     Leech Seed                                                             Light Screen
     Type: Grass                                                            Type: Psychic
     Move Power: DEX                                                        Move Power: None
     Move Time: 1 action                                                    Move Time: 1 reaction
     PP: 5                                                                  PP: 3
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: 80ft                                                            Range: Self
     Description: You send a seed at a creature in range that               Description: When you are subject to a ranged attack, use
       implants itself in their hide. Make a ranged attack roll. On a         your reaction to take half the damage dealt now and on any
       hit, a seed implants into their skin. The target takes 1d4             ranged attack that targets you until the beginning of your
       grass damage at the end of each of its subsequent turns                next turn.
       until it faints or is switched out. Half of the damage is
       restored by the attacker, or any other active creature the
       trainer has in battle, even if the original attacker faints or is
       returned to its Pokéball. Only one creature can be seeded
       by the attacker at a time. Grass-type creatures are immune
       to the damage from this move.
     Higher Levels: The damage dice roll for this move changes
       to 2d4 at level 5, 2d6 at level 10, and 2d8 at level 17.
76
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Liquidation                                                            Low Sweep
Type: Water                                                            Type: Fighting
Move Power: STR/DEX                                                    Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 10
Duration: Instantaneous                                                Duration: Instantaneous
Range: 40ft                                                            Range: Melee
Description: You attempt to slam a full-force blast of water           Description: You sweep your legs at the lower half of a
  into a target in range. Make a ranged attack, doing 2d6 +              creature's body. Make a melee attack roll, dealing 1d10 +
  MOVE water damage on a hit. If the natural attack roll is              MOVE fighting damage on a hit. On a hit, target must
  18 or more, the target’s AC is reduced by 1 while it remains           succeed on a STR save against your Move DC or be
  in battle. This decrease may be stacked up to a maximum                knocked prone.
  of -5 to AC.                                                         Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes                to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Lucky Chant
Lock-On                                                                Type: Normal
Type: Normal                                                           Move Power: None
Move Power: None                                                       Move Time: 1 reaction
Move Time: 1 action                                                    PP: 3
PP: 3                                                                  Duration: Instantaneous
Duration: Instantaneous                                                Range: 30ft
Range: 60ft                                                            Description: When a creature scores a critical hit on you or
Description: You hone in on your target, ready to strike.                an ally in range, you may use your reaction to quickly recite
  When this move is activated, a single attack roll you make             a magical incantation that treats the attack like a normal
  next turn is guaranteed to hit. You may roll to see if you crit        hit, preventing the extra damage and/or effect of the crit.
  or cause an effect from a high roll. This move does not              Lunar Dance
  affect one-shot moves like Fissure, Guillotine, etc.
                                                                       Type: Psychic
Lovely Kiss                                                            Move Power: None
Type: Normal                                                           Move Time: 1 action
Move Power: CHA/WIS                                                    PP: 5
Move Time: 1 action                                                    Duration: Instantaneous
PP: 3                                                                  Range: Self
Duration: Instantaneous                                                Description: You sacrifice yourself for another one of your
Range: 60ft                                                              trainer's Pokémon. When activating this move, the user
Description: You blow a kiss to a creature, attempting to put            faints, but the next creature released by its trainer is fully
  the target to sleep. The target must make a CHA save                   healed and cured of any status effects.
  against your Move DC, falling asleep on a failure.                   Lunge
Low Kick                                                               Type: Bug
Type: Fighting                                                         Move Power: DEX
Move Power: STR/DEX                                                    Move Time: 1 action
Move Time: 1 action                                                    PP: 10
PP: 10                                                                 Duration: Instantaneous
Duration: Instantaneous                                                Range: 15ft
Range: Melee                                                           Description: You make a lunge at the target, attacking with
Description: You kick out at a creature’s lower half, dealing            full force. Make a melee attack, doing 2d6 + MOVE bug
  damage and attempting to knock it off balance. Make a                  damage on a hit. If the natural attack roll is 15 or more,
  melee attack, doing 1d8 + MOVE fighting damage on a hit.               the target has disadvantage on its next attack.
  If the natural attack roll is 19 or 20, the target flinches.         Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes                to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
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  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Luster Purge                                                           Magical Leaf
     Type: Psychic                                                          Type: Grass
     Move Power: DEX/WIS                                                    Move Power: DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 3                                                                  PP: 5
     Duration: 1 round                                                      Duration: Instantaneous
     Range: Self (30ft radius)                                              Range: 30ft
     Description: You create a blinding bright light that damages           Description: You summon a sharp, magical leaf that strikes a
       creature's eyes and may lower their defense. Creatures in              creature. This move is guaranteed to hit for 1d6 + MOVE
       range must make a CON save against your Move DC,                       grass damage, unless during the invulnerable stage of Fly,
       taking 3d10 + MOVE psychic damage on a failure, or half                Dig, Bounce, Dive, etc. moves.
       as much on a success. For creatures that fail by 5 or more,          Higher Levels: The damage dice roll for this move changes
       any attack against them has advantage until the end of your            to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
       next turn.                                                           Magma Storm
     Higher Levels: The damage dice roll for this move changes
       to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.            Type: Fire
                                                                            Move Power: STR
     Mach Punch                                                             Move Time: 1 action
     Type: Fighting                                                         PP: 5
     Move Power: STR/DEX                                                    Duration: 1 minute, Concentration
     Move Time: 1 bonus action                                              Range: 80ft
     PP: 15                                                                 Description: You stir up a maelstrom of fire in a 40 foot
     Duration: Instantaneous                                                  circle, centered on a point within range, that continues to
     Range: Melee                                                             rage as long as you hold your concentration. Any creature
     Description: You rush forward to punch with incredible                   that enters this area for the first time on their turn, or is in
       speed. Choose a target within 10 feet of you. You rush                 that area at the beginning of their turn must make a CON
       forward to slam a fist into the creature, avoiding all attacks         save against your Move DC, taking 3d8 + MOVE fire
       of opportunity. Make a melee attack on that creature,                  damage on a failure, or half as much on a success.
       dealing 1d4 fighting damage on a hit.                                Higher Levels: The damage dice roll for this move changes
     Higher Levels: The damage dice roll for this move changes                to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
       to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.           Magnet Bomb
     Magic Coat                                                             Type: Steel
     Type: Psychic                                                          Move Power: STR/DEX
     Move Power: WIS/CON                                                    Move Time: 1 action
     Move Time: 1 reaction                                                  PP: 5
     PP: 3                                                                  Duration: Instantaneous
     Duration: Instantaneous                                                Range: 60ft
     Range: 50ft                                                            Description: You hurl a steel ball that seeks out a creature in
     Description: A flash of magical energy forms between you                 range, never missing. This move is guaranteed to hit for
       and a creature, reflecting negative energy back at an                  1d6 + MOVE steel damage, unless during the invulnerable
       attacker in range. When an attack from a creature causes               stage of Fly, Dig, Bounce, Dive, etc. moves.
       you to suffer from a negative status condition, they are also        Higher Levels: The damage dice roll for this move changes
       affected by the same condition.                                        to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
     Magic Room                                                             Magnet Rise
     Type: Psychic                                                          Type: Electric
     Move Power: None                                                       Move Power: None
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 5
     Duration: 5 rounds, Concentration                                      Duration: 1 minute, Concentration
     Range: Self (50ft radius)                                              Range: Self
     Description: You employ your psychic power to suppress the             Description: You use magnetic power within yourself to raise
       effect of all held items in a 100 foot circle, centered on you.        yourself from the ground, becoming immune to ground
                                                                              moves for the duration.
78
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Magnetic Flux                                                          Me First
Type: Electric                                                         Type: Normal
Move Power: None                                                       Move Power: None
Move Time: 1 action                                                    Move Time: 1 reaction
PP: 10                                                                 PP: 3
Duration: 1 round                                                      Duration: Instantaneous
Range: 40ft                                                            Range: 40ft
Description: You use your electric energy to manipulate                Description: When targeted by or forced to make a saving
  magnetic fields. Until the beginning of your next turn, any            throw from a single-target move, you may use your reaction
  creature in range with the Plus or Minus ability gains a               to copy the creature’s move against it, after activation but
  bonus to their AC equal to your proficiency modifier, and              before the effects. If the move requires an attack roll, you
  any saving throw they are forced to make is rolled with                have disadvantage on the attack. If the move requires a
  advantage.                                                             saving throw, the target has advantage on the roll. If the
Magnitude
                                                                         move causes damage, double the damage dice. The
                                                                         damage/effect tier for the move is based off of your level,
Type: Ground                                                             not the target's.
Move Power: STR
Move Time: 1 action                                                    Mean Look
PP: 5                                                                  Type: Normal
Duration: Instantaneous                                                Move Power: STR/CHA
Range: Self (30ft radius)                                              Move Time: 1 action
Description: You shake the ground with an earth-shattering             PP: 3
  quake. All creature in range must make a DEX save against            Duration: 3 rounds
  your Move DC, taking half damage on a success and full               Range: 50ft
  damage on a fail. Creatures in range that are burrowed or            Description: You flash an intimidating look at a target,
  in the invulnerable stage of Dig take double damage from               attempting to freeze them in fear. Force a target in range to
  this move. Roll a d100 on the table below to determine                 make a WIS save against your Move DC. On a fail, the
  damage. Raised creatures are immune to the effects and                 target cannot flee or be switched out for 3 rounds.
  damage of this move.                                                 Meditate
        d100                           Damage                          Type: Psychic
        01-05                       1d4+MOVE                           Move Power: None
        06-15                       1d8+MOVE
                                                                       Move Time: 1 action
                                                                       PP: 5
        16-35                       1d10+MOVE                          Duration: 1 minute, Concentration
        36-65                       1d12+MOVE                          Range: Self
                                                                       Description: You become one with your inner self. For the
        66-85                       2d6+MOVE                             duration, you gain +1 to attack rolls and saving throws.
        86-95                       2d8+MOVE                           Higher Levels: The bonus changes to +2 at level 5, +3 at level
       96-100                       2d12+MOVE
                                                                         10, and +4 at level 17.
                                                                       Mega Drain
  Higher Levels: For damage rolls, use 2x Dice at level 5, 3x          Type: Grass
Dice at level 10, and 4x Dice at level 17.                             Move Power: STR/DEX
                                                                       Move Time: 1 action
Mat Block                                                              PP: 10
Type: Fighting                                                         Duration: Instantaneous
Move Power: None                                                       Range: 50ft
Move Time: 1 action                                                    Description: You attempt to drain the life force of a target.
PP: 3                                                                    Make a ranged attack, doing 1d6 + MOVE grass damage on
Duration: Instantaneous                                                  a hit. Half of the damage dealt is restored to the user.
Range: Self (15ft radius)                                              Higher Levels: The damage dice roll for this move changes
Description: You conjure up a ethereal, protective mat to                to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  shield you and your allies. Until the end of your next turn,
  any ally creature within 15 feet of you (including you) is           Mega Kick
  immune to damage from damaging moves. Status-inducing                Type: Normal
  moves can still affect their targets.                                Move Power: STR
                                                                       Move Time: 1 action
                                                                       PP: 10
                                                                       Duration: Instantaneous
                                                                       Range: Melee
                                                                       Description: Make a melee attack against a target, doing
                                                                         2d10 + MOVE normal damage on a hit.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
                                                                                                                                         79
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Mega Punch                                                             Metal Claw
     Type: Normal                                                           Type: Steel
     Move Power: STR                                                        Move Power: STR
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 15                                                                 PP: 10
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Melee                                                           Range: Melee
     Description: You strike out with a hard punch Make a melee             Description: You strike out with sharp claws. Make a melee
       attack against a target, doing 2d6 + MOVE normal damage                attack roll against a creature, doing 1d8 + MOVE steel
       on a hit.                                                              damage on a hit. If the natural attack roll is 19 or 20, your
     Higher Levels: The damage dice roll for this move changes                next attack gets an additional +1 to hit.
       to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Higher Levels: The damage dice roll for this move changes
     Megahorn
                                                                              to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
     Type: Bug                                                              Metal Sound
     Move Power: STR/DEX                                                    Type: Steel
     Move Time: 1 action                                                    Move Power: STR/DEX
     PP: 5                                                                  Move Time: 1 action
     Duration: Instantaneous                                                PP: 5
     Range: Melee                                                           Duration: 1 round
     Description: You charge at a creature for a devastating horn           Range: 50ft
       attack. Make a melee attack roll, doing 2d10 + MOVE bug              Description: You emit an ear-shattering high pitched sound
       damage on a hit. If you moved 20 feet or more straight                 that only your target can hear, leaving them in a
       towards a target, immediately before activating this move,             defenseless state. When activating this move, a target must
       force a creature to make a STR save against your Move DC               make a CON saving throw against your Move DC. On a
       or be knocked prone.                                                   failure, all attack rolls against the target are given a +5
     Higher Levels: The damage dice roll for this move changes                bonus until the end of your next turn.
       to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.            Meteor Mash
     Memento                                                                Type: Steel
     Type: Dark                                                             Move Power: STR/DEX
     Move Power: None                                                       Move Time: 1 action
     Move Time: 1 action                                                    PP: 5
     PP: 3                                                                  Duration: Instantaneous
     Duration: 2 rounds                                                     Range: Melee
     Range: Melee                                                           Description: You smash a creature with a fist as fast as a
     Description: You sacrifice your life force to leave a lasting            meteor strike. Make a melee attack against a creature,
       mark on a target. When you activate this move, you touch a             doing 2d8 + MOVE steel damage on a hit. If the natural
       creature and drop to 0 hit points. As a result, the target is          attack roll is 18 or higher, your next attack has advantage.
       incapacitated for 2 rounds. All attacks against it have              Higher Levels: The damage dice roll for this move changes
       advantage, it automatically fails all STR and DEX saving               to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
       throws by the maximum amount, and it cannot attack,                  Metronome
       move, flee, or be switched out.
                                                                            Type: Normal
     Metal Burst                                                            Move Power: Varies
     Type: Steel                                                            Move Time: 1 action
     Move Power: STR/DEX                                                    PP: 5
     Move Time: 1 reaction                                                  Duration: Varies
     PP: 3                                                                  Range: Varies
     Duration: Instantaneous                                                Description: You summon a move at random to inflict
     Range: Melee                                                             against a creature. When you use this move, roll a d100.
     Description: You lash out in retaliation with a bust of harsh            The resulting number is the TM number for the move you
       metal shards. As a reaction, when you are hit with a melee             make. If the move is unable to be completed because of
       attack that deals damage, make a melee attack roll against             positioning, range, etc., Metronome fails.
       your attacker, with disadvantage. On a hit, deal the same
       amount of steel type damage back at your attacker
       (maximum of 5x your current level).
80
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Milk Drink                                                             Minimize
Type: Normal                                                           Type: Normal
Move Power: CON                                                        Move Power: None
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 5
Duration: Instantaneous                                                Duration: 1 minute, Concentration
Range: 10ft                                                            Range: Self
Description: You create a tasty drink that heals your or an            Description: You appear smaller to your creatures,
  ally’s wounds. The recipient gains 2d6 + MOVE hit points.              increasing your evasion. For the duration, you gain an
Higher Levels: The dice roll for this move changes to 3d6 at             additional +2 to your AC.
  level 5, 5d6 at level 10, and 8d6 at level 17.                       Miracle Eye
Mimic                                                                  Type: Psychic
Type: Normal                                                           Move Power: WIS/INT
Move Power: None                                                       Move Time: 1 action
Move Time: 1 action                                                    PP: 20
PP: 5                                                                  Duration: 1 minute
Duration: 1 minute, Concentration                                      Range: 50ft
Range: 120ft                                                           Description: You flash your eyes at the target, stunning them
Description: You copy another creature's movements,                      briefly and lowering their defenses. When activating this
  learning its ways in battle. When used, this move is                   move, choose a target in range and force them to make a
  temporarily replaced by your choice of one of the target's             WIS save against your Move DC. On a failure, any
  moves. The target can be an ally. After one PP is                      modifiers to their AC are reset, and if they are Dark or
  subtracted to use this move, the replacement move will                 Ghost-type, their immunities are relinquished for the
  retain Mimic's remaining PP. The user can select any of the            duration. If, when losing immunity, the target’s secondary
  target's moves to copy for the duration.                               type gives it vulnerability or resistance to an attack of that
Mind Blown
                                                                         type, it follows the secondary type for that effect.
Type: Fire                                                             Mirror Coat
Move Power: DEX/CON                                                    Type: Psychic
Move Time: 1 action                                                    Move Power: CON/WIS
PP: 3                                                                  Move Time: 1 reaction
Duration: Instantaneous                                                PP: 3
Range: Self (15ft radius)                                              Duration: Instantaneous
Description: You fill your head with hot fire that explodes            Range: 40ft
  around you. Force all creaatures within 15 feet of you to            Description: When subject to a ranged attack, you can
  make a DEX save against your Move DC, taking 4d6 +                     attempt to decrease the damage and send some back at the
  MOVE fire damage on a failure, or half as much on a                    attacker in range. Using this reaction, the damage is
  success. After activating this move, you take an amount of             decreased by 1d6 + MOVE. If this causes the damage to
  typless damage equal to the full damage as if you failed the           fall below zero, the attack is deflected and you may make a
  save.                                                                  ranged attack roll to send it back at the attacker for 1d6 +
Higher Levels: The damage dice roll for this move changes                MOVE psychic damage.
  to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.            Higher Levels: The damage dice roll for this move changes
Mind Reader
                                                                         to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Type: Normal                                                           Mirror Move
Move Power: None                                                       Type: Flying
Move Time: 1 action                                                    Move Power: Varies
PP: 3                                                                  Move Time: 1 action
Duration: Instantaneous                                                PP: 10
Range: Self                                                            Duration: Instantaneous
Description: You sense the motives and moves of a creature             Range: 50ft
  around you. When this move is activated, a single attack             Description: You mimic a target that you can see, in range.
  roll you make next turn is guaranteed to hit. You may roll to          When you activate this move, choose a target in range and
  see if you crit or cause an effect from a high roll. This move         fully execute the most recent move used by the creature,
  does not affect one-shot moves like Fissure, Guillotine, etc.          using your own ability scores, level, and typing for saving
                                                                         throw DC, attack, and damage.
                                                                                                                                          81
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Mirror Shot                                                            Moonblast
     Type: Steel                                                            Type: Fairy
     Move Power: STR/DEX                                                    Move Power: DEX/CHA
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 10
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: 40ft                                                            Range: 30ft
     Description: You loose a damaging flash of light from your             Description: You summon forth a powerful moonbeam that
       polished body. Make a ranged attack on a creature, dealing             strikes a creature. Make a ranged attack on a target in
       1d10 + MOVE steel damage on a hit. On a hit, the target                range, dealing 2d8 + MOVE fairy damage on a hit. On a
       must make a CON save against your Move DC. On a                        natural attack roll of 15 or more, the target has
       failure, the target has disadvantage on its next attack roll.          disadvantage on its next attack.
     Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
       to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.               to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
     Mist                                                                   Moongeist Beam
     Type: Ice                                                              Type: Ghost
     Move Power: None                                                       Move Power: DEX/WIS
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 15                                                                 PP: 5
     Duration: 1 minute                                                     Duration: Instantaneous
     Range: 30ft                                                            Range: Self (100ft line)
     Description: A light mist surrounds a target, offering a               Description: You emit a sinister ray that explodes out from
       protective barrier. The target is immune to negative stat              you in a 100 foot line, 5 feet wide. All creatures caught in
       changes for the duration, but any current effects are still in         the blast must make a DEX save against your Move DC,
       place.                                                                 taking 5d6 + MOVE ghost damage on a failure or half as
     Mist Ball
                                                                              much on a success. This attack ignores any of the
                                                                              creatures abilities that would affect the user's ability to hit
     Type: Psychic                                                            or deal full damage.
     Move Power: DEX/WIS                                                    Higher Levels: The damage dice roll for this move changes
     Move Time: 1 action                                                      to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
     PP: 5
     Duration: Instantaneous                                                Moonlight
     Range: 100ft                                                           Type: Fairy
     Description: You fire an explosive ball of damaging mist at a          Move Power: WIS/CHA
       creature in range. Make a ranged attack against a target,            Move Time: 1 action
       doing 5d6 + MOVE psychic damage on a hit. If the natural             PP: 3
       attack roll is higher than 10, the target has disadvantage on        Duration: Instantaneous
       any attack it makes before the end of its next turn..                Range: Self
     Higher Levels: The damage dice roll for this move changes              Description: A ray of moonlight shines upon you, basking
       to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.            you in healing light. The user gains 2d12 + MOVE hit
     Misty Terrain
                                                                              points. If this move is activated during the day, halve the
                                                                              total healing.
     Type: Fairy                                                            Higher Levels: The dice roll for healing changes to 3d10 at
     Move Power: None                                                         level 5, 7d6 at level 10, and 8d8 at level 17.
     Move Time: 1 action
     PP: 5                                                                  Morning Sun
     Duration: 3 rounds                                                     Type: Normal
     Range: Self (60ft radius)                                              Move Power: WIS/CHA
     Description: You cover the ground in a thin, healing mist that         Move Time: 1 action
       surrounds a 120 foot circle, centered on you. For 3 turns,           PP: 3
       no grounded creatures inside the mist can suffer from new            Duration: Instantaneous
       status conditions. Grounded creatures are those that do              Range: Self
       not have a flying speed or Levitate, Magnet Rise, or similar         Description: A ray of sunlight shines upon you, basking you
       ability.                                                               in healing light. The user gains 2d12 + MOVE hit points. If
                                                                              this move is activated at night, halve the total healing.
                                                                            Higher Levels: The healing dice roll for this move changes to
                                                                              3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
82
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Mud Bomb                                                               Muddy Water
Type: Ground                                                           Type: Water
Move Power: STR/DEX                                                    Move Power: DEX/CON
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 5
Duration: Instantaneous                                                Duration: Instantaneous
Range: 40ft                                                            Range: 30ft
Description: You throw a hard-packed mud ball at a creature.           Description: You fire a stream of muddy water at a creature
  Make a ranged attack, dealing 1d10 + MOVE ground                       in range. Make a ranged attack against a creature, dealing
  damage on a hit. On a hit, the target must make a CON                  2d8 + MOVE water damage. If the natural attack roll is 15
  save against your Move DC. On a failure, the target has                or higher, the target has disadvantage on its next attack.
  disadvantage on its next attack roll. If activating a move           Higher Levels: The damage dice roll for this move changes
  that requires a save, the target(s) have advantage.                    to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Higher Levels: The damage dice roll for this move changes              Multi-Attack
  to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
                                                                       Type: Varies
Mud Shot                                                               Move Power: STR/DEX
Type: Ground                                                           Move Time: 1 action
Move Power: DEX                                                        PP: 5
Move Time: 1 action                                                    Duration: Instantaneous
PP: 10                                                                 Range: Melee
Duration: Instantaneous                                                Description: You strike out with inner power, depending on
Range: 60ft                                                              your type. Make a melee attack on a target, dealing 2d8 +
Description: You fire a glob of mud at a creature, dealing               MOVE damage of your current type.
  damage with a chance to hinder the target's movement.                Higher Levels: The damage dice roll for this move changes
  Make a ranged attack against a creature in range, dealing              to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  1d8 + MOVE ground damage on a hit. If the natural attack             Mystical Fire
  roll is higher than 15, the target's speed becomes 0 until
  the end of its next turn.                                            Type: Fire
Higher Levels: The damage dice roll for this move changes              Move Power: DEX
  to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.            Move Time: 1 action
                                                                       PP: 5
Mud Sport                                                              Duration: Instantaneous
Type: Ground                                                           Range: 30ft
Move Power: None                                                       Description: You summon forth a pair of mystical flames that
Move Time: 1 action                                                      dance around a target, dealing damage. Make a ranged
PP: 10                                                                   attack roll against a target, dealing 1d12 + MOVE fire
Duration: 1 minute                                                       damage on a hit. If the target is hit with this attack, any
Range: Self (5ft radius)                                                 attack roll it makes before the end of its next turn is rolled
Description: You cover yourself and all allies around you                at disadvantage.
  with thick mud, reducing the amount of electric damage               Higher Levels: The damage dice roll for this move changes
  taken for anyone affected. For the duration, you and any ally          to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  in range (when you initially activated this move) have               Nasty Plot
  resistance to electric-type attacks. If you were already
  resistant, you are now immune. If you were vulnerable, you           Type: Dark
  now take regular damage. If you are immune to electric-              Move Power: None
  type moves already, nothing happens.                                 Move Time: 1 action
                                                                       PP: 10
Mud-Slap                                                               Duration: 1 minute, Concentration
Type: Ground                                                           Range: Self
Move Power: STR/DEX                                                    Description: You stimulate your brain with nasty thoughts.
Move Time: 1 action                                                      For the duration, you have advantage on any attacks with
PP: 5                                                                    the Wisdom, Intelligence, or Charisma move power. If the
Duration: Instantaneous                                                  attack requires a Wisdom, Intelligence, or Charisma saving
Range: 40ft                                                              throw, the target has disadvantage.
Description: You hurl mud at a target in range. Make a
  ranged attack roll, doing 1d4 + MOVE ground damage on a
  hit. On a hit, the target adds -1 to its attack rolls for the rest
  of the encounter. This decrease may be stacked, up to a
  maximum of -5 to hit. The target may take an action to
  remove any mud from its face, resetting the effect.
Higher Levels: The damage dice roll for this move changes
  to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
                                                                                                                                          83
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Natural Gift                                                           Nature's Madness
     Type: Varies                                                           Type: Fairy
     Move Power: STR/DEX                                                    Move Power: WIS/CHA
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 3
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: 40ft                                                            Range: 40ft
     Description: You draw in power from your held berry,                   Description: You harness all the power of nature and send it
       releasing it into a ranged attack. Make a ranged attack,               at a creature in range. The target must make a CON save
       dealing 1d12 + MOVE damage on a hit. The type is                       against your Move DC. On a failed save, the target loses
       dependant on what berry you are holding, according to the              half their current HP (minimum of 1 damage).
       chart below:                                                         Needle Arm
       Type             Berry              Type         Berry               Type: Grass
      Normal           Chilan             Flying      Lum, Coba             Move Power: DEX
        Fire        Cherri, Occa          Psychic   Sitrus, Payapa
                                                                            Move Time: 1 action
                                                                            PP: 10
       Water       Chesto, Passho          Bug          Tanga               Duration: Instantaneous
      Electric     Pecha, Waccan           Rock         Charti              Range: Melee
                                                                            Description: Your arms turn to jagged, thorny needles as you
       Grass        Rawst, Rindo          Ghost         Kasib                 strike a creature. Make a melee attack on a creature,
        Ice        Aspear, Yache          Dragon        Haban                 dealing 1d10 + MOVE grass damage on a hit. If the natural
     Fighting      Leppa, Chople           Dark         Colbur
                                                                              attack roll is a 15 or more, the target flinches.
                                                                            Higher Levels: The damage dice roll for this move changes
      Poison         Oran, Kebia           Steel     Babiri, Razz             to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
      Ground       Persim, Shucca          Fairy        Roseli              Night Daze
     Higher Levels: The damage dice roll for this move changes              Type: Dark
     to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.              Move Power: DEX/WIS
                                                                            Move Time: 1 action
     Nature Power                                                           PP: 5
     Type: Normal                                                           Duration: Instantaneous
     Move Power: Varies                                                     Range: 40ft
     Move Time: 1 action                                                    Description: A pitch black shockwave of dark energy rushes
     PP: 10                                                                   towards a target. Make a ranged attack roll, dealing 2d6 +
     Duration: Varies                                                         MOVE dark damage on a hit. If the natural attack roll is 13
     Range: Varies                                                            or more, the target rolls its next attack with disadvantage.
     Description: You call upon the powers of nature nearby and               If it activates a move that requires a saving throw, the
       activate a move based on the terrain. The DM gets final say            target(s) have advantage on the roll.
       on what move you activate, but here are example terrain              Higher Levels: The damage dice roll for this move changes
       types:                                                                 to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
                       Terrain                         Move                 Night Shade
                                                                            Type: Ghost
               Cities/Roads/Buildings                  Swift                Move Power: WIS/INT
                     Sandy areas                    Earthquake              Move Time: 1 action
               Volcanoes/Lava areas                  Fire Blast
                                                                            PP: 10
                                                                            Duration: Instantaneous
                  Caves, Dark areas                 Shadow Ball             Range: 60ft
              Rocky terrain, Mountains               Rock Slide             Description: You hit a target with a necrotic wave of dark
                                                                              energy. Make a ranged attack against a target. On a hit,
                    Fields, Plains                  Stun Spore                deal an amount of ghost damage equal to 1d6 + the user’s
               Forests, Tall Grasslands              Razor Leaf               level.
                   Ponds/Swamps                     Bubble Beam
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 2d4+Level at level 5, 1d12+Level at level 10, and
                       At sea                           Surf                  4d4+Level at level 17.
                     Underwater                     Hydro Pump
                       Snowy                          Blizzard
84
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Night Slash                                                            Oblivion Wing
Type: Dark                                                             Type: Flying
Move Power: STR/DEX                                                    Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 5
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: 60ft
Description: You slash out at a creature with dark power.              Description: You extend your wings and use a dark beam of
  Make a melee attack, dealing 1d12 + MOVE dark damage                   energy to absorb the target's life force. Make a ranged
  on a hit. This attack scores a critical hit on natural attack          attack against a creature, dealing 3d8 + MOVE flying
  rolls of 19 or 20.                                                     damage on a hit, recovering your own hit points by the
Higher Levels: The damage dice roll for this move changes                amount of damage dealt.
  to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.            Higher Levels: The damage dice roll for this move changes
Nightmare
                                                                         to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Type: Ghost                                                            Octazooka
Move Power: WIS/CHA                                                    Type: Water
Move Time: 1 action                                                    Move Power: STR/DEX
PP: 10                                                                 Move Time: 1 action
Duration: Instantaneous                                                PP: 5
Range: Self (60ft radius)                                              Duration: Instantaneous
Description: You create a horrible nightmare in the mind of            Range: 30ft
  any sleeping creature in a 120 foot circle around you,               Description: You send a blast of ink towards your creatures.
  inflicting 3d6 + MOVE ghost damage automatically. This                 Make a ranged attack roll, doing 1d10 + MOVE water
  move does not wake a sleeping creature.                                damage on a hit. If the natural attack roll is 18 or more, the
Higher Levels: The damage dice roll for this move changes                target must add -1 to attack rolls for the remainder of this
  to 4d6 at level 5, 5d6 at level 10, and 6d6 at level 17.               combat.
Noble Roar
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Normal
Move Power: STR/CHA                                                    Odor Sleuth
Move Time: 1 reaction                                                  Type: Normal
PP: 3                                                                  Move Power: None
Duration: Instantaneous                                                Move Time: 1 action
Range: Self                                                            PP: 3
Description: You let out a stunning roar that intimidates a            Duration: 1 minute, Concentration
  target. When targeted by an attack, use this reaction to             Range: 30ft, Self
  impose disadvantage on the attack roll.                              Description: When you activate this move, choose a target in
Nuzzle
                                                                         range. For the duration, the target cannot activate any
                                                                         move that would increase its AC. If it has already activated
Type: Electric                                                           such a move, the effect ends immediately. In addition, for
Move Power: DEX                                                          the duration, no creature in range has immunity to your
Move Time: 1 action                                                      Ghost, Normal, or Fighting-type moves.
PP: 10
Duration: Instantaneous                                                Ominous Wind
Range: Melee                                                           Type: Ghost
Description: You touch a creature with your electrified                Move Power: WIS/DEX
  cheeks, sending electricity coursing through their veins.            Move Time: 1 action
  Make an attack roll against a creature. On a hit, the target         PP: 3
  takes 1d4 + MOVE electric damage and is forced to make a             Duration: Instantaneous
  CON save against your Move DC, becoming paralyzed on a               Range: 40ft
  failure.                                                             Description: You stir up a gust of repulsive wind that strikes
Higher Levels: The damage dice roll for this move changes                a creature in range. Make a ranged attack, dealing 1d10 +
  to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.              MOVE ghost damage on a hit. On a natural attack roll of 19
                                                                         or 20, increase all of your ability scores by +1 while you
                                                                         remain in battle.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
                                                                                                                                          85
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Origin Pulse                                                           Parabolic Charge
     Type: Water                                                            Type: Electric
     Move Power: STR/DEX                                                    Move Power: STR/DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 10
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: 100ft                                                           Range: Self (30ft radius)
     Description: Your body glows a bright and brilliant blue,              Description: A sweeping electric charge arcs around you,
       sending three beams of focused light at any creature(s) in             stealing some of the target's energy. Force all creatures in a
       range. Make a ranged attack for each beam, dealing 1d10 +              60 foot circle, centered on you, to make a CON save
       MOVE water damage on each successful hit.                              against your Move DC, taking 1d10 + MOVE electric
     Higher Levels: The damage dice roll for this move changes                damage on a failure. Recover hit points equal to half the
       to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.               total damage dealt, but no more than 5 times your level.
     Outrage
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Type: Dragon
     Move Power: STR                                                        Parting Shot
     Move Time: 1 action                                                    Type: Dark
     PP: 3                                                                  Move Power: CHA
     Duration: 3 rounds, Concentration                                      Move Time: 1 bonus action
     Range: Melee                                                           PP: 10
     Description: You go into a rampage, doing several attacks              Duration: Instantaneous
       without control for three rounds. This move automatically            Range: 50ft
       hits for 1d6 + MOVE dragon damage in the first round, 2d6            Description: You deliver a brutal parting threat just before
       + MOVE dragon damage in the second round, and 4d6 +                    switching out. Force a creature in range to make a WIS
       MOVE dragon damage in the third round. When this move                  save against your Move DC, then switch out immediately.
       ends, either after the third round or from breaking                    On a failure, the target deals half damage on their next turn
       concentration, you become confused. This attack stops if               if using a damaging move.
       concentration is broken, or the user becomes                         Pay Day
       incapacitated.
     Higher Levels: The dice used for this move changes to a d8             Type: Normal
       at level 5, a d10 at level 10, and a d12 at level 17.                Move Power: STR/DEX/CHA
                                                                            Move Time: 1 action
     Overheat                                                               PP: 10
     Type: Fire                                                             Duration: Instantaneous
     Move Power: STR/CON                                                    Range: Melee
     Move Time: 1 action                                                    Description: You strike a target, causing it to shake out its
     PP: 3                                                                    purse. Make a melee attack, doing 1d6 + MOVE normal
     Duration: Instantaneous                                                  damage on a hit. In addition, 10x the user’s level in cash is
     Range: Self (15ft radius)                                                scattered on the floor until the end of combat. This release
     Description: With a roar, flames burst from your body in a 30            of funds can only occur once per target per combat.
       foot circle, centered on you. Any creature in range must roll        Higher Levels: The damage dice roll for this move changes
       a DEX saving throw against your Move DC, taking 5d4 +                  to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
       MOVE fire damage on a failure, or half as much on a                  Payback
       success. The power of the move exhausts you, and your
       next attack is done at disadvantage. If your next attack             Type: Dark
       requires a creature saving throw, they have advantage.               Move Power: STR/DEX
     Higher Levels: The damage dice roll for this move changes              Move Time: 1 action
       to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.            PP: 5
                                                                            Duration: Instantaneous
     Pain Split                                                             Range: Melee
     Type: Normal                                                           Description: You strike hard in retaliation. Make a melee
     Move Power: CON/CHA                                                      attack, dealing 1d8 + MOVE dark damage on a hit. If the
     Move Time: 1 action                                                      target damaged you on the turn immediately before yours,
     PP: 3                                                                    double the dice roll for the damage of this attack.
     Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
     Range: 30ft                                                              to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
     Description: You split pain from your injuries with your
       attacker. Target a creature in range, forcing them to make a
       CON save against your Move DC. On a fail, both you and
       your attacker change your current health points to the
       average of the two. If this causes either creature to go
       above maximum health, they take their maximum health
       instead.
86
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Peck                                                                   Phantom Force
Type: Flying                                                           Type: Ghost
Move Power: STR/DEX                                                    Move Power: DEX/WIS
Move Time: 1 action                                                    Move Time: 1 action
PP: 20                                                                 PP: 3
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: Melee
Description: You hammer down on a target with a peck                   Description: You disappear from view and prepare to
  attack. Make a melee attack roll on a target, doing 1d6 +              surprise your target with an attack. When you activate this
  MOVE flying damage on a successful hit.                                move, you become invisible and immune to any attacks of
Higher Levels: The damage dice roll for this move changes                opportunity. You cannot be targeted by attacks while you
  to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.              are invisible. On your next turn, you use your action to
Perish Song
                                                                         reappear and make a melee attack against a creature, with
                                                                         advantage, dealing 2d8 + MOVE ghost damage on a
Type: Normal                                                             successful hit. Protect and Detect reactions may not be
Move Power: CHA                                                          used when hit by this attack.
Move Time: 1 action                                                    Higher Levels: The damage dice roll for this move changes
PP: 3                                                                    to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Duration: 3 rounds
Range: Self (80ft line)                                                Photon Geyser
Description: You perform a song with devastating                       Type: Psychic
  consequences to creatures that hear it. All creatures in             Move Power: STR/WIS
  range (including you) must make a CON saving throw                   Move Time: 1 action
  against your Move DC. For any that fail, they faint in 3             PP: 5
  rounds, on their turn, unless fleeing or switched out by             Duration: Instantaneous
  their trainer before the end of the three rounds.                    Range: 100ft
Petal Blizzard
                                                                       Description: A pillar of light erupts from the ground in a 20ft
                                                                         radius, 80ft high cylinder centered on a point in range. Any
Type: Grass                                                              creature caught in the blast must make a DEX save against
Move Power: DEX                                                          your Move DC, taking 5d6 + MOVE psychic damage on a
Move Time: 1 action                                                      failed save, or half as much on a success. This move
PP: 10                                                                   ignores any of the creatures abilities that would affect the
Duration: Instantaneous                                                  user's ability to hit or deal full damage.
Range: Self (30ft radius)                                              Higher Levels: The damage dice roll for this move changes
Description: You stir up a blizzard of sharp petals that swirl           to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
  around you. Any creature in a 60 foot circle, centered on
  you, must make a DEX save against your Move DC, taking               Pin Missile
  2d8 + MOVE grass damage on a failure, or half as much on             Type: Bug
  a success.                                                           Move Power: DEX
Higher Levels: The damage dice roll for this move changes              Move Time: 1 action
  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          PP: 10
Petal Dance
                                                                       Duration: Instantaneous
                                                                       Range: 60ft
Type: Grass                                                            Description: You strike a creature with sharp projectiles in
Move Power: DEX/CHA                                                      quick succession. Make a ranged attack roll, doing 1d4 +
Move Time: 1 action                                                      MOVE bug damage on a hit. After successfully hitting a
PP: 5                                                                    target, roll a d4. On a result of 3 or 4, another projectile hits
Duration: Instantaneous                                                  again for an additional 1d4 bug damage. Continue this
Range: 80ft                                                              process until you fail to roll a 3 or 4 on the d4 roll, up to a
Description: You dance around, releasing a flurry of sharp               maximum of four additional hits.
  leaf attacks against a creature in range. Make a ranged              Higher Levels: The damage dice rolls for this move change
  attack roll, dealing 1d10 + MOVE grass damage on a hit.                to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  On the following turn, you may choose to use this action
  again to hit automatically, but if you do, you become
  confused at the end of your turn.
Higher Levels: The damage dice rolls for this move change
  to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.
                                                                                                                                             87
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Plasma Fists                                                           Poison Fang
     Type: Electric                                                         Type: Poison
     Move Power: STR/DEX                                                    Move Power: STR/DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 5                                                                  PP: 10
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Melee                                                           Range: Melee
     Description: You charge up your firsts with electricity and            Description: You lash forward with poisonous venom. Make
       lash out at a target. Make a melee attack, dealing 4d4 +               a melee attack roll against a creature, dealing 1d8 + MOVE
       MOVE electric damage on a hit. On a hit, both you and                  poison damage on a hit, forcing the target to make a CON
       your target's normal-type moves become electric-type until             save against your Move DC. On a failure, the creature is
       the end of your next turn.                                             poisoned. A creature poisoned by this move takes double
     Higher Levels: The damage dice roll for this move changes                the normal poison damage at the end of each of its turns.
       to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.            Higher Levels: The damage dice roll for this move changes
     Play Nice
                                                                              to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
     Type: Normal                                                           Poison Gas
     Move Power: CHA                                                        Type: Poison
     Move Time: 1 action                                                    Move Power: CON
     PP: 10                                                                 Move Time: 1 action
     Duration: Instantaneous                                                PP: 10
     Range: 30ft                                                            Duration: 1 round
     Description: You convince a creature that you mean it no               Range: 30ft
       harm. Force a creature to make a CHA saving throw                    Description: You create a fog of poisonous gas in a 15 foot
       against your Move DC. On a failure, any attack the target              radius, centered on a point within range. Creatures that
       makes on its next turn is rolled at disadvantage. If the               begin their turn in the area take 1d4 + MOVE poison
       target activates a move that requires a saving throw, you              damage and must succeed on a CON save against your
       have advantage on the roll.                                            Move DC or become poisoned. The gas cloud dissipates at
     Play Rough
                                                                              the beginning of your next turn.
                                                                            Higher Levels: The damage dice roll for this move changes
     Type: Fairy                                                              to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
     Move Power: STR/DEX/CHA
     Move Time: 1 action                                                    Poison Jab
     PP: 5                                                                  Type: Poison
     Duration: Instantaneous                                                Move Power: STR/DEX
     Range: Melee                                                           Move Time: 1 action
     Description: You fake a creature out with a playful attack             PP: 10
       that quickly becomes too rough. Make a melee attack                  Duration: Instantaneous
       against a creature, dealing 2d8 + MOVE fairy damage on a             Range: Melee
       hit. On natural attack rolls of 19 or 20, the target adds -1 to      Description: You stab a creature with an appendage steeped
       any attack it makes for the remainder of combat. This                  in poison. Make a melee attack on a creature, dealing 2d6
       effect can be stacked to a maximum of -5 to hit.                       + MOVE poison damage on a hit. On a natural attack roll of
     Higher Levels: The damage dice roll for this move changes                16 or higher, the target is poisoned.
       to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          Higher Levels: The damage dice roll for this move changes
     Pluck
                                                                              to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
     Type: Flying                                                           Poison Powder
     Move Power: DEX                                                        Type: Poison
     Move Time: 1 action                                                    Move Power: CON
     PP: 10                                                                 Move Time: 1 action
     Duration: Instantaneous                                                PP: 20
     Range: Melee                                                           Duration: Instantaneous
     Description: You peck at a target, attempting to grab their            Range: 40ft
       held berry. Make a melee attack on a creature, dealing               Description: You release a cluster of poisonous spores that
       1d10 + MOVE flying damage on a hit. On a hit, if the target            burst into the air above a target. The creature must
       is holding a berry, you swallow it immediately and gain its            succeed on a CON save against your Move DC, becoming
       effect.                                                                poisoned on a fail.
     Higher Levels: The damage dice roll for this move changes
       to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
88
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Poison Sting                                                           Description: You quickly coat a creature in an explosive
Type: Poison                                                             powder. When a creature in range activates a fire-type
Move Power: STR/DEX                                                      move, you may use your reaction to release a spray of
Move Time: 1 action                                                      flammable powder that explodes and automatically deals
PP: 15                                                                   2d8 + MOVE typeless damage to the target.
Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
Range: Melee                                                             to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Description: You strike out at a creature with a poisonous             Powder Snow
  sting. Make a melee attack roll against a target, doing 1d4          Type: Ice
  + MOVE poison damage on a hit. If the natural attack roll            Move Power: DEX
  is 18 or more, the creature is poisoned.                             Move Time: 1 action
Higher Levels: The damage dice roll for this move changes              PP: 15
  to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.             Duration: Instantaneous
Poison Tail                                                            Range: 40ft
Type: Poison                                                           Description: You send a blast of cold snow at a creature.
Move Power: STR/DEX                                                      Make a ranged attack roll on a creature, doing 1d6 +
Move Time: 1 action                                                      MOVE ice damage on a hit. If the natural attack roll is 18
PP: 15                                                                   or higher, the target is frozen.
Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
Range: Melee                                                             to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Description: Poisonous barbs sprout from your tail as you              Power Gem
  swing it at a creature. Make a melee attack against a                Type: Rock
  creature, dealing 1d8 + MOVE poison damage on a hit. If              Move Power: DEX/CHA
  the natural attack roll is a 19 or 20, the move scores a             Move Time: 1 action
  critical hit and the target is poisoned.                             PP: 10
Higher Levels: The damage dice roll for this move changes              Duration: Instantaneous
  to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.            Range: 40ft
Pollen Puff                                                            Description: A ray of light bursts out of your gemstone,
Type: Bug                                                                damaging a creature in range. Make a ranged attack,
Move Power: DEX/CON                                                      dealing 2d6 + MOVE rock damage on a hit.
Move Time: 1 action                                                    Higher Levels: The damage dice roll for this move changes
PP: 10                                                                   to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Duration: Instantaneous                                                Power Split
Range: 30ft                                                            Type: Psychic
Description: You send forth a flurry of pollen at a target in          Move Power: INT/WIS
  range. Make a ranged attack roll, dealing 2d8 + MOVE bug             Move Time: 1 action
  damage on a hit. If the target is an ally, this move                 PP: 5
  automatically hits and heals for the amount of damage                Duration: 1 minute, Concentration
  instead.                                                             Range: 30ft
Higher Levels: The damage dice roll for this move changes              Description: You use your psychic power to change your
  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.            offense to match the target's the best you can. Force a
Pound                                                                    creature in range to make a CHA save against your Move
Type: Normal                                                             DC. On a failure, choose either your STR, DEX, or WIS.
Move Power: STR/DEX                                                      For the duration, replace the chosen ability score with the
Move Time: 1 action                                                      average of your current score and the target's score.
PP: 20                                                                 Power Swap
Duration: Instantaneous                                                Type: Psychic
Range: Melee                                                           Move Power: WIS/INT
Description: You crush a creature with a pound attack. Make            Move Time: 1 bonus action
  a melee attack roll against a target, doing 1d6 + MOVE               PP: 3
  normal damage on a hit.                                              Duration: 1 round
Higher Levels: The damage dice roll for this move changes              Range: 40ft
  to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.            Description: As a bonus action, force a creature in range to
Powder                                                                   make a WIS save against your Move DC. On a failure, you
Type: Bug                                                                employ your psychic power to swap a single ability score
Move Power: CON                                                          with a creature until the end of their next turn, for
Move Time: 1 reaction                                                    purposes of attack and damage rolls.
PP: 5
Duration: Instantaneous
Range: 30ft
                                                                                                                                       89
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Power Trick                                                            Precipice Blades
     Type: Psychic                                                          Type: Ground
     Move Power: None                                                       Move Power: STR
     Move Time: 1 bonus action                                              Move Time: 1 action
     PP: 5                                                                  PP: 5
     Duration: 1 round                                                      Duration: Instantaneous
     Range: Self                                                            Range: 100ft
     Description: You employ your psychic power to switch your              Description: You gather in the natural energy of the land
       own attack and defense. Until the end of your next turn,               around you and manifest all of the power into fearsome
       switch your AC with an ability score of your choice                    blades of stone. Make three ranged attack rolls against any
       (Constitution not included)                                            creature(s) in range, dealing 1d10 + MOVE ground damage
     Power Trip
                                                                              on each successful hit.
                                                                            Higher Levels: The damage dice roll for this move changes
     Type: Dark                                                               to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Move Power: STR/DEX
     Move Time: 1 action                                                    Present
     PP: 5                                                                  Type: Normal
     Duration: Instantaneous                                                Move Power: DEX/CHA
     Range: Melee                                                           Move Time: 1 action
     Description: You boast your strength and attack a target.              PP: 10
       Make a melee attack, doing 1d4 + MOVE dark damage on a               Duration: Instantaneous
       hit. For each unique stat change affecting the user, add an          Range: 50ft
       additional damage dice.                                              Description: You send a booby-trapped gift to a creature.
     Higher Levels: The damage dice roll for this move changes                Make a ranged attack on a creature in range. On a hit, the
       to 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17.              present explodes, doing 1d6 + MOVE normal damage. If
     Power Whip
                                                                              the natural attack roll is 2 or lower, however, regardless if it
                                                                              hits, the present provides the target with 1d6 + MOVE hit
     Type: Grass                                                              points instead.
     Move Power: STR/DEX                                                    Higher Levels: The damage dice roll for this move changes
     Move Time: 1 action                                                      to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
     PP: 5
     Duration: Instantaneous                                                Prismatic Laser
     Range: Melee                                                           Type: Psychic
     Description: You violently whirl your tentacles or vines               Move Power: DEX/WIS
       towards a target. Make a melee attack against a creature,            Move Time: 1 action, recharge
       dealing 2d10 + MOVE grass damage on a hit                            PP: 5
     Higher Levels: The damage dice roll for this move changes              Duration: Instantaneous
       to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.            Range: Self (60ft line)
     Power-Up Punch
                                                                            Description: You use the power of a prism to fire a collection
                                                                              of dangerous lasers in a 60 foot line, 5ft wide. Any creature
     Type: Fighting                                                           caught in the line must succeed a DEX save or take 4d6 +
     Move Power: STR                                                          MOVE psychic damage on a fail, and half as much on a
     Move Time: 1 action                                                      save. This move cannot be used on consecutive turns by
     PP: 10                                                                   the same creature.
     Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
     Range: Melee                                                             to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.
     Description: You strike out with a powerful punch that
       increases in strength the more you hit. Make a melee                 Protect
       attack on a target, dealing 1d6 + MOVE fighting damage on            Type: Normal
       a successful hit against the same creature. For each                 Move Power: None
       successful hit, add an additional damage dice, with a                Move Time: 1 reaction
       maximum number of damage dice equal to double the                    PP: 3
       original amount. The damage resets if you miss or target a           Duration: Instantaneous
       different creature.                                                  Range: Self
     Higher Levels: The damage dice roll for this move changes              Description: You sense incoming danger and are able to
       to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.               quickly avoid it. When you are the recipient of the damage
                                                                              and/or effects of a move, you may automatically avoid the
                                                                              damage/effects on the first instance of this reaction. On
                                                                              future instances of this move in the same combat, you must
                                                                              roll higher than a 15 on a d20 roll for the reaction to be
                                                                              successful. This reaction may not be used to guard against
                                                                              the damage/effects that result from a natural 20 attack roll.
90
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Psybeam                                                                Psychic Terrain
Type: Psychic                                                          Type: Psychic
Move Power: DEX/INT/WIS                                                Move Power: None
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 5
Duration: Instantaneous                                                Duration: 3 rounds
Range: 60ft                                                            Range: Self (40ft radius)
Description: You send a beam of invisible, psychic energy at           Description: Psychic energy emerges from the ground in a
  a target in range. The target must make a WIS saving                   40ft, centered on you. Begininng at the end of your turn, for
  throw against your Move DC, taking 2d6 + MOVE psychic                  three rounds, all grounded creatures in the affected area
  damage on a fail, or half as much on a success. Creatures              are unable to use bonus actions. Grounded creatures are
  that fail the save by 5 or more become confused.                       those that do not have a flying speed or Levitate, Magnet
Higher Levels: The damage dice roll for this move changes                Rise, or similar ability. In addition, creatures may double
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.               their MOVE modifier on damage rolls from psychic-type
Psych Up
                                                                         moves activated inside the area.
Type: Normal                                                           Psycho Boost
Move Power: None                                                       Type: Psychic
Move Time: 1 action                                                    Move Power: WIS/INT
PP: 5                                                                  Move Time: 1 action
Duration: Instantaneous                                                PP: 5
Range: 40ft                                                            Duration: Instantaneous
Description: You sync up with a creature, copying any                  Range: Self (60ft cone)
  positive or negative stat changes affecting them due to              Description: You send an extremely powerful wave of
  weather or moves this combat.                                          psychic energy at creatures in a 60 foot cone. Creatures in
Psychic
                                                                         the wave must make a WIS save against your Move DC,
                                                                         taking 5d6 + MOVE psychic damage on a failure, or half as
Type: Psychic                                                            much on a success. The power of the move exhausts you,
Move Power: INT/WIS                                                      and your next attack is done at disadvantage. If your next
Move Time: 1 action                                                      attack requires a creature saving throw, they have
PP: 5                                                                    advantage.
Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
Range: 40ft                                                              to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Description: You tap into a target’s mind, damaging their will
  to fight. Make a ranged attack on a creature in range, doing         Psycho Cut
  2d8 + MOVE psychic damage on a hit. If the natural attack            Type: Psychic
  roll is 18 or higher, the target becomes confused.                   Move Power: DEX/WIS
Higher Levels: The damage dice roll for this move changes              Move Time: 1 action
  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          PP: 10
Psychic Fangs
                                                                       Duration: Instantaneous
                                                                       Range: 30ft
Type: Psychic                                                          Description: You tear at a target with blades formed by
Move Power: STR/WIS                                                      psychic power. Make a ranged attack on a creature, dealing
Move Time: 1 action                                                      1d12 + MOVE psychic damage on a hit. This move scores a
PP: 5                                                                    critical hit on natural rolls of 19 or 20.
Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
Range: 30ft                                                              to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Description: You materialize a set of large fangs that bite at a
  creature with psychic energy. Make a ranged attack,                  Psycho Shift
  dealing 2d6 + MOVE psychic damage on a hit. On a hit,                Type: Psychic
  this move bypasses and ends Aurora Veil, and is not                  Move Power: WIS/INT
  affected by Light Screen and Reflect.                                Move Time: 1 action
Higher Levels: The damage dice roll for this move changes              PP: 5
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Duration: Instantaneous
                                                                       Range: 40ft
                                                                       Description: You employ your psychic power to transfer a
                                                                         status condition to someone else. Choose a willing ally (or
                                                                         yourself) and a creature in range. Force the target to make
                                                                         a WIS save against your Move DC. on a failure, a status
                                                                         affecting the ally (or you) is transferred to the target
                                                                         instead.
                                                                                                                                         91
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Psyshock                                                               Pursuit
     Type: Psychic                                                          Type: Dark
     Move Power: INT/WIS                                                    Move Power: STR/DEX
     Move Time: 1 action                                                    Move Time: 1 reaction
     PP: 10                                                                 PP: 3
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: 30ft                                                            Range: 40ft
     Description: You materialize a psychic wave that shocks a              Description: As a reaction, when a creature is fleeing or is
       creature. Make a ranged attack, dealing 2d6 + MOVE                     switched out by their trainer, you may make a ranged
       psychic damage on a hit.                                               attack roll against it, doing 1d6 + MOVE dark damage on a
     Higher Levels: The damage dice roll for this move changes                hit.
       to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Higher Levels: The damage dice roll for this move changes
     Psystrike
                                                                              to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
     Type: Psychic                                                          Quash
     Move Power: INT/WIS                                                    Type: Dark
     Move Time: 1 action                                                    Move Power: STR/WIS
     PP: 5                                                                  Move Time: 1 action
     Duration: Instantaneous                                                PP: 10
     Range: 30ft                                                            Duration: Instantaneous
     Description: You materialize a psychic wave that shocks a              Range: 30ft
       creature. Make a ranged attack, dealing 2d6 + MOVE                   Description: You send dark energy at a creature in range,
       psychic damage on a hit.                                               reducing their will to fight. The target must make a WIS
     Higher Levels: The damage dice roll for this move changes                save against your Move DC. On a failure, it must move to
       to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.              the bottom of the initiative order for this round only.
     Psywave
                                                                              Targets that have already taken their turn in this round are
                                                                              unaffected.
     Type: Psychic
     Move Power: INT/WIS                                                    Quick Attack
     Move Time: 1 action                                                    Type: Normal
     PP: 10                                                                 Move Power: DEX
     Duration: Instantaneous                                                Move Time: 1 bonus action
     Range: Self (40ft line)                                                PP: 15
     Description: You emit a wave of psychic energy in a 40 foot            Duration: Instantaneous
       line, 5 feet wide. Each creature caught in the wave must             Range: Melee
       make a WIS save against your Move DC, becoming                       Description: You lash out with a quick unarmed strike at a
       confused on a fail.                                                    creature in range. As a bonus action, you can immediately
     Punishment
                                                                              move up to 10ft and make a melee attack against a
                                                                              creature in range without taking an attack of opportunity,
     Type: Dark                                                               doing 1d4 normal damage on a hit.
     Move Power: STR/WIS                                                    Higher Levels: The damage dice roll for this move changes
     Move Time: 1 action                                                      to 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17.
     PP: 3
     Duration: Instantaneous                                                Quick Guard
     Range: 30ft                                                            Type: Fighting
     Description: You send dark energy to punish a creature.                Move Power: None
       Make a ranged attack against a creature, dealing 1d10 +              Move Time: 1 reaction
       MOVE dark damage on a hit. If the target is currently                PP: 3
       under the influence of a move or ability that boosts its             Duration: Instantaneous
       attack, damage, or AC, increase the damage by one damage             Range: 30ft
       dice for each effect.                                                Description: You have the ability to rush to the aid of an ally
     Higher Levels: The damage dice roll for this move changes                at the start of combat. If an ally in range (or you) is attacked
       to 2d10 at level 5, 3d10 at level 10, and 4d10 at level 17.            on the very first turn of the very first round of combat, you
     Purify
                                                                              may use your reaction to negate any damage dealt.
     Type: Poison
     Move Power: None
     Move Time: 1 action
     PP: 15
     Duration: Instantaneous
     Range: 15ft
     Description: You extend a healing energy to remove all
       status effects from a target. If a status effect is healed, it
       also restores the user's current hit points by twice its level.
       The user of this move cannot target itself.
92
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Quiver Dance                                                           Rapid Spin
Type: Bug                                                              Type: Normal
Move Power: None                                                       Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 10
Duration: 1 minute, Concentration                                      Duration: Instantaneous
Range: Self                                                            Range: Melee
Description: You lightly perform a mystical dance. For the             Description: You strike out with an incredibly fast spinning
  duration, add +1 to your AC, attack rolls, and damage.                 move. All creatures within melee range must make a DEX
Higher Levels: Add +2 to your AC at level 10 and above                   save against your Move DC, taking 1d4 + MOVE normal
Rage
                                                                         damage on a failure, or half as much on a success. In
                                                                         addition, this move automatically frees the user from
Type: Normal                                                             Leech Seed or anything causing it to be grappled or
Move Power: STR                                                          restrained. It is removed from these statuses before the
Move Time: 1 bonus action                                                saving throw is made.
PP: 3                                                                  Higher Levels: The damage dice roll for this move changes
Duration: 1 minute, Concentration                                        to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Range: Self
Description: You go into a fit of rage, attacking with                 Razor Leaf
  relentless fury. While you are raging, you gain +1 on all            Type: Grass
  damage rolls (only once per move), have resistance to                Move Power: STR/DEX
  normal damage, and have advantage on all Strength                    Move Time: 1 action
  checks. Your rage ends if you drop concentration or if your          PP: 15
  turn ends and you have not attacked a hostile target since           Duration: Instantaneous
  your last turn, or taken any damage since then.                      Range: 80ft
Higher Levels: For damage when raging, the bonus changes               Description: You send a razor sharp leaf at a creature in
  to +2 at level 5, +4 at level 10, and +6 at level 17.                  range at tremendous speed. Make a ranged attack roll,
Rage Powder
                                                                         doing 1d8 + MOVE grass damage on a hit. Razor Leaf
                                                                         results in a critical hit on 19s and 20s
Type: Bug                                                              Higher Levels: The damage dice roll for this move changes
Move Power: CON/CHA                                                      to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Move Time: 1 action
PP: 3                                                                  Razor Shell
Duration: 1 minute                                                     Type: Water
Range: Self (15ft cone)                                                Move Power: STR/DEX
Description: You scatter a cloud of irritating powder, drawing         Move Time: 1 action
  attacks to yourself. Any creature in a 15 foot cone must             PP: 5
  make a WIS saving throw against your Move DC. On a                   Duration: Instantaneous
  failure, the creature(s) can only use damaging moves that            Range: Melee
  target you for the duration. Any creature affected can               Description: You strike a creature with a razor sharp shell.
  repeat the save at the end of each of its turns to shake off           Make a melee attack on a creature, dealing 1d12 + MOVE
  the effect.                                                            water damage on a hit. On natural attack rolls of 18 or
Rain Dance
                                                                         higher, lower the creatures AC by 1. This decrease may be
                                                                         stacked, up to a maximum of -5 to AC.
Type: Water                                                            Higher Levels: The damage dice roll for this move changes
Move Power: None                                                         to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Move Time: 1 action
PP: 3                                                                  Razor Wind
Duration: 5 rounds                                                     Type: Normal
Range: Self                                                            Move Power: STR/DEX
Description: You summon a heavy rainfall that covers the               Move Time: 1 action, charge
  battlefield for 5 rounds.                                            PP: 5
                                                                       Duration: 1 round, Concentration
                                                                       Range: Self (20ft radius)
                                                                       Description: When you use this move, strong winds begin to
                                                                         circle around you, granting +2 to AC. On your next turn, if
                                                                         you keep your concentration, you release those winds as an
                                                                         action in a 20 foot radius, centered on you. Each creature
                                                                         in the area must make a DEX save against your Move DC,
                                                                         taking 2d6 + MOVE normal damage on a fail, or half as
                                                                         much on a success.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
                                                                                                                                       93
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Recover                                                                Relic Song
     Type: Normal                                                           Type: Normal
     Move Power: WIS/CHA                                                    Move Power: CHA/WIS
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 5
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: 30ft                                                            Range: Self (20ft radius)
     Description: You extend a healing energy to recover the hit            Description: You sing an ancient song that damages
       points of a creature in range. The target regains 1d6 +                creatures in range with the chance to put them asleep. Any
       MOVE hit points.                                                       creature in a 40 foot circle, centered on you, must make a
     Higher Levels: The dice roll for healing increases to 2d6 at             CON save against your Move DC, taking 1d12 + MOVE
       level 5, 4d6 at level 10, and 6d6 at level 17.                         normal damage on a failure, or half as much ona success.
     Recycle
                                                                              Any creature that fails the save by 5 or more is put to sleep.
                                                                            Higher Levels: The damage dice roll for this move changes
     Type: Normal                                                             to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
     Move Power: None
     Move Time: 1 bonus action                                              Rest
     PP: 5                                                                  Type: Psychic
     Duration: Instantaneous                                                Move Power: WIS/CHA
     Range: Self                                                            Move Time: 1 action
     Description: You summon a previously discarded item back               PP: 5
       into your hands. If you used a consumable held item any              Duration: Instantaneous
       time within the last 5 turns, you can activate this move to          Range: Self
       take advantage of the same effect one last time. This move           Description: When you activate this move, you fall asleep
       may not be used in the same round the held item was used.              after the end of your turn, but recover 4d6 + MOVE hit
     Reflect
                                                                              points in the process. You do not regain health if you do not
                                                                              fall asleep.
     Type: Psychic                                                          Higher Levels: The dice roll for healing increases to 6d6 at
     Move Power: None                                                         level 5, 8d6 at level 10, and 8d10 at level 17.
     Move Time: 1 reaction
     PP: 3                                                                  Retaliate
     Duration: Instantaneous                                                Type: Normal
     Range: Self                                                            Move Power: STR/DEX
     Description: When you are subject to a melee attack, use               Move Time: 1 reaction
       your reaction to take half the damage dealt now and on any           PP: 3
       melee attack that targets you until the beginning of your            Duration: Instantaneous
       next turn.                                                           Range: Melee
     Reflect Type
                                                                            Description: You rush to avenge a fallen ally. When a
                                                                              creature causes an ally to faint, you may move up to your
     Type: Normal                                                             speed to immediately rush forward and make a melee
     Move Power: None                                                         attack roll on the target, dealing 1d12 + MOVE normal
     Move Time: 1 action                                                      damage on a hit.
     PP: 3                                                                  Higher Levels: The damage dice roll for this move changes
     Duration: 1 minute, Concentration                                        to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
     Range: 40ft
     Description: Your body flashes into a mirror for just a                Return
       moment. When it returns to normal, you take on the type of           Type: Normal
       a creature in range.                                                 Move Power: STR
     Refresh
                                                                            Move Time: 1 action
                                                                            PP: 10
     Type: Normal                                                           Duration: Instantaneous
     Move Power: None                                                       Range: Melee
     Move Time: 1 action                                                    Description: You lash out at a creature, in hopes it will
     PP: 3                                                                    please your trainer. Make a melee attack roll against a
     Duration: Instantaneous                                                  creature, doing 1d6 + MOVE on a hit. When you make this
     Range: Self                                                              attack, add an additional bonus to hit and damage equal to
     Description: A wave of healing energy washes over you,                   the number of levels you are above zero on the Loyalty
       curing poison, paralysis, and burn.                                    Chart.
                                                                            Higher Levels: The damage dice roll for this move changes
                                                                              to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
94
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Revelation Dance                                                       Roar
Type: Normal                                                           Type: Normal
Move Power: DEX/CHA                                                    Move Power: STR/CHA
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 10
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: Self (15ft radius)
Description: You strike out at a target with an aggressive             Description: You release an intimidating roar at all
  dance. Make a melee attack, dealing 2d8 + MOVE damage                  opponents within 15 feet of you. Opponents that can hear
  on a hit. Revelation Dance deals damage with a different               you must make a WIS save against your Move DC. On a
  type depending on the style of Oricorio:                               fail, the creature is frightened and is forced to immediately
             Style                       Damage Type                     move up to its speed in a straight line away from you, or
                                                                         until met with an impeding force (does not provoke attacks
          Baile Style                         Fire                       of opportunity). A creature frightened in this way must
        Pom-Pom Style                       Electric                     make a WIS save against your Move DC at the end of each
           Pa’u Style                       Psychic
                                                                         of its turns to remove the effect.
          Sensu Style                        Ghost                     Roar of Time
                                                                       Type: Dragon
Higher Levels: The damage dice roll for this move changes              Move Power: STR/WIS
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.            Move Time: 1 action, recharge
                                                                       PP: 3
Revenge                                                                Duration: Instantaneous
Type: Fighting                                                         Range: Self (40ft radius)
Move Power: STR/DEX                                                    Description: You unleash a roar that has the power to distort
Move Time: 1 reaction                                                    time. All creatures within 40 feet of you must make a WIS
PP: 3                                                                    save against your Move DC, taking 5d6 + MOVE dragon
Duration: Instantaneous                                                  damage on a failure, or half as much on a success. For any
Range: Melee                                                             creature that failed the save by 5 or more, you may
Description: You invoke a fight within to retaliate against a            immediately take another action against them. Roar of
  creature that damages you. As a reaction, when you are hit             Time may not be used as one of the additional actions. This
  with a melee attack that deals damage, make a melee                    move drains you of energy, and you may not make any
  attack roll against your attacker, with disadvantage. On a             attack until after the end of your next turn.
  hit, deal the same amount of fighting type damage back at            Higher Levels: The damage dice roll for this move changes
  your attacker (maximum of 5x your current level).                      to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Higher Levels: The damage dice roll for this move changes              Rock Blast
  to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.             Type: Rock
Reversal                                                               Move Power: STR
Type: Fighting                                                         Move Time: 1 action
Move Power: STR/DEX                                                    PP: 10
Move Time: 1 action                                                    Duration: Instantaneous
PP: 10                                                                 Range: 30ft
Duration: Instantaneous                                                Description: You summon a series of rocks that fire their
Range: Melee                                                             way towards a creature. Make a ranged attack roll, doing
Description: You unleash an all out attack that is stronger              1d4 + MOVE rock damage on a hit. After successfully
  the less HP you have. Make a melee attack roll against a               hitting a target, roll a d4. On a result of 3 or 4, you may
  creature, doing 1d6 + MOVE fighting damage on a hit. If                immediately hit again for an additional 1d4 rock damage.
  you are below 50% of your maximum health, double the                   Continue this process until you fail to roll a 3 or 4 on the
  damage. If you are at 10% or below of your maximum                     d4 roll, up to a maximum of four additional hits.
  health, triple the damage. The multiplier for this attack            Higher Levels: The damage dice roll for this move changes
  occurs before the multiplier for resistances or                        to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  vulnerabilities.
Higher Levels: The damage dice roll for this move changes
  to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
                                                                                                                                         95
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Rock Climb                                                             Rock Throw
     Type: Normal                                                           Type: Rock
     Move Power: STR                                                        Move Power: STR/DEX
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 10
     Duration: Instantaneous                                                Duration: Instantaneous
     Range: Melee                                                           Range: 100ft
     Description: You charge at a target with an attack that                Description: You hurl a rock at a target in range. Make a
       attempts to confuse. Make a melee attack, dealing 2d8 +                ranged attack roll, doing 1d8 + MOVE rock damage on a
       MOVE normal damage on a hit. On natural attack rolls of                hit.
       17 or higher, the target becomes confused.                           Higher Levels: The damage dice roll for this move changes
     Higher Levels: The damage dice roll for this move changes                to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
       to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          Rock Tomb
     Rock Polish                                                            Type: Rock
     Type: Rock                                                             Move Power: STR
     Move Power: None                                                       Move Time: 1 action
     Move Time: 1 action                                                    PP: 10
     PP: 3                                                                  Duration: Instantaneous
     Duration: 3 rounds                                                     Range: 30ft
     Range: Self                                                            Description: You summon a collection of boulders that
     Description: You polish your body to a fine shine to reduce              attempt to surround a target. Force a creature in range to
       friction. When activating this move, increase your AC by 2             make a STR saving throw against your Move DC, taking
       and your speed by 20 feet for three rounds.                            1d10 + MOVE rock damage and becoming restrained on a
     Rock Slide
                                                                              failure, or half as much without being restrained on a
                                                                              success. If it fails, at the beginning of each of its turns, it
     Type: Rock                                                               may attempt to escape with a STR save against your Move
     Move Power: STR                                                          DC. While a creature is restrained, you may continue this
     Move Time: 1 action                                                      move, as an action, to deal an automatic 1d10 + MOVE
     PP: 5                                                                    rock damage.
     Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
     Range: 80ft                                                              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
     Description: Large boulders appear above a target creature
       in range, crashing down on top of them. The target must              Rock Wrecker
       make a STR save against your Move DC, taking 1d12 +                  Type: Rock
       MOVE rock damage and falling prone on a failed save, and             Move Power: STR
       half as much without falling prone on a success.                     Move Time: 1 action, recharge
     Higher Levels: The damage dice roll for this move changes              PP: 3
       to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.            Duration: Instantaneous
     Rock Smash
                                                                            Range: 40ft
                                                                            Description: You summon a huge boulder and launch it at a
     Type: Fighting                                                           target in range. Make a ranged attack, dealing 3d10 +
     Move Power: STR                                                          MOVE rock damage on a hit. This move saps you of energy,
     Move Time: 1 action                                                      and may not activate it again until after the end of your next
     PP: 10                                                                   turn.
     Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
     Range: Melee                                                             to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.
     Description: You strike out with a rock-crushing attack that
       may lower a user’s defense. Make an attack roll against a            Role Play
       creature, doing 1d6 + MOVE fighting damage on a hit. If              Type: Psychic
       the natural attack roll is 19 or 20, the target’s AC decreases       Move Power: WIS
       by 1 while it remains in battle.                                     Move Time: 1 action
     Higher Levels: The damage dice roll for this move changes              PP: 3
       to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.            Duration: 1 minute
                                                                            Range: 50ft
                                                                            Description: You attempt to copy a creature's abilities for the
                                                                              duration. Select a target in range and force them to make a
                                                                              WIS saving throw against your Move DC. On a failure,
                                                                              replace one of your own current abilities with one of theirs.
96
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Rolling Kick                                                           Round
Type: Fighting                                                         Type: Normal
Move Power: STR/DEX                                                    Move Power: WIS/CHA
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 10
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: 40ft
Description: You swing your feet around in a wide arc to               Description: You attack a creature's mind with a harsh song.
  strike a target. Make a melee attack roll, doing 1d10 +                Select a target in range and force them to make a WIS save
  MOVE fighting damage on a hit. If the natural attack roll is           against your Move DC. On a failure, the target takes 1d10 +
  18 or more, the target flinches.                                       MOVE normal damage. If an ally in range also knows this
Higher Levels: The damage dice roll for this move changes                move, they can join in the song as a reaction to add an
  to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.               additional damage dice.
Rollout
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d10 at level 5, 3d10 at level 10, and 4d10 at level 17.
Type: Rock
Move Power: STR                                                        Sacred Fire
Move Time: 1 action                                                    Type: Fire
PP: 10                                                                 Move Power: STR/DEX
Duration: Instantaneous                                                Move Time: 1 action
Range: Melee                                                           PP: 3
Description: You roll into a target, repeatedly making attacks         Duration: Instantaneous
  with increasing strength. Make a melee attack on a                   Range: 100ft
  creature, dealing 1d6 + MOVE rock damage on a hit. If you            Description: You unleash a devastating, concentrated blast of
  use this move on your turn in consecutive rounds, double               flame at a single target in range. Make a ranged attack roll,
  the dice on each successful attack for a maximum of 5                  doing 5d6 + MOVE fire damage on a hit. If the natural
  attacks, in which case the damage would reset. Ex: 1d6 on              attack roll is 10 or more, the target is burned.
  first hit, 2d6 on second, 4d6, 8d6, 16d6. The damage resets          Higher Levels: The damage dice roll for this move changes
  if any of the attacks fail to damage a creature, if your speed         to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
  is reduced to 0, or if you are incapacitated.                        Sacred Sword
Higher Levels: The damage dice changes to a d8 at level 5, a
  d10 at level 10, and a d12 at level 17.                              Type: Fighting
                                                                       Move Power: STR/DEX
Roost                                                                  Move Time: 1 action
Type: Flying                                                           PP: 10
Move Power: CON                                                        Duration: Instantaneous
Move Time: 1 action                                                    Range: Melee
PP: 5                                                                  Description: You attempt to pierce a creature with one of
Duration: 1 round                                                        your sharp appendages. Make a melee attack, dealing 2d8
Range: Self                                                              + MOVE fighting damage on a hit. This move ignores any
Description: You land on the ground to rest your body. When              boosts affecting the target's AC.
  activated, your flying speed decreases to zero, and you lose         Higher Levels: The damage dice roll for this move changes
  your flying type for as long as you remain on the ground. At           to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  the beginning of your next turn, if you have not left the            Safeguard
  ground, recover 2d6 + MOVE hit points
Higher Levels: The damage dice roll for this move changes              Type: Normal
  to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17.             Move Power: None
                                                                       Move Time: 1 action
Rototiller                                                             PP: 15
Type: Ground                                                           Duration: 3 rounds
Move Power: None                                                       Range: 50ft
Move Time: 1 action                                                    Description: You and all allies in range boost their defense.
PP: 5                                                                    For the duration, anyone affected is protected from any
Duration: 3 rounds                                                       new negative status conditions.
Range: Self (50ft radius)
Description: You imbue the ground around you with a
  mystical layer of natural energy, like tilling fresh soil. For
  three rounds, grass-type creatures double their STAB
  bonus when activating a grass-type move within the
  affected area.
                                                                                                                                         97
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Sand Attack                                                            Scary Face
     Type: Ground                                                           Type: Normal
     Move Power: DEX/CON                                                    Move Power: STR/CHA
     Move Time: 1 action                                                    Move Time: 1 action
     PP: 10                                                                 PP: 10
     Duration: Instantaneous                                                Duration: 1 minute
     Range: 30ft                                                            Range: 60ft
     Description: You kick up a cloud of sand in an attempt to              Description: You put on your scariest face, attempting to
       blind a target in range. The target must make a CON save               frighten a creature. The creature must make a WIS saving
       against your Move DC. On a fail, for the remainder of the              throw against your Move DC or become frightened for the
       encounter, they add -1 to all of their attack rolls. This move         duration. A creature frightened in this way must make a
       can be stacked for a maximum of -5 to attack rolls.                    WIS save against your Move DC at the end of each of its
     Sand Tomb
                                                                              turns to remove the effect.
     Type: Ground                                                           Scratch
     Move Power: STR                                                        Type: Normal
     Move Time: 1 action                                                    Move Power: STR/DEX
     PP: 10                                                                 Move Time: 1 action
     Duration: Instantaneous                                                PP: 20
     Range: 30ft                                                            Duration: Instantaneous
     Description: You attempt to summon a wave of sand that                 Range: Melee
       surrounds the target. Force a creature in range to make a            Description: You slash out at a creature in range. Make a
       STR saving throw against your Move DC, taking 1d10 +                   melee attack, doing 1d6 + MOVE normal damage on a hit.
       MOVE ground damage and becoming restrained on a                      Higher Levels: The damage dice roll for this move changes
       failure, or half as much without being restrained on a                 to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
       success. If it fails, at the beginning of each of its turns, it      Screech
       may attempt to escape with a STR save against your Move
       DC. While a creature is restrained, you may continue this            Type: Normal
       move, as an action, to deal an automatic 1d10 + MOVE                 Move Power: CON/CHA
       ground damage.                                                       Move Time: 1 action
     Higher Levels: The damage dice roll for this move changes              PP: 20
       to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.             Duration: 1 minute
                                                                            Range: Self (20ft radius)
     Sandstorm                                                              Description: You let out a horrible screech at creatures in a
     Type: Rock                                                               20 foot radius, centered on you. The creatures must make
     Move Power: None                                                         a WIS save against your Move DC. On a fail, allies add +1
     Move Time: 1 action                                                      to any attack they target an affected creature with for the
     PP: 3                                                                    duration. This modifier can be stacked if a creature fails
     Duration: 5 rounds, Concentration                                        multiple screech saves, up to a maximum of +3.
     Range: 100ft                                                           Searing Shot
     Description: You stir up a massive sandstorm in a 50 foot
       radius, centered on a point in range. When a non rock-,              Type: Fire
       steel-, or ground-type creature enters the area for the first        Move Power: DEX
       time on their turn, or begins their turn inside the area, they       Move Time: 1 action
       take an amount of rock damage equal to half your level,              PP: 3
       rounded up. The Sandstorm lasts for 5 rounds.                        Duration: Instantaneous
                                                                            Range: Self (10ft radius)
     Scald                                                                  Description: Searing hot flames lick out at creatures in a 20
     Type: Water                                                              foot circle, centered on you. Any creature in range must
     Move Power: STR/DEX                                                      make a DEX save against your Move DC, taking 4d4 +
     Move Time: 1 action                                                      MOVE fire damage on a failure, or half as much on a
     PP: 10                                                                   success. If a target fails the save by 5 or more, it is burned.
     Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
     Range: 20ft                                                              to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
     Description: You instantly boil water within you to a
       damaging temperature, blasting a creature with its heat.
       Make a ranged attack, dealing 2d6 + MOVE water damage
       on a hit. On a natural attack roll of 16 or more, the target is
       burned.
     Higher Levels: The damage dice roll for this move changes
       to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
98
           This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Secret Power                                                           Seed Flare
Type: Normal                                                           Type: Grass
Move Power: STR/DEX                                                    Move Power: CON
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 3
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: Self (20ft radius)
Description: You strike a target with unknown power. Make a            Description: You release a bright shockwave from your body,
  melee attack roll against a creature, dealing 1d12 + MOVE              damaging all creatures within 20 feet of you. Any creature
  normal damage on a hit. On a natural attack roll of 15 or              in range must make a CON save against your Move DC,
  higher, roll a d6 and cause the random effect.                         taking 3d8 + MOVE grass damage on a failure, or half as
     d6                            Effect                                much on a success. Until the end of your next turn, any
                                                                         attack roll made against a target that failed is rolled at
      1                            Poison                                advantage.
      2                             Burn                               Higher Levels: The damage dice roll for this move changes
      3                          Confusion
                                                                         to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
      4                            Frozen                              Seismic Toss
                                                                       Type: Fighting
      5                           Paralysis                            Move Power: STR
      6                            Sleep                               Move Time: 1 action
                                                                       PP: 10
Higher Levels: The damage dice roll for this move changes              Duration: Instantaneous
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.              Range: Melee
                                                                       Description: You attempt to throw a creature into the ground
Secret Sword                                                             with tremendous force. Make a melee attack roll. On a hit,
Type: Fighting                                                           deal an amount of fighting damage equal to 1d6 + the
Move Power: STR/DEX                                                      user’s level. Seismic Toss results in a critical hit on 19s and
Move Time: 1 action                                                      20s.
PP: 10                                                                 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous                                                  to 2d4+Level at level 5, 1d12+Level at level 10, and
Range: Melee                                                             4d4+Level at level 17.
Description: You attempt to pierce a creature with one of              Self-Destruct
  your sharp appendages. Make a melee attack, dealing 3d10             Type: Normal
  + MOVE fighting damage on a hit. This move ignores any               Move Power: STR
  boosts affecting the target's AC.                                    Move Time: 1 action
Higher Levels: The damage dice roll for this move changes              PP: 3
  to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.            Duration: Instantaneous
Seed Bomb                                                              Range: Self (30ft radius)
Type: Grass                                                            Description: You release a massive explosion in a 30 foot
Move Power: STR/DEX                                                      radius, fainting immediately before the damage is dealt.
Move Time: 1 action                                                      Creatures in the area must make a DEX save against your
PP: 10                                                                   Move DC. If your creature has at least half its hit points
Duration: Instantaneous                                                  left, anyone in range takes 5d6 + MOVE normal damage on
Range: 30ft                                                              a fail, or half as much on a success. If your creature has
Description: You fire a series of hard seeds that crash down             less than half of its hit points left, the damage is halved for
  on top of a creature in range. Make a ranged attack, dealing           a failed save, and quartered for a success.
  2d6 + MOVE grass damage on a hit.                                    Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes                to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Shadow Ball
                                                                       Type: Ghost
                                                                       Move Power: DEX/WIS
                                                                       Move Time: 1 action
                                                                       PP: 10
                                                                       Duration: Instantaneous
                                                                       Range: 60ft
                                                                       Description: You hurl a sphere of magical darkness at a
                                                                         creature. Make a ranged attack, doing 2d6 + MOVE ghost
                                                                         damage on a hit. On a hit, the ball expands and covers the
                                                                         creatures face, granting them a -2 to hit on any attack they
                                                                         make before the end of their next turn.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
                                                                                                                                           99
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
      Shadow Bone                                                            Shadow Punch
      Type: Ghost                                                            Type: Ghost
      Move Power: STR/WIS                                                    Move Power: DEX/WIS
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 5                                                                  PP: 5
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: Melee                                                           Range: Melee
      Description: You strike out with a bone-infused with a                 Description: You throw a punch from the surrounding
        wayward spirt. Make a melee attack, dealing 2d6 + MOVE                 shadows, unavoidable by any creature. This move is
        ghost damage on a hit. On a natural attack roll of 18 or               guaranteed to hit for 1d6 + MOVE ghost damage, unless
        higher, the target’s AC is decreased by 1 while it remains in          during the invulnerable stage of Fly, Dig, Bounce, Dive, etc.
        battle. This decrease may be stacked up to a maximum of                moves.
        -5 to AC.                                                            Higher Levels: The damage dice roll for this move changes
      Higher Levels: The damage dice roll for this move changes                to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
        to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Shadow Sneak
      Shadow Claw                                                            Type: Ghost
      Type: Ghost                                                            Move Power: DEX/WIS
      Move Power: STR/DEX                                                    Move Time: 1 bonus action
      Move Time: 1 action                                                    PP: 20
      PP: 10                                                                 Duration: Instantaneous
      Duration: Instantaneous                                                Range: Melee (15ft reach)
      Range: 20ft                                                            Description: You extend your shadow to strike a creature
      Description: You strike with a sharp claw made from                      from behind. As a bonus action, you can control your
        shadows in range. Make a ranged attack, dealing 1d12 +                 shadow to make a melee attack roll against a target within
        MOVE ghost damage on a hit. This moves scores a critical               range, dealing 1d4 ghost damage on a hit.
        hit on natural attack rolls of 19 and 20.                            Higher Levels: The damage dice roll for this move changes
      Higher Levels: The damage dice roll for this move changes                to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
        to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.            Sharpen
      Shadow Force                                                           Type: Normal
      Type: Ghost                                                            Move Power: None
      Move Power: DEX/WIS                                                    Move Time: 1 action
      Move Time: 1 action                                                    PP: 15
      PP: 3                                                                  Duration: 1 minute, Concentration
      Duration: Instantaneous                                                Range: Self
      Range: 80ft                                                            Description: You collect your focus, sharpening your combat
      Description: You disappear from view and prepare to                      skills. You may add 1d4 to all attack rolls for the duration.
        surprise a target with an attack. When you activate this             Higher Levels: The dice roll for this move changes to 1d6 at
        move, you become invisible and immune to any attacks of                level 10.
        opportunity. You cannot be targeted by attacks while you             Sheer Cold
        are invisible. On your next turn, you use may your action to
        reappear at a point within range and make a melee attack             Type: Ice
        against a creature, with advantage, dealing 4d6 + MOVE               Move Power: None
        ghost damage on a successful hit. Protect and Detect                 Move Time: 1 action
        reactions may not be used when hit by this attack.                   PP: 3
      Higher Levels: The damage dice roll for this move changes              Duration: Instantaneous
        to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.            Range: 30ft
                                                                             Description: You send a chill down the spine of a creature,
                                                                               freezing its core. Choose a target in range and roll a d20.
                                                                               On a 20, the target faints. On any other roll, this move has
                                                                               no effect. If the target's level is 10 more than your own, this
                                                                               move automatically fails.
100
            This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                        Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Shell Smash                                                            Shore Up
Type: Normal                                                           Type: Ground
Move Power: None                                                       Move Power: CON
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 5
Duration: 1 minute                                                     Duration: Instantaneous
Range: Self                                                            Range: Self
Description: You break off a piece of your shell, lowering             Description: You use the power of the earth around you to
  your defense but improving your attack. For the duration,              help heal your wounds, recovering 2d8 + MOVE hit points.
  lower your AC by 1, but add proficiency to all damage rolls            If used during a Sandstorm, your MOVE modifier is
  (once per move). This move is not stackable.                           doubled.
Shell Trap
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Type: Fire
Move Power: STR/DEX                                                    Signal Beam
Move Time: 1 bonus action                                              Type: Bug
PP: 5                                                                  Move Power: DEX
Duration: Instantaneous                                                Move Time: 1 action
Range: Self (5ft radius)                                               PP: 10
Description: You set a shell trap that explodes in a 5ft radius.       Duration: Instantaneous
  As a bonus action on the initial activation of this move, you        Range: 80ft
  set a trap on yourself. Only one trap may be set at a time.          Description: A flashing beam strikes a creature in range.
  When you are hit by an attack, you can use a reaction to               Make a ranged attack roll against a creature, dealing 1d12
  detonate the trap. Creatures within 5 feet of you must                 + MOVE bug damage on a hit. On a natural attack roll of 19
  succeed on a DEX save against your Move DC, rolling at                 or 20, the beam confuses the target.
  disadvantage, taking 1d10 + MOVE fire damage on a                    Higher Levels: The damage dice roll for this move changes
  failure, or half as much on a success.                                 to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Higher Levels: The damage dice roll for this move changes              Silver Wind
  to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
                                                                       Type: Bug
Shift Gear                                                             Move Power: DEX
Type: Steel                                                            Move Time: 1 action
Move Power: None                                                       PP: 3
Move Time: 1 action                                                    Duration: Instantaneous
PP: 5                                                                  Range: 15ft
Duration: 1 minute, Concentration                                      Description: You strike a target with a battering wind of
Range: Self                                                              silver dust. Make a ranged attack roll against a creature,
Description: You rotate your gears quickly, raising your                 doing 1d10 + MOVE bug damage on a hit. On a natural roll
  attack and speed. When you activate this move, add +1 to               of 19 or 20, all of your ability scores go up by 1 while you
  your attack and damage rolls, and +10 to your speed for the            remain in battle. This move can be stacked for a maximum
  duration.                                                              of +5 to all ability scores.
Shock Wave
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Electric
Move Power: DEX                                                        Simple Beam
Move Time: 1 action                                                    Type: Normal
PP: 10                                                                 Move Power: WIS/INT
Duration: Instantaneous                                                Move Time: 1 action
Range: Self (15ft cone)                                                PP: 10
Description: A burst of electric energy glides forward,                Duration: 1 minute
  striking anything in a 15 foot cone. This move is                    Range: 80ft
  guaranteed to hit all creatures caught in the wave for 1d4 +         Description: You use a mysterious psychic energy to change
  MOVE electric damage, unless during the invulnerable                   a target's ability to Simple. Force a target in range to make
  stage of Fly, Dig, Bounce, Dive, etc. moves.                           a WIS saving throw against your Move DC. On a failure,
Higher Levels: The damage dice roll for this move changes                choose one of the target's abilities and change it to Simple
  to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.               for the duration.
                                                                                                                                         101
  This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
      Sing                                                                   Sky Attack
      Type: Normal                                                           Type: Flying
      Move Power: None                                                       Move Power: STR/DEX
      Move Time: 1 action                                                    Move Time: 1 action, charge
      PP: 10                                                                 PP: 3
      Duration: Instantaneous                                                Duration: 1 round, Concentration
      Range: 30ft                                                            Range: 80ft
      Description: You sing a beautiful song in an attempt to put            Description: When you use this move, you flap your wings
        creatures to to sleep. Roll 5d8; the total is how many hit             menacingly and prepare to strike a creature within range.
        points of creature this move can affect. creatures within 30           On your next turn’s action, if you keep your concentration,
        feet of you are affected in ascending order of their current           you dive at a creature in range, ignoring your flying speed
        hit points. Starting with the creature that has the lowest             and any opportunity attacks you may incur. Make a melee
        current hit points, each creature affected by this move falls          attack roll, doing 3d8 + MOVE flying damage on a hit.
        asleep. Subtract each creature’s hit points from the total           Higher Levels: The damage dice roll for this move changes
        before moving on to the creature with the next lowest hit              to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
        points. A creature’s hit points must be equal to or less than        Sky Drop
        the remaining total for that creature to be affected.
      Higher Levels: The number of hit points affected changes to            Type: Flying
        7d8 at level 5, 6d12 at level 10, and 11d8 at level 17.              Move Power: STR/DEX
                                                                             Move Time: 1 action
      Sketch                                                                 PP: 5
      Type: Normal                                                           Duration: 1 round, Concentration
      Move Power: None                                                       Range: Melee
      Move Time: 1 reaction                                                  Description: You reach out in an attempt to lift a creature up
      PP: 1                                                                    in the air for a slamming attack. When you activate this
      Duration: Instantaneous                                                  move, make a melee attack roll. On a hit, the target is
      Range: Self                                                              grappled. The target may use its next action to attempt a
      Description: When any move is activated within sight of you,             STR save against your Move DC to get free. If it does not
        use a reaction to copy it to your move list, replacing it with         succeed, and you maintain your concentration, you may use
        one instance of Sketch in your current move list                       your action on your next turn to lift the creature into the air,
        permanently. Sketch may not be used to copy a Signature                dropping it to the ground for 2d10 + MOVE flying damage.
        or Legendary-only Move.                                                Flying-type creatures or ones under the effect of Levitate,
      Skill Swap
                                                                               Magnet Rise or other similar abilities/moves are not
                                                                               damaged.
      Type: Psychic                                                          Higher Levels: The damage dice roll for this move changes
      Move Power: WIS                                                          to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
      Move Time: 1 action
      PP: 3                                                                  Sky Uppercut
      Duration: 1 minute                                                     Type: Fighting
      Range: 50ft                                                            Move Power: STR/DEX
      Description: You attempt to swap abilities with a creature for         Move Time: 1 action
        the duration. Select a target in range and force them to             PP: 3
        make a WIS saving throw against your Move DC. On a                   Duration: Instantaneous
        failure, choose which abilities to switch for the duration.          Range: 30ft
      Skull Bash
                                                                             Description: You unleash a devastating uppercutting fist that
                                                                               continues to strike skyward with force. Make a ranged
      Type: Normal                                                             attack roll against a creature, dealing 2d6 + MOVE fighting
      Move Power: STR                                                          damage on a hit. This move can target creatures in the
      Move Time: 1 action, charge                                              invulnerable stages of Fly, Bounce and Sky Drop, if the
      PP: 3                                                                    target used that move within range.
      Duration: 1 round, Concentration                                       Higher Levels: The damage dice roll for this move changes
      Range: 50ft                                                              to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
      Description: When you use this move, you lower your head
        and prepare to strike a target within range. On your next
        turn’s action, if you keep your concentration, you charge at
        a creature in range, ignoring your walking speed and any
        opportunity attacks you may incur. Make a melee attack
        roll, doing 5d4 + MOVE normal damage on a hit. A
        creature hit with this attack must succeed on a STR saving
        throw against your Move DC or be knocked prone.
      Higher Levels: The damage dice roll for this move changes
        to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
102
            This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                        Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Slack Off                                                              Sludge
Type: Normal                                                           Type: Poison
Move Power: None                                                       Move Power: DEX/CON
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 10
Duration: 2 rounds                                                     Duration: Instantaneous
Range: Self                                                            Range: 20ft
Description: You give yourself a break, healing your wounds.           Description: You spew poisonous sludge at a target creature
  When you activate this move, you become incapacitated                  in range. Make a ranged attack, doing 1d10 + MOVE
  immediately and through your next two turns. Your trainer              poison damage on a hit. The creature must make a CON
  may not switch you out during this time. At the end of the             save against your Move DC or become poisoned.
  second turn, regain half of your maximum hit points and              Higher Levels: The damage dice roll for this move changes
  become stable once again.                                              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Slam                                                                   Sludge Bomb
Type: Normal                                                           Type: Poison
Move Power: STR                                                        Move Power: DEX/CON
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 5
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: 40ft
Description: You crush a creature with a slam attack. Make a           Description: You hurl a mass of sludge that may poison
  melee attack roll against a target, doing 2d6 + MOVE                   creatures in its blast. Make a ranged attack roll against a
  normal damage on a hit.                                                target. On a hit, the target takes 2d8 + MOVE poison
Higher Levels: The damage dice roll for this move changes                damage and the area in a 5 foot radius around it is covered
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.               in sludge until the beginning of your next turn. Any
Slash
                                                                         creature that enters this area for the first time on their
                                                                         turn, or is in that area at the beginning of their turn must
Type: Normal                                                             make a CON save against your Move DC or become
Move Power: STR/DEX                                                      poisoned.
Move Time: 1 action                                                    Higher Levels: The damage dice roll for this move changes
PP: 10                                                                   to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Duration: Instantaneous
Range: Melee                                                           Sludge Wave
Description: You slash out at a creature in range. Make a              Type: Poison
  melee attack, doing 1d12 + MOVE normal damage on a hit.              Move Power: DEX/CON
  Slash results in a critical hit on 19s and 20s.                      Move Time: 1 action
Higher Levels: The damage dice roll for this move changes              PP: 5
  to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.            Duration: Instantaneous
Sleep Powder
                                                                       Range: Self (30ft cone)
                                                                       Description: You summon a wave of poisonous sludge that
Type: Grass                                                              crashes down on creatures in a 30 foot cone. Any creature
Move Power: CON                                                          caught in the blast must make a CON saving throw against
Move Time: 1 action                                                      your Move DC, taking 2d8 + MOVE poison damage on a
PP: 10                                                                   failure, or half as much on a success. If a creature fails the
Duration: Instantaneous                                                  saving throw by 5 or more, it becomes poisoned.
Range: 40ft                                                            Higher Levels: The damage dice roll for this move changes
Description: You release a cluster of spores at a creature in            to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  range, attempting to put them to sleep. The target must
  make a CON saving throw against your Move DC or fall                 Smack Down
  asleep.                                                              Type: Rock
Sleep Talk
                                                                       Move Power: STR
                                                                       Move Time: 1 action
Type: Normal                                                           PP: 10
Move Power: Varies                                                     Duration: Instantaneous
Move Time: 1 action                                                    Range: 80ft
PP: 5                                                                  Description: You throw a solid piece of stone at a creature in
Duration: Varies                                                         an attempt to bring them to the ground. Make a ranged
Range: Varies                                                            attack, dealing 1d8 + MOVE rock damage on a hit. On a
Description: This move can only be used if you are asleep.               hit, any "Raised" creature is knocked prone and loses its
  While asleep, activate a random move from your move list               flying speed and immunity to ground-type moves until it
  (not Sleep Talk) that has a move time of 1 action.                     can move again. This move can target creatures in the
                                                                         invulnerable stage of Fly or Bounce.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
                                                                                                                                          103
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
      Smart Strike                                                           Snarl
      Type: Steel                                                            Type: Dark
      Move Power: STR/INT                                                    Move Power: WIS/CHA
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 5                                                                  PP: 10
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: Melee                                                           Range: 30ft
      Description: You pinpoint the perfect place to strike a                Description: You release a harsh growl at a creature,
        creature with a horn as strong as steel. This move is                  damaging their willpower. Force a creature to make a WIS
        guaranteed to hit for 1d6 + MOVE steel damage, unless                  save against your Move DC. On a failure, the target takes
        during the invulnerable stage of Fly, Dig, Bounce, Dive, etc.          1d8 + MOVE dark damage. If you are the target of its next
        moves.                                                                 attack, the attack is rolled at disadvantage.
      Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
        to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.              to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
      Smelling Salts                                                         Snatch
      Type: Normal                                                           Type: Dark
      Move Power: CON                                                        Move Power: DEX
      Move Time: 1 action                                                    Move Time: 1 reaction
      PP: 5                                                                  PP: 5
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: 20ft                                                            Range: 30ft
      Description: You procure a handful of strong smelling salt,            Description: You call upon dark energy to steal an effect
        damaging a creature's senses. Make a ranged attack                     from a creature. When a creature in range activates a move
        against a target, dealing 1d8 + MOVE normal damage on a                with a positive effect on itself (curing negative status effect,
        hit. If the target is paralyzed, double the dice roll for the          boosting stats, healing, etc.), force it to make a WIS save
        damage.                                                                against your Move DC. On a failure, you gain the positive
      Higher Levels: The damage dice roll for this move changes                effect and the target's move fails.
        to 2d6 at level 5, 2d12 at level 10, and 3d10 at level 17.           Snore
      Smog                                                                   Type: Normal
      Type: Poison                                                           Move Power: STR/WIS
      Move Power: CON                                                        Move Time: 1 action
      Move Time: 1 action                                                    PP: 10
      PP: 5                                                                  Duration: Instantaneous
      Duration: 1 minute, Concentration                                      Range: 50ft
      Range: 40ft                                                            Description: While you are asleep, you may activate this
      Description: You release a toxic cloud of poisonous smog in              move to create a harsh noise that damages all creature
        a 10 foot radius, centered on a point within range. Any                within range for 1d8 + MOVE normal damage.
        creature that starts their turn in this area must succeed on         Higher Levels: The damage dice roll for this move changes
        a CON save against your Move DC, taking 1d6 + MOVE                     to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
        poison damage on a failure, or half as much on a success.            Soak
        Creatures that fail this save by 5 or more become poisoned.
      Higher Levels: The damage dice roll for this move changes              Type: Water
        to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.            Move Power: STR/CON
                                                                             Move Time: 1 action
      Smokescreen                                                            PP: 10
      Type: Normal                                                           Duration: 3 rounds
      Move Power: CON                                                        Range: 50ft
      Move Time: 1 action                                                    Description: You fire a torrent of water at a creature that
      PP: 10                                                                   leaves lasting effects. Force a target in range to make a
      Duration: 1 minute, Concentration                                        CON save against your Move DC. On a failure, its type
      Range: 30ft                                                              changes to water through its next three full turns in battle.
      Description: You conjure a line of smoke on the battlefield,           Soft-Boiled
        60 feet long and 5 feet thick, that extends in any direction
        from a point within range. The area on either side is                Type: Normal
        obscured and imposes disadvantage on any ranged attacks              Move Power: CON/CHA
        made by a creature targeting another on the opposite side.           Move Time: 1 action
        Any creature inside the wall of smoke, when it is conjured,          PP: 5
        must make a CON save against your Move DC or become                  Duration: Instantaneous
        blinded for the duration. A blinded creature can repeat the          Range: 30ft
        save at the beginning of its turns to remove the effect on a         Description: Heal a creature in range for 2d6 + MOVE
        success.                                                               hitpoints.
                                                                             Higher Levels: The dice roll for healing changes to 4d6 at
                                                                               level 5, 6d6 at level 10, and 8d6 at level 17.
104
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                        Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Solar Beam                                                             Spacial Rend
Type: Grass                                                            Type: Dragon
Move Power: STR/DEX                                                    Move Power: STR/WIS
Move Time: 1 action, charge                                            Move Time: 1 action
PP: 5                                                                  PP: 3
Duration: 1 round, Concentration                                       Duration: Instantaneous
Range: Self (80ft line)                                                Range: Self (30ft radius)
Description: When you use this move, soak in solar energy              Description: You release a powerful shockwave that tears
  and prepare to unleash a devastating beam. On your next                through creatures and the space around them. All
  turn, if you keep your concentration, use an action to create          creatures within 30 feet of you must make a CON save
  a 80 foot line of solar energy, 5 feet wide. Any creature              against your Move DC, taking 5d6 + MOVE dragon damage
  caught in the line must succeed on a DEX save or take 3d8              on a failure, or half as much on a success. Creatures that
  + MOVE grass damage on a fail and half as much on a                    fail this save by 5 or more become uncontrollable and are
  save. If this move is used in harsh sunlight, double your              sucked into the Ethereal Plane until the beginning of your
  MOVE modifier for damage and it can be used on the turn                next turn, appearing in the same location when they return.
  it is activated, without concentration.                              Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes                to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
  to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.            Spark
Solar Blade                                                            Type: Electric
Type: Grass                                                            Move Power: STR/DEX
Move Power: STR/DEX                                                    Move Time: 1 action
Move Time: 1 action, charge                                            PP: 10
PP: 5                                                                  Duration: Instantaneous
Duration: 1 round, Concentration                                       Range: Melee
Range: Melee                                                           Description: You strike out with an electrified tackle with a
Description: When you activate this move, you use your                   chance to paralyze a target. Make a melee attack roll
  action gathering in solar energy to prepare to strike with             against a creature, doing 1d10 + MOVE electric damage on
  blades. On your next turn, if you keep your concentration,             a hit. If the natural attack roll is 18 or higher, the target is
  use an action to make a melee attack, dealing 3d8 + MOVE               paralyzed.
  grass damage on a hit. If this move is used in harsh                 Higher Levels: The damage dice roll for this move changes
  sunlight, double your MOVE modifier for damage and it                  to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  can be used on the turn it is activated, without                     Sparkling Aria
  concentration.
Higher Levels: The damage dice roll for this move changes              Type: Water
  to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.            Move Power: DEX/CHA
                                                                       Move Time: 1 action
Sonic Boom                                                             PP: 5
Type: Normal                                                           Duration: Instantaneous
Move Power: STR/DEX                                                    Range: Self (10ft radius)
Move Time: 1 action                                                    Description: You burst into song, unleashing a flurry of
PP: 10                                                                   bubbles in a 20 foot circle, centered on you. All creatures in
Duration: Instantaneous                                                  range must make a DEX save or take 2d8 + MOVE water
Range: Self (20ft radius)                                                damage on a fail and half as much on a save. Any creature
Description: You unleash a deafening sound that harms                    suffering from the burned condition will be cured upon
  creature in a 40 foot circle, centered on you. Creatures in            touching the bubbles.
  range must make a CON save against your Move DC,                     Higher Levels: The damage dice roll for this move changes
  taking 20 flat normal damage on a fail, or half as much on a           to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  success.                                                             Spectral Thief
                                                                       Type: Ghost
                                                                       Move Power: DEX/WIS
                                                                       Move Time: 1 action
                                                                       PP: 5
                                                                       Duration: Instantaneous
                                                                       Range: 100ft
                                                                       Description: You succumb to darkness and transport
                                                                         yourself into a creature's shadow. Immediately teleport to a
                                                                         point in range and make a melee attack on a creature. On
                                                                         hit, you steal all positive stat changes affecting the creature
                                                                         and deal 4d6 + MOVE ghost damage.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.
                                                                                                                                            105
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
      Speed Swap                                                             Spiky Shield
      Type: Psychic                                                          Type: Grass
      Move Power: INT/WIS                                                    Move Power: None
      Move Time: 1 action                                                    Move Time: 1 reaction
      PP: 5                                                                  PP: 3
      Duration: 1 minute, Concentration                                      Duration: Instantaneous
      Range: 40ft                                                            Range: Melee
      Description: You use your psychic power to swap speed with             Description: You quickly raise a spiked shield to protect
        a creature. Force a creature in range to make a CHA save               yourself from damage. When you are hit by a melee attack,
        against your Move DC. On a failure, switch speed with the              use your reaction to ignore damage, dealing grass damage
        target for the duration.                                               equal to your proficiency modifier to the attacker instead.
      Spider Web
                                                                               On future instances of this reaction in the same combat,
                                                                               you must roll higher than a 15 on a d20 roll for the reaction
      Type: Bug                                                                to be successful.
      Move Power: DEX
      Move Time: 1 action                                                    Spirit Shackle
      PP: 5                                                                  Type: Ghost
      Duration: 1 minute                                                     Move Power: DEX/CHA
      Range: 40ft                                                            Move Time: 1 action
      Description: You fire a sticky web that attempts to restrain a         PP: 5
        creature. Make a ranged attack roll on a target in range. On         Duration: Instantaneous
        a hit, the target is covered in web. While covered, it is            Range: 50ft
        restrained and cannot flee or be switched out, except by             Description: You employ dark energy to stitch a creature’s
        item, Move, or ability. The target can use an action on its            shadow to the ground. Make a ranged attack, dealing 2d6
        turn to escape with a STR save against your Move DC.                   + MOVE ghost damage on a hit. On hit, the target is
      Spike Cannon
                                                                               unable to flee or switch out while the user remains in
                                                                               battle.
      Type: Normal                                                           Higher Levels: The damage dice roll for this move changes
      Move Power: STR/DEX                                                      to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
      Move Time: 1 action
      PP: 10                                                                 Spit Up
      Duration: Instantaneous                                                Type: Normal
      Range: 60ft                                                            Move Power: CON/DEX
      Description: You fire a series of sharp spikes at a creature in        Move Time: 1 action
        range. Make a ranged attack roll, doing 1d4 + MOVE                   PP: 5
        normal damage on a hit. After successfully hitting a target,         Duration: Instantaneous
        roll a d4. On a result of 3 or 4, you may immediately hit            Range: 30ft
        again for an additional 1d4 normal damage. Continue this             Description: The power of energy stored by Stockpile is
        process until you fail to roll a 3 or 4 on the d4 roll, up to a        released against a target. Make a ranged attack against a
        maximum of four additional hits.                                       creature, dealing a base 1d6 + Move normal damage on a
      Higher Levels: The damage dice rolls for this move change                hit. The dice roll is doubled if two rounds of energy were
        to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.              Stockpiled. The dice roll is tripled if three rounds of energy
      Spikes
                                                                               were Stockpiled.
                                                                             Higher Levels: The damage dice roll for this move changes
      Type: Ground                                                             to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
      Move Power: STR/DEX
      Move Time: 1 reaction                                                  Spite
      PP: 5                                                                  Type: Ghost
      Duration: Instantaneous                                                Move Power: WIS
      Range: 80ft                                                            Move Time: 1 reaction
      Description: You set a trap of spikes that hurts creature that         PP: 3
        come into battle. If a trainer is in range and switches out a        Duration: Instantaneous
        creature, you can spend a reaction to make a ranged attack           Range: 30ft
        on the incoming creature with spikes that come out of the            Description: When hit with an attack, you can spend a
        ground, doing 1d6 + MOVE ground damage on a hit.                       reaction to attempt to drain the attacker’s PP, if they are in
      Higher Levels: The damage dice roll for this move changes                range. Force the attacker to make a WIS save against your
        to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.              Move DC. On a fail, roll a d4. The PP of the move that
                                                                               attacked you is decreased by that number.
                                                                             Higher Levels: PP is drained by 1d6 at level 5, 1d8 at level
                                                                               10, and 1d10 at level 17.
106
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                        Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Splash                                                                 Steamroller
Type: Normal                                                           Type: Bug
Move Power: None                                                       Move Power: STR
Move Time: 1 action                                                    Move Time: 1 action
PP: 20                                                                 PP: 10
Duration: Instantaneous                                                Duration: Instantaneous
Range: Self                                                            Range: Melee
Description: You flail around on the ground, doing no                  Description: You roll up your body and roll over a creature.
  damage and looking ridiculous, but you can leap up to 50               Make a melee attack roll, dealing 1d10 + MOVE bug
  feet in the air.                                                       damage on a hit. If your natural attack roll is 15 or higher,
Spore
                                                                         the target flinches.
                                                                       Higher Levels: The damage dice roll for this move changes
Type: Grass                                                              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Move Power: DEX/CON
Move Time: 1 reaction                                                  Steel Wing
PP: 3                                                                  Type: Steel
Duration: Instantaneous                                                Move Power: STR/DEX
Range: Melee                                                           Move Time: 1 action
Description: When you are targeted by a melee attack, you              PP: 15
  can use your reaction to release a spore that attempts to            Duration: Instantaneous
  put your attacker to sleep. The creature must make a CON             Range: Melee
  save against your Move DC, falling asleep on a fail.                 Description: You strike a target hard with outstretched
Spotlight
                                                                         wings. Make a melee attack on a creature, doing 1d12 +
                                                                         MOVE steel damage on a hit. If the natural attack roll is 19
Type: Normal                                                             or 20, your AC is increased by 1 until the end of your next
Move Power: DEX/CHA                                                      turn.
Move Time: 1 action                                                    Higher Levels: The damage dice roll for this move changes
PP: 3                                                                    to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Duration: 1 minute, Concentration
Range: 80ft                                                            Sticky Web
Description: You shine a bright light on a creature in range           Type: Bug
  that follows them around the battlefield. The target must            Move Power: DEX
  make a DEX save against your Move DC. On a fail, attacks             Move Time: 1 reaction
  against that creature have advantage for the duration.               PP: 3
Stealth Rock
                                                                       Duration: Instantaneous
                                                                       Range: 50ft
Type: Rock                                                             Description: You quickly fire a sticky web at a creature
Move Power: STR/DEX                                                      entering the battle. When a creature is switched into battle,
Move Time: 1 reaction                                                    you may use your reaction to make a ranged attack on the
PP: 3                                                                    creature. On a hit, the target is restrained. The creature
Duration: Instantaneous                                                  may make a STR save against your Move DC at the
Range: 50ft                                                              beginning of each of its turns to escape the web.
Description: You quickly summon a trap of sharp rocks that
  hurts a creature entering the battle. When a creature is             Stockpile
  switched into battle, you may use your reaction to make a            Type: Normal
  ranged attack, dealing 1d8 + MOVE rock damage to the                 Move Power: None
  incoming creature on a hit.                                          Move Time: 1 action
Higher Levels: The damage dice roll for this move changes              PP: 10
  to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.            Duration: Instantaneous
Steam Eruption
                                                                       Range: Self
                                                                       Description: You use your action to store energy for a Spit
Type: Water                                                              Up or Swallow move, increasing your defense. Raise your
Move Power: STR/DEX                                                      AC by 1 until you use one of those two moves. This move
Move Time: 1 action                                                      may be stacked a maximum of 3 times before the energy is
PP: 3                                                                    used.
Duration: Instantaneous
Range: Self (20ft cone)
Description: You shoot out a cone of intensely hot steam
  from your body, immersing creatures in range. Any
  creature in the area must make a DEX save against your
  Move DC, taking 3d6 + MOVE water damage on a failure,
  or half as much on a success. If a target fails the save by 5
  or more, it becomes burned.
Higher Levels: The damage dice roll for this move changes
  to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
                                                                                                                                         107
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
      Stomp                                                                  Storm Throw
      Type: Normal                                                           Type: Fighting
      Move Power: STR/DEX                                                    Move Power: STR
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 10                                                                 PP: 5
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: Melee                                                           Range: Melee
      Description: You raise your feet up for a stomp attack. Make           Description: You strike a target with a fierce blow. Make a
        a melee attack roll against a target, doing 1d10 + MOVE                melee attack on a creature, dealing 2d10 + MOVE fighting
        normal damage on a hit. If the natural attack roll is 18 or            damage on a hit. If a target is immune to the damage from
        more, the target flinches.                                             critical hits, halve the damage dealt by this attack.
      Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
        to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.               to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
      Stomping Tantrum                                                       Strength
      Type: Ground                                                           Type: Normal
      Move Power: STR                                                        Move Power: STR
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 5                                                                  PP: 10
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: Melee                                                           Range: Melee
      Description: Driven by frustration, you aggressively attack.           Description: You strike out at a creature with brute strength.
        Make a melee attack, dealing 1d12 + MOVE ground                        Make a melee attack roll, doing 2d6 + MOVE normal
        damage on a hit. If you last attack missed, double the dice            damage on a hit. On a hit, you may also choose to push the
        roll for damage.                                                       creature 5 feet away.
      Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
        to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.              to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
      Stone Edge                                                             Strength Sap
      Type: Rock                                                             Type: Grass
      Move Power: STR                                                        Move Power: CON
      Move Time: 1 action                                                    Move Time: 1 reaction
      PP: 3                                                                  PP: 3
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: 60ft                                                            Range: 15ft
      Description: The earth moves beneath a target’s feet as                Description: If a creature attempts to use a move that boosts
        sharp stone pierce through the ground underneath them.                 its stats, you may use your reaction to negate the increase
        Creatures in a 10 foot radius centered on a point you                  and convert it into healing energy, recovering regain 1d10
        choose in range must make a DEX save against your                      + MOVE hit points. This includes critical hit bonuses, AC
        MOVE DC, taking 4d4 + MOVE rock damage on a fail, or                   increases, speed, attack and damage boosts, etc.
        half as much on a save.                                              Higher Levels: The damage dice roll for this move changes
      Higher Levels: The damage dice roll for this move changes                to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
        to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.            String Shot
      Stored Power                                                           Type: Bug
      Type: Psychic                                                          Move Power: DEX
      Move Power: STR/WIS                                                    Move Time: 1 action
      Move Time: 1 action                                                    PP: 20
      PP: 5                                                                  Duration: 1 minute
      Duration: Instantaneous                                                Range: 60ft
      Range: 30ft                                                            Description: You unleash sticky string at a creature in range,
      Description: You use your psychic energy to attack with                  slowing it down. Make a ranged attack roll against a target.
        stored power. Make a ranged attack, dealing 1d6 + MOVE                 On a hit, the target’s speed is reduced by 10 for the
        psychic damage on a hit. Add an additional damage dice for             duration. The move is stackable to any amount. The target
        each stat-changing effect currently applied to the user. (For          may take an action to attempt to get rid of any string with a
        example, if you or an ally has activated a move(s) that is             STR save against your Move DC. If this reduction in speed
        currently boosting the user's AC, speed, and STAB, add                 causes their speed to be 0, they are restrained.
        three additional damage dice. A move that affects multiple
        ability scores is considered "one" effect for this boost)
      Higher Levels: The damage dice roll for this move changes
        to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.
108
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                        Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Struggle                                                               Substitute
Type: Typeless                                                         Type: Normal
Move Power: STR/DEX                                                    Move Power: None
Move Time: 1 action                                                    Move Time: 1 action
PP: Unlimited                                                          PP: 5
Duration: Instantaneous                                                Duration: 1 minute, Concentration
Range: Melee/60ft                                                      Range: Self
Description: This move is known by all Pokémon, and can be             Description: You surrender a quarter of your current HP
  used at any time. You lash out with an unarmed strike, or              (rounded down) into temporary hit points in the form of a
  use an improvised weapon up close or at range to damage                shield. During this time, the shield grants you immunity to
  a creature. Make a melee or ranged attack roll, doing                  NEW negative conditions (including things like prone,
  damage equal to 2 + MOVE typeless damage on a hit. The                 restrained, etc.) and it absorbs all outside damage that you
  damage from this move cannot be increased by another                   would normally take until it is destroyed. The shield is
  move, item, or ability.                                                considered "typeless" for damage resistance, vulnerability,
Struggle Bug
                                                                         and immunities. The shield and user cannot be healed
                                                                         while active, and it does not absorb self-inflicted conditions
Type: Bug                                                                or damage caused by pre-existing burn, poison, or
Move Power: STR/DEX                                                      confusion. The shield breaks when it is reduced to 0 hit
Move Time: 1 reaction                                                    points, and the user takes the overflow damage. Sound-
PP: 3                                                                    based moves bypass the shield (Supersonic, Grass Whistle,
Duration: Instantaneous                                                  etc.)
Range: Melee
Description: You resist an attack, fighting back against a             Sucker Punch
  creature. When hit by a melee attack, you may use a                  Type: Dark
  reaction to immediately retaliate with an attack roll of your        Move Power: STR/DEX
  own, dealing 1d6 + MOVE bug damage on a hit.                         Move Time: 1 reaction
Higher Levels: The damage dice roll for this move changes              PP: 3
  to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.            Duration: Instantaneous
Stun Spore
                                                                       Range: Melee
                                                                       Description: You lay in a quick punch before a creature has a
Type: Grass                                                              chance to attack. When targeted by a melee attack, you
Move Power: CON                                                          may use your reaction to attempt to strike a creature before
Move Time: 1 reaction                                                    its attack is rolled. Make a melee attack, dealing 1d6 +
PP: 3                                                                    MOVE dark damage on a hit.
Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
Range: Melee                                                             to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Description: When you are subject to a melee attack, you
  can use your reaction to release a spore that attempts to            Sunny Day
  stun your attacker. The creature must make a CON save                Type: Fire
  against your Move DC, becoming paralyzed on a fail.                  Move Power: None
Submission
                                                                       Move Time: 1 action
                                                                       PP: 3
Type: Fighting                                                         Duration: 5 rounds
Move Power: STR                                                        Range: Self
Move Time: 1 action                                                    Description: You change the weather to harsh sunlight for 5
PP: 10                                                                   rounds.
Duration: Instantaneous
Range: Melee                                                           Sunsteel Strike
Description: You attempt a forceful grapple on a target.               Type: Steel
  Make a melee attack, doing 2d6 + MOVE fighting damage                Move Power: STR
  on a hit, but taking a quarter of the damage dealt in recoil.        Move Time: 1 action
  On a hit, the target is grappled. At the beginning of each of        PP: 5
  its turns, it may attempt to escape with a STR save against          Duration: Instantaneous
  your Move DC. While a creature is grappled, this move can            Range: Melee
  be activated again as a bonus action with an automatic hit,          Description: You slam into the target with the force of a
  dealing 2d6 fighting damage with a quarter of the damage               meteor. Make a melee attack, dealing 5d6 + MOVE steel
  dealt in typeless recoil.                                              damage on a hit. This move ignores any abilities of the
Higher Levels: The damage dice rolls for this move change                target creature that would decrease its ability to hit or deal
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.               full damage.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
                                                                                                                                          109
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
      Super Fang                                                             Swagger
      Type: Normal                                                           Type: Normal
      Move Power: STR                                                        Move Power: WIS/CHA
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 5                                                                  PP: 10
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: Melee                                                           Range: 40ft
      Description: You lash out with an incredible fang attack.              Description: Force a target in range to make a WIS save
        Make a melee attack, doing 2d6 +MOVE normal damage                     against your Move DC. On a fail, the target is confused, but
        on a hit. On critical hits, instead of doubling the dice, you          it adds +2 to its attack rolls while confused.
        can choose to do damage equal to half the target’s current           Swallow
        HP (up to a maximum of 5x your level)..
      Higher Levels: The damage dice roll for this move changes              Type: Normal
        to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Move Power: CON
                                                                             Move Time: 1 action
      Superpower                                                             PP: 5
      Type: Fighting                                                         Duration: Instantaneous
      Move Power: STR/DEX                                                    Range: Self
      Move Time: 1 action                                                    Description: You absorb your Stockpiled energy to heal your
      PP: 3                                                                    wounds. When activated after using Stockpile, regain a
      Duration: Instantaneous                                                  base 1d6 + Move hit points. The dice roll is doubled if two
      Range: Melee                                                             rounds of energy were Stockpiled. The dice roll is tripled if
      Description: You strike a target with incredible power - but             three rounds of energy were Stockpiled.
        with great power comes great responsibility. Make a melee            Higher Levels: The base healing dice roll for this move
        attack against a creature, dealing 4d6 + MOVE fighting                 changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level
        damage on a hit. This move exhausts you, and your STR                  17.
        and DEX ability scores are both reduced by 10 until after            Sweet Kiss
        the end of your next turn.
      Higher Levels: The damage dice roll for this move changes              Type: Fairy
        to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.            Move Power: WIS/CHA
                                                                             Move Time: 1 action
      Supersonic                                                             PP: 10
      Type: Normal                                                           Duration: Instantaneous
      Move Power: DEX/WIS                                                    Range: Melee
      Move Time: 1 action                                                    Description: You lay a kiss on a creature, attempting to
      PP: 10                                                                   confuse them. The target must make an CHA saving throw
      Duration: Instantaneous                                                  against your Move DC or become confused.
      Range: 40ft                                                            Sweet Scent
      Description: You emit a high pitched screech heard only by
        the target. Choose a target in range. The target must pass a         Type: Normal
        WIS saving throw against your Move DC or become                      Move Power: CON/CHA
        confused.                                                            Move Time: 1 action
                                                                             PP: 10
      Surf                                                                   Duration: Instantaneous
      Type: Water                                                            Range: 30ft
      Move Power: STR/DEX                                                    Description: You release a sweet smell directed at a target in
      Move Time: 1 action                                                      range. The target must make a CHA save against your
      PP: 10                                                                   Move DC. On a fail, you have advantage on your next two
      Duration: Instantaneous                                                  attacks against that target.
      Range: Self (30ft cone)                                                Swift
      Description: You summon a fast-moving wave in front of you
        that crashes down on creatures in a 30 foot cone. Any                Type: Normal
        creature caught in the blast must make a STR saving                  Move Power: None
        throw, taking 2d8 + MOVE water damage and falling prone              Move Time: 1 action
        on a failure, or half as much without falling prone on a             PP: 10
        success.                                                             Duration: Instantaneous
      Higher Levels: The damage dice roll for this move changes              Range: 60ft
        to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          Description: You fire two projectiles at any creature you
                                                                               choose in range. They do not have to target the same
                                                                               creature. Each hit for 1d4 normal damage. This move also
                                                                               targets creature during the invulnerable stages of Dig, Fly,
                                                                               Bounce, etc.
                                                                             Higher Levels: You fire 4 projectiles at level 5, 5 projectiles
                                                                               at level 10, and 6 projectiles at level 17.
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                        Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Switcheroo                                                             Tackle
Type: Dark                                                             Type: Normal
Move Power: DEX                                                        Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 20
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: Melee
Description: Your hands move with incredible speed as you              Description: You rush forward and slam into a creature.
  attempt to switch held items with a creature. Force a                  Make a melee attack roll against a target, doing 1d6 +
  creature to make a DEX save against your Move DC. On a                 MOVE normal damage on a hit.
  failure, you take their held item and replace it with your           Higher Levels: The damage dice roll for this move changes
  own. If you do not have a held item, you simply take theirs            to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  without replacement.                                                 Tail Glow
Swords Dance                                                           Type: Bug
Type: Normal                                                           Move Power: None
Move Power: DEX/WIS                                                    Move Time: 1 action
Move Time: 1 action                                                    PP: 10
PP: 5                                                                  Duration: 1 minute, Concentration
Duration: 1 minute, concentration                                      Range: Self
Range: Self                                                            Description: Your tail emits a flash of light, boosting your
Description: When you activate this move, a sword appears                attack. For the duration, double your STAB damage.
  and dances around you, increasing your AC by 1. As a                 Tail Slap
  bonus action on a future turn, you may drop concentration
  to release this sword and roll a ranged attack at a target           Type: Normal
  within 30 feet of you, dealing 2d6 + MOVE normal damage              Move Power: STR/DEX
  on a hit.                                                            Move Time: 1 action
Higher Levels: The damage dice for this move changes to                PP: 5
  2d8 at level 5. At level 10, you can now create two swords           Duration: Instantaneous
  for +2 to AC and two ranged attacks. At level 17, the                Range: Melee
  damage dice for each sword increases to 3d8.                         Description: You strike out against a creature with a quick-
                                                                         hitting, hard tail. Make a melee attack roll, doing 1d4 +
Synchronoise                                                             MOVE normal damage on a hit. After successfully hitting a
Type: Psychic                                                            target, roll a d4. On a result of 3 or 4, you may immediately
Move Power: WIS/CHA                                                      hit again for an additional 1d4 normal damage. Continue
Move Time: 1 action                                                      this process until you fail to roll a 3 or 4 on the d4 roll, up
PP: 5                                                                    to a maximum of four additional hits.
Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
Range: Self (20ft radius)                                                to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Description: You emit a strange soundwave that only                    Tail Whip
  damages creature that share a type with you. Any creature
  within a 40 foot circle that shares at least one of your types       Type: Normal
  must make a CON save against your Move DC, taking 2d10               Move Power: CHA/DEX
  + MOVE psychic damage on a failure, or half as much on a             Move Time: 1 action
  success.                                                             PP: 15
Higher Levels: The damage dice roll for this move changes              Duration: 1 minute
  to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.            Range: 100ft
                                                                       Description: You shake your tail at a target, distracting it and
Synthesis                                                                opening up its defenses. The creature must make a WIS
Type: Grass                                                              save against your Move DC. On a fail, allies add +1 to any
Move Power: CON                                                          attack they target it with for the duration. This modifier can
Move Time: 1 action                                                      be stacked if it fails multiple tail whip saves, up to a
PP: 3                                                                    maximum of +5.
Duration: Instantaneous                                                Tailwind
Range: Self
Description: You regenerate from the inside, healing some of           Type: Flying
  your wounds. Heal yourself for 1d12 + MOVE hit points. If            Move Power: None
  activated in harsh sunlight, double the healing dice.                Move Time: 1 action
Higher Levels: The healing dice roll for this move changes to          PP: 3
  2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.               Duration: 1 minute, Concentration
                                                                       Range: Self (30ft radius)
                                                                       Description: You whip up a turbulent whirlwind that boosts
                                                                         the speed of all allies in a 60 foot circle, centered on you.
                                                                         You and any ally that starts their turn inside the area has
                                                                         their speed doubled until the end of their turn.
                                                                                                                                           111
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
      Take Down                                                              Teeter Dance
      Type: Normal                                                           Type: Normal
      Move Power: STR                                                        Move Power: WIS/CHA
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 10                                                                 PP: 10
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: Melee                                                           Range: Self (20ft radius)
      Description: You sacrifice your own position to take down a            Description: You start to perform a difficult dance, confusing
        creature. Roll a melee attack roll. On a hit, you deal 2d8 +           all creatures in range. Creatures in a 40 foot circle around
        MOVE normal damage, taking a quarter of the total                      you must make a WIS save against your Move DC,
        damage (rounded down) in typeless recoil.                              becoming confused on a fail.
      Higher Levels: The damage dice roll for this move changes              Telekinesis
        to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
                                                                             Type: Psychic
      Taunt                                                                  Move Power: WIS/INT
      Type: Dark                                                             Move Time: 1 action
      Move Power: WIS/CHA                                                    PP: 3
      Move Time: 1 action                                                    Duration: 3 rounds, Concentration
      PP: 10                                                                 Range: 20ft
      Duration: 1 minute, Concentration                                      Description: You use your psychic power to attempt to hold a
      Range: 40ft                                                              creature above the ground, making it vulnerable to attacks.
      Description: You taunt a creature to only attack you with                Force a creature in range to make a CON save against your
        damaging attacks. Choose a target in range and force it to             Move DC. On a failure, the creature is grappled and
        make a WIS saving throw against your Move DC. On a                     restrained for the duration, unable to release itself as long
        failure, the target can only use damaging attacks that target          as you hold your concentration. While grappled, the
        you for the duration.                                                  creature is considered Raised.
      Tearful Look                                                           Teleport
      Type: Normal                                                           Type: Psychic
      Move Power: WIS/CHA                                                    Move Power: None
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 15                                                                 PP: 10
      Duration: 1 minute                                                     Duration: Instantaneous
      Range: 35ft                                                            Range: 40ft
      Description: You fill your eyes with tears to make all                 Description: You disappear from view and reappear at an
        creatures in range lose their combative spirit. All creatures          unoccupied point within range. In wild creature battles,
        in range must make a CHA save against your Move DC.                    this move can be activated to automatically count as a
        On a fail, they add -1 to any attack they makes for the                single success in a group DEX check to run away.
        duration. This modifier can be stacked if an affected                Thief
        creature fails multiple Tearful Look saves, up to a
        maximum of -5.                                                       Type: Dark
                                                                             Move Power: DEX
      Techno Blast                                                           Move Time: 1 action
      Type: Normal                                                           PP: 15
      Move Power: STR/DEX                                                    Duration: Instantaneous
      Move Time: 1 action                                                    Range: Melee
      PP: 5                                                                  Description: You lash out with a quick attack that may steal a
      Duration: Instantaneous                                                  creature’s held item. Make a melee attack against a
      Range: Self (80ft line)                                                  creature, doing 1d10 + MOVE dark damage on a hit. If the
      Description: You fire a powerful beam of pure light. The line            user does not have an item held, the target must make a
        is 80 feet long and 5 feet wide, and all creatues caught in            DEX save against your Move DC or have their item stolen
        the blast must make a DEX save against your Move DC,                   by the user.
        taking 3d10 + MOVE damage on a failure, or half as much              Higher Levels: The damage dice roll for this move changes
        on a success. The damage type is dependant on the Drive                to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
        the user holds. (Burn Drive - Fire, Chill Drive - Ice, Douse
        Drive - Water, Shock Drive - Electric)
      Higher Levels: The damage dice roll for this move changes
        to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.
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                        Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Thousand Arrows                                                        Throat Chop
Type: Ground                                                           Type: Dark
Move Power: DEX/WIS                                                    Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 10
Duration: Instataneouus                                                Duration: Instantaneous
Range: 100ft                                                           Range: Melee
Description: You summon forth a volley of green arrows to              Description: You focus in on an attack at the target’s throat.
  pierce creatures in range. All creatures in a 30 ft radius,            Make a melee attack, dealing 2d6 + MOVE dark damage on
  centered on a point within range, must make a DEX save                 a hit. On hit, the target is unable to activate sound based
  against your Move DC, taking 2d8 + MOVE ground damage                  attacks for its next 1d4 turns.
  on a hit, or half as much on a save. Flying-type creatures or        Higher Levels: The damage dice roll for this move changes
  ones with Levitate, Magnet Rise, or similar ability CAN be             to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  hit by this move. Any creature that fails the saving throw           Thunder
  falls to the ground and is now grounded. Grounded
  creatures are susceptible to to ground-type moves until              Type: Electric
  they raise up, regardless of their type or ability.                  Move Power: STR/DEX
Higher Levels: The damage dice roll for this move changes              Move Time: 1 action
  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          PP: 5
                                                                       Duration: Instantaneous
Thousand Waves                                                         Range: Self (20ft radius)
Type: Ground                                                           Description: Powerful electric energy arcs out from you,
Move Power: DEX/WIS                                                      hitting any creature in a 20 foot radius, centered on you.
Move Time: 1 action                                                      Creatures caught in the area must make a DEX save
PP: 5                                                                    against your Move DC, taking 3d6 + MOVE electric
Duration: Instantaneous                                                  damage on a fail, and half as much on a success. Creatures
Range: Self (60ft cone)                                                  that fail the saving throw by 5 or more become paralyzed.
Description: A wave of green energy courses through the                  Creatures in range that are in flight or in the invulnerable
  battlefield in a 60 foot cone, centered on you. Any creature           stage of Fly or Bounce take double damage from this move.
  caught in the wave must make a DEX save against your                 Higher Levels: The damage dice roll for this move changes
  Move DC, taking 2d8 + MOVE ground damage on a failure,                 to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
  or half as much on a success. Any creature that fails the            Thunder Fang
  saving throw cannot flee or be switched out as long as you
  remain in battle.                                                    Type: Electric
Higher Levels: The damage dice roll for this move changes              Move Power: STR/DEX
  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          Move Time: 1 action
                                                                       PP: 10
Thrash                                                                 Duration: Instantaneous
Type: Normal                                                           Range: Melee
Move Power: STR                                                        Description: You attempt to pierce a creature with electric
Move Time: 1 action                                                      fangs. Make a melee attack, dealing 1d10 + MOVE electric
PP: 5                                                                    damage on a hit. On a natural attack roll of 19 or 20, the
Duration: Instantaneous                                                  target is paralyzed and flinches.
Range: Melee                                                           Higher Levels: The damage dice roll for this move changes
Description: You thrash about wildly, doing several attacks              to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  without control. Make a melee attack roll, doing 1d10 +              Thunder Punch
  MOVE normal damage on a hit. After successfully hitting a
  target, roll a d4. On a result of 3 or 4, you may immediately        Type: Electric
  hit again for an additional 1d10 normal damage. Continue             Move Power: STR/DEX
  this process until you fail to roll a 3 or 4 on the d4 roll, up      Move Time: 1 action
  to a maximum of two additional hits. At the end of this              PP: 10
  attack, you become confused.                                         Duration: Instantaneous
Higher Levels: The damage dice rolls for this move change              Range: Melee
  to 2d8 at level 5, 2d10 at level 10, and 4d6 at level 17.            Description: Your punches are imbued with electric energy.
                                                                         Make a melee attack on a target, doing 1d12 + MOVE
                                                                         electric damage on a hit. On a natural attack roll of 19 or
                                                                         20, the target is paralyzed.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
                                                                                                                                        113
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      Thunder Shock                                                          Torment
      Type: Electric                                                         Type: Dark
      Move Power: STR/DEX                                                    Move Power: DEX/WIS
      Move Time: 1 action                                                    Move Time: 1 reaction
      PP: 15                                                                 PP: 3
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: 20ft                                                            Range: 30ft
      Description: You deliver an electric shock to a target in              Description: You send a dark energy to torment a creature in
        range. Make a ranged attack, doing 1d6 + MOVE electric                 range that attacks you. When hit by a melee or ranged
        damage on a hit.                                                       attack, force the target to make a WIS saving throw against
      Higher Levels: The damage dice roll for this move changes                your Move DC. On a failure, the target cannot use the same
        to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.              move that hit you on its next turn.
      Thunder Wave                                                           Toxic
      Type: Electric                                                         Type: Poison
      Move Power: STR/DEX                                                    Move Power: CON
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 10                                                                 PP: 5
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: 60ft                                                            Range: 30ft
      Description: You send a wave of electric energy that                   Description: You send a downpour of potent, poisonous rain
        surrounds a creature in range. The target must make a                  in a 5 foot radius, centered on a point within range. Targets
        CON save against your Move DC or become paralyzed.                     in the area must make a CON save against your MOVE DC
      Thunderbolt
                                                                               or become poisoned. Creatures poisoned by this move take
                                                                               double the normal poison damage.
      Type: Electric
      Move Power: STR/DEX                                                    Toxic Spikes
      Move Time: 1 action                                                    Type: Poison
      PP: 10                                                                 Move Power: CON/DEX
      Duration: Instantaneous                                                Move Time: 1 reaction
      Range: 60ft                                                            PP: 3
      Description: You send a powerful bolt of electricity at a              Duration: Instantaneous
        target in range. Make a ranged attack roll, doing 2d8 +              Range: 50ft
        MOVE electric damage on a hit. On a natural attack roll of           Description: You quickly summon a trap of poisonous spikes
        19 or 20, the target is paralyzed.                                     around a creature that enters the battle. When a creature is
      Higher Levels: The damage dice roll for this move changes                switched into battle, you may use your reaction to force a
        to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.            creature to make a CON save against your Move DC,
      Tickle
                                                                               becoming poisoned on a failure.
      Type: Normal                                                           Toxic Thread
      Move Power: DEX                                                        Type: Poison
      Move Time: 1 bonus action                                              Move Power: DEX
      PP: 10                                                                 Move Time: 1 action
      Duration: Instantaneous                                                PP: 15
      Range: Melee                                                           Duration: Instantaneous
      Description: You turn your melee attack into a playful tickle.         Range: 60ft
        As a bonus action at the end of a turn in which you used a           Description: You fire a collection of poisonous threads at a
        melee attack, force a creature to make a CON saving throw              creature in range. Make a ranged attack roll against a
        against your Move DC. On a failure, the target flinches.               target, covering them with threads on a hit. So long as the
      Topsy-Turvy
                                                                               threads make contact with the target, the target is
                                                                               poisoned and its speed is reduced by 10. This move is
      Type: Dark                                                               stackable to any amount however the poison effect does
      Move Power: WIS                                                          not affect the target more than once. If this reduction in
      Move Time: 1 action                                                      speed causes their speed to be 0, the target is restrained.
      PP: 10                                                                   The target may use an action to remove the threads from
      Duration: Instantaneous                                                  its body, healing the poisoned status.
      Range: 30ft
      Description: You unleash a dark energy that has the power
        to reverse the stat changes of a creature. Force a creature
        in range to make a CHA save against your Move DC. On a
        failure, any stat changes currently affecting the target have
        the opposite effect.
114
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                        Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Transform                                                              Trick-or-Treat
Type: Normal                                                           Type: Ghost
Move Power: None                                                       Move Power: WIS/CHA
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 5
Duration: 1 minute, Concentration                                      Duration: 3 rounds
Range: 50ft                                                            Range: 30ft
Description: You attempt to morph into a near-exact copy of            Description: You attempt to scare the spirit right out of a
  a creature in range. The base SR of the target must be able            creature in range. Force a creature in range to make a CHA
  to be controlled by your trainer or the move fails. For the            save against your Move DC. On a failure, its type is
  duration, you copy the target's type, ability scores, skills,          changed to Ghost through their next three turns in battle.
  speeds, senses, abilities, and current moves. You retain             Triple Kick
  your own feats, level, and HP (Changed CON does not
  impact your HP).                                                     Type: Fighting
                                                                       Move Power: STR/DEX
Tri Attack                                                             Move Time: 1 action
Type: Normal                                                           PP: 5
Move Power: STR/DEX                                                    Duration: Instantaneous
Move Time: 1 action                                                    Range: Melee
PP: 5                                                                  Description: You strike out with three consecutive kicks.
Duration: Instantaneous                                                  Make three melee attack rolls in order, doing 1d4 + MOVE
Range: Self (30ft cone)                                                  fighting damage on each hit. As soon as one attack misses,
Description: You strike with a simultaneous three-beam                   the move is over.
  attack. Each creature in a 30 foot cone, centered on you,            Higher Levels: The damage dice roll for this move changes
  must make a DEX save against your Move DC, taking 2d6                  to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  + MOVE normal damage on a fail, and half as much on a                Trop Kick
  success. Targets that fail the save by 5 or more must roll a
  d4, gaining the status condition as follows: 1. The target           Type: Grass
  becomes burned. 2. The target becomes frozen. 3. The                 Move Power: STR/DEX
  target becomes paralyzed. 4. Must reroll until any number            Move Time: 1 action
  other than 4 appears.                                                PP: 10
Higher Levels: The damage dice roll for this move changes              Duration: Instantaneous
  to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.             Range: Melee
                                                                       Description: You attempt to land an intense kick of tropical
Trick                                                                    origins on the target. Make a melee attack, dealing 1d12 +
Type: Psychic                                                            MOVE grass damage on a hit. On a natural role of 16 or
Move Power: WIS                                                          more, the target adds -1 to any attack it makes for the
Move Time: 1 action                                                      remainder of combat. This modifier can be stacked up to a
PP: 5                                                                    maximum of -3.
Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
Range: Melee                                                             to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Description: You move quickly to attempt to swap held items            Trump Card
  with a creature. Make a melee attack roll against a
  creature, swapping held items with them on a hit.                    Type: Normal
                                                                       Move Power: STR/DEX
Trick Room                                                             Move Time: 1 action
Type: Psychic                                                          PP: 5
Move Power: None                                                       Duration: Instantaneous
Move Time: 1 action                                                    Range: 30ft
PP: 3                                                                  Description: You strike out with a blast of energy that
Duration: Instantaneous                                                  increases in strength the more it is used. Make a ranged
Range: Self                                                              attack on a creature, dealing 1d6 + MOVE normal damage
Description: The world around you seems to spin for a                    on a hit. Increase the damage by your Move modifier for
  moment, and the whole battlefield is hit with a bizarre                each PP that has been expended for the move, before the
  feeling. Starting at the beginning of the next round of                move was activated. Using a restorative to regain PP resets
  combat after you activate this move, the initiative order is           the damage for this attack.
  permanently reversed.                                                Higher Levels: The damage dice roll for this move changes
                                                                         to 1d8 at level 5, 2d6 at level 10, and 4d6 at level 17.
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      Twineedle                                                              V-Create
      Type: Bug                                                              Type: Fire
      Move Power: DEX                                                        Move Power: STR/DEX
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 5                                                                  PP: 10
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: 40ft                                                            Range: Melee
      Description: You fire two sharp projectiles at a creature in           Description: Your forehead burns like hot coals as you slam
        range. They do not have to target the same creature. Make              your head into a creature. Make a melee attack roll, dealing
        two ranged attack rolls, dealing 1d4 + MOVE bug damage                 3d10 + MOVE fire damage on a hit. After activating this
        on each hit. If the natural roll of either attack is a 19 or 20,       move, your AC decreases by 2 until the beginning of your
        the target is poisoned.                                                next turn.
      Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
        to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.              to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.
      Twister                                                                Vacuum Wave
      Type: Dragon                                                           Type: Fighting
      Move Power: STR/DEX                                                    Move Power: DEX
      Move Time: 1 action                                                    Move Time: 1 bonus action
      PP: 10                                                                 PP: 20
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: 80ft                                                            Range: 25ft
      Description: You send a gust of swirling wind that tears               Description: You whirl your fists with a fast attack that
        through a creature. Make a ranged attack on a creature,                pushes a quick burst of wind at a creature in range. Make a
        doing 1d6 + MOVE dragon damage on a hit. If the natural                ranged attack on a creature, dealing 1d4 fighting damage
        attack roll is 16 or higher, the target flinches.                      on a hit.
      Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
        to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.              to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
      U-Turn                                                                 Venom Drench
      Type: Bug                                                              Type: Poison
      Move Power: DEX                                                        Move Power: DEX/CON
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 3                                                                  PP: 10
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: Melee                                                           Range: 20ft
      Description: You lash out with a quick strike before you               Description: You drench a creature with an odd, poisonous
        make a getaway. Make a melee attack, dealing 1d12 +                    liquid. Force a creature to make a CON save against your
        MOVE bug damage on a hit. After this move is activated, a              Move DC, becoming poisoned on a failure. If the target is
        trainer must switch out the user as a free action.                     already poisoned, this move automatically hits, causing the
      Higher Levels: The damage dice roll for this move changes                creature to now take double the base poison damage at the
        to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.              end of each of its turns.
      Uproar                                                                 Venoshock
      Type: Normal                                                           Type: Poison
      Move Power: STR/DEX                                                    Move Power: DEX/CON
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 5                                                                  PP: 5
      Duration: 3 Rounds, Concentration                                      Duration: Instantaneous
      Range: Self (30ft radius)                                              Range: 15ft
      Description: You cause an uproar on the battlefield in a 60            Description: You attempt to drench a creature in poisonous
        foot circle, centered on you, for three rounds of combat.              liquid. Make a ranged attack on a creature, dealing 1d10 +
        During the uproar, your action is spent continuing the                 MOVE poison damage on a hit. If the target is already
        move (without spending PP), and any creature in range                  poisoned, double the dice roll for the damage
        wakes and is prevented from falling asleep. (This include            Higher Levels: The damage dice roll for this move changes
        creatures that would purposefully fall asleep using moves              to 2d6 at level 5, 2d12 at level 10, and 3d10 at level 17.
        like Rest) In addition, creatures in the area at the start of
        their turns must make a CON save against your Move DC,
        taking 2d8 + MOVE normal damage on a fail, or half as
        much on a success.
      Higher Levels: The damage dice roll for this move changes
        to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
116
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                        Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Vice Grip                                                              Volt Tackle
Type: Normal                                                           Type: Electric
Move Power: STR                                                        Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 15                                                                 PP: 10
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: 15ft
Description: You crush a creature with a forceful, gripping            Description: You rush forward in a flash of electricity with
  attack. Make a melee attack, doing 1d8 + MOVE normal                   extended reach, slamming into a creature. When activating
  damage on a hit, grappling the target. On each successive              this move, you flash forward 15 feet and make a melee
  turn, if the creature is still grappled, you may use this move         attack roll against a creature, dealing 2d10 + Move electric
  again (as an action) and automatically hit. A creature may             damage on a hit. On a hit, you also take a quarter of the
  attempt to excape the grapple at the beginning of its turns            total (rounded down) in typeless recoil damage.
  with a STR save against your Move DC.                                Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes                to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.            Wake-Up Slap
Vine Whip                                                              Type: Fighting
Type: Grass                                                            Move Power: STR/DEX
Move Power: STR/DEX                                                    Move Time: 1 action
Move Time: 1 action                                                    PP: 5
PP: 15                                                                 Duration: Instantaneous
Duration: Instantaneous                                                Range: Melee
Range: Melee (15ft reach)                                              Description: You attack with a jolting slap from your palms.
Description: You extend a sharp vine to whip the target with.            Make a melee attack on a creature, dealing 1d12 + MOVE
  This vine can strike anything within 15 feet of you. Make a            fighting damage on a hit. If the target is asleep, double your
  melee attack roll, doing 1d6 + MOVE grass damage on a                  Move modifier when adding damage, but the target
  hit.                                                                   automatically wakes up.
Higher Levels: The damage dice roll for this move changes              Higher Levels: The damage dice roll for this move changes
  to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.              to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Vital Throw                                                            Water Gun
Type: Fighting                                                         Type: Water
Move Power: STR                                                        Move Power: DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 5                                                                  PP: 15
Duration: Instantaneous                                                Duration: Instantaneous
Range: Melee                                                           Range: 40ft
Description: A slow fighting attack that pummels a creature.           Description: You fire a quick spurt of water at a creature in
  As an action on your turn, you hold this move until next               range. Make a ranged attack roll, doing 1d6 + MOVE water
  turn, where it will automatically hit for 1d12 + MOVE                  damage on a hit.
  fighting damage as long as the target remains in melee               Higher Levels: The damage dice roll for this move changes
  range.                                                                 to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Higher Levels: The damage dice roll for this move changes              Water Pledge
  to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
                                                                       Type: Water
Volt Switch                                                            Move Power: STR
Type: Electric                                                         Move Time: 1 action
Move Power: DEX                                                        PP: 5
Move Time: 1 action                                                    Duration: Instantaneous
PP: 3                                                                  Range: 40ft
Duration: Instantaneous                                                Description: You send a column of water towards a creature.
Range: Melee                                                             Make a ranged attack, dealing 2d6 + MOVE water damage
Description: You lash out with a quick, electric strike before           on a hit. After you land a hit, any ally that uses another
  you make a getaway. Make a melee attack, dealing 1d12 +                Pledge move in the same round automatically hits.
  MOVE electric damage on a hit. After this move is                    Higher Levels: The damage dice roll for this move changes
  activated, a trainer must switch out the user as a free                to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  action.
Higher Levels: The damage dice roll for this move changes
  to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
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      Water Pulse                                                            Waterfall
      Type: Water                                                            Type: Water
      Move Power: DEX                                                        Move Power: STR/CON
      Move Time: 1 action                                                    Move Time: 1 action
      PP: 10                                                                 PP: 10
      Duration: Instantaneous                                                Duration: Instantaneous
      Range: 30ft                                                            Range: 80ft
      Description: You send a wave of ultrasonic aquatic energy at           Description: You create an intense waterfall that crashes
        a creature in range. Make a ranged attack roll, dealing                down on creatures in a 10 foot radius, centered on a point
        1d10 + MOVE water damage on a hit. On a natural attack                 within range. Creatures in the area must make a STR save
        roll of 17 or higher, the target is confused.                          against your Move DC or take 2d6 + MOVE water damage
      Higher Levels: The damage dice roll for this move changes                and fall prone on a fail, or half as much on a save.
        to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.             Higher Levels: The damage dice roll for this move changes
      Water Shuriken
                                                                               to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
      Type: Water                                                            Weather Ball
      Move Power: DEX                                                        Type: Normal
      Move Time: 1 action                                                    Move Power: STR/DEX
      PP: 10                                                                 Move Time: 1 action
      Duration: Instantaneous                                                PP: 5
      Range: 50ft                                                            Duration: Instantaneous
      Description: You fire a barrage of sharp shurikens at a                Range: 30ft
        target. Make a ranged attack roll, doing 1d4 + MOVE water            Description: You send a powerful ball of energy that changes
        damage on a hit. After successfully hitting a target, roll a           type based on the surrounding weather, dealing 1d8 +
        d4. On a result of 3 or 4, another shuriken strikes the target         MOVE damage of that type.
        for an additional 1d4 water damage. Continue this process                             Weather                           Type
        until you fail to roll a 3 or 4 on the d4 roll, up to a
        maximum of four additional hits.                                                  Harsh Sunlight                        Fire
      Higher Levels: The damage dice roll for this move changes                                 Rain                           Water
        to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.                             Sandstorm                          Rock
      Water Sport                                                                          Hail or Snow                          Ice
      Type: Water
      Move Power: None                                                                    Foggy or Cloudy                     Normal
      Move Time: 1 action
      PP: 10                                                                 Higher Levels: The damage dice roll for this move changes
      Duration: 1 minute                                                     to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
      Range: Self (5ft radius)
      Description: You soak yourself and all allies with water,              Whirlpool
        reducing the amount of fire damage taken for anyone                  Type: Water
        affected. For the duration, you and any ally in range (when          Move Power: STR
        you initially activated this move) have resistance to fire-type      Move Time: 1 action
        attacks. If you were already resistant, you are now immune.          PP: 10
        If you were vulnerable, you now take normal damage. If               Duration: Instantaneous
        you are immune to fire-type moves already, nothing                   Range: 60ft
        happens.                                                             Description: You create a wave of water that swirls around a
                                                                               creature in range. Make a ranged attack roll. On a hit, the
      Water Spout                                                              target takes 1d6 + MOVE water damage and is restrained.
      Type: Water                                                              At the beginning of each of its turns, it may attempt to
      Move Power: STR/DEX                                                      escape with a STR save against your Move DC. On each
      Move Time: 1 action                                                      successive turn, if the creature is still restrained, you may
      PP: 3                                                                    use this move again (as an action) and automatically hit.
      Duration: Instantaneous                                                Higher Levels: The damage dice roll for this move changes
      Range: 30ft                                                              to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
      Description: You fire a blast of water at a creature that
        increases in power the more healthy you are. Make a
        ranged attack roll against a creature, doing 3d8 + MOVE
        water damage on a hit if you are at or above 50% of your
        health. If you are below 50%, halve the total damage done.
      Higher Levels: The damage dice roll for this move changes
        to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
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Whirlwind                                                              Wing Attack
Type: Normal                                                           Type: Flying
Move Power: DEX                                                        Move Power: STR/DEX
Move Time: 1 action                                                    Move Time: 1 action
PP: 10                                                                 PP: 20
Duration: Instantaneous                                                Duration: Instantaneous
Range: Self (5ft radius)                                               Range: Melee
Description: You create a whirlwind of spinning air around             Description: You strike out at a target creature with your
  you, increasing your AC by +2 until the beginning of your              wings. Make a melee attack roll, doing 1d10 + MOVE flying
  next turn. When you activate this move, any creature within            damage on a hit.
  5 feet of you must succeed on a STR saving throw against             Higher Levels: The damage dice roll for this move changes
  your Move DC or fall prone. In wild creature battles, this             to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  move can be activated to automatically count as a single             Wish
  success in a group DEX check to run away.
                                                                       Type: Normal
Wide Guard                                                             Move Power: WIS/CHA
Type: Rock                                                             Move Time: 1 action, charge
Move Power: None                                                       PP: 5
Move Time: 1 reaction                                                  Duration: 1 round
PP: 3                                                                  Range: 50ft
Duration: Instantaneous                                                Description: You send forth a healing wish that takes time to
Range: 50ft                                                              come true. At the end of your next turn, as a free action,
Description: You have the ability to guard your allies from              heal a target in range for 3d8 + MOVE hit points.
  area-of-effect moves. As a reaction, when a creature                 Higher Levels: The healing dice roll for this move changes to
  activates a damaging move that damages multiple allies                 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  within range, you may halve the damage dealt. On future              Withdraw
  instances of this reaction in the same combat, you must
  roll higher than a 15 on a d20 roll or forfeit the reaction          Type: Water
  with no effect                                                       Move Power: None
                                                                       Move Time: 1 reaction
Wild Charge                                                            PP: 3
Type: Electric                                                         Duration: Instantaneous
Move Power: STR                                                        Range: Self
Move Time: 1 action                                                    Description: When subject to a melee or ranged attack, you
PP: 10                                                                   can spend your reaction to increase your AC by +2 if it
Duration: Instantaneous                                                  would cause the attack to miss.
Range: Melee                                                           Higher Levels: Increase your AC by +3 at level 10 and above.
Description: You shroud yourself in electricity and charge at          Wonder Room
  a creature. Make a melee attack, dealing 2d8 + MOVE
  electric damage on a hit, but taking 1/4 of the damage               Type: Psychic
  (rounded down) in typeless recoil.                                   Move Power: None
Higher Levels: The damage dice roll for this move changes              Move Time: 1 action
  to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.          PP: 5
                                                                       Duration: 1 minute, Concentration
Will-O-Wisp                                                            Range: Self (50ft radius)
Type: Fire                                                             Description: You create a bizarre vibe in the air in a 100 foot
Move Power: DEX/WIS                                                      circle, centered on you. For the duration, all WIS saves
Move Time: 1 action                                                      become CON saves and all CON saves become WIS saves.
PP: 10                                                                 Wood Hammer
Duration: Instantaneous
Range: 30ft                                                            Type: Grass
Description: You send a sinister, white-hot flame at a                 Move Power: STR
  creature attempting to inflict a burn. Make a ranged attack          Move Time: 1 action
  roll on a target, causing burn on a hit.                             PP: 10
                                                                       Duration: Instantaneous
                                                                       Range: Melee
                                                                       Description: You slam your rough body against a creature,
                                                                         taking serious recoil damage. Make an attack roll against a
                                                                         target, dealing 2d10 + MOVE grass damage on a hit. On a
                                                                         hit, you also take a quarter of the damage dealt in typeless
                                                                         recoil damage.
                                                                       Higher Levels: The damage dice roll for this move changes
                                                                         to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
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      Work Up                                                                Description: You cross your claws for a scissor-like slashing
      Type: Normal                                                             attack. Make a melee attack against a creature, dealing 2d6
      Move Power: None                                                         + MOVE bug damage on a hit.
      Move Time: 1 bonus action                                              Higher Levels: The damage dice roll for this move changes
      PP: 3                                                                    to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
      Duration: 1 minute                                                     Yawn
      Range: Self                                                            Type: Normal
      Description: You get your adrenaline pumping and go into a             Move Power: None
        frenzy. While worked up, you add +2 to all attack rolls. Your        Move Time: 1 action
        worked up status ends if you are incapacitated or if you             PP: 5
        have not attacked a hostile target since your last turn, or          Duration: 1 round
        taken any damage since then.                                         Range: 30ft
      Worry Seed                                                             Description: You release a big yawn that causes a creature to
      Type: Grass                                                              become very drowsy. Choose a target in range. If that target
      Move Power: DEX/CHA                                                      is still in the battle after the end of its next turn, it falls
      Move Time: 1 action                                                      asleep.
      PP: 5                                                                  Zap Cannon
      Duration: 1 minute                                                     Type: Electric
      Range: 30ft                                                            Move Power: STR/DEX
      Description: You shoot a bizarre seed that implants worry              Move Time: 1 action
        into another creature. The target must succeed on a CON              PP: 3
        save against your Move DC or replace the user's choice of            Duration: Instantaneous
        ability with Insomnia, preventing sleep for the duration.            Range: 80ft
      Wrap                                                                   Description: You fire out an extreme blast of pure electric
      Type: Normal                                                             energy at a creature. Make a ranged attack against a target
      Move Power: STR/DEX                                                      in range, doing 2d10 + MOVE electric damage. If the
      Move Time: 1 action                                                      natural attack roll is 15 or higher, the target is paralyzed.
      PP: 15                                                                 Higher Levels: The damage dice roll for this move changes
      Duration: Instantaneous                                                  to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
      Range: Melee                                                           Zen Headbutt
      Description: You attempt to grapple a target into submission.          Type: Psychic
        Make a melee attack roll. On a hit, the target takes 1d4 +           Move Power: STR/WIS
        MOVE normal damage and is grappled. At the beginning of              Move Time: 1 action
        each of its turns, it may attempt to escape with a STR save          PP: 10
        against your Move DC. As long as the target is grappled on           Duration: Instantaneous
        your subsequent turns, this move can be activated again as           Range: Melee
        a bonus action with an automatic hit, dealing 1d4 normal             Description: You focus all of your willpower into your head
        damage.                                                                and ram it into a creature. Make a melee attack, dealing
      Higher Levels: The damage dice rolls for this move change                2d6 + MOVE psychic damage on a hit. If the natural attack
        to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.               roll is 17 or higher, the target flinches.
      Wring Out                                                              Higher Levels: The damage dice roll for this move changes
      Type: Normal                                                             to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
      Move Power: STR                                                        Zing Zap
      Move Time: 1 action                                                    Type: Electric
      PP: 3                                                                  Move Power: DEX
      Duration: Instantaneous                                                Move Time: 1 action
      Range: Melee                                                           PP: 5
      Description: You wrap your hands around the target and                 Duration: Instantaneous
        squeeze hard. Make a melee attack against a creature,                Range: 30ft
        dealing 3d8 + MOVE normal damage on a hit. If the target             Description: A strong electric blast crashes down on two
        has 50% or more of its maximum HP, double your move                    unique targets in range, giving them an electric shock.
        modifier for the damage roll.                                          Make two ranged attacks, dealing 1d10 + MOVE electric
      Higher Levels: The damage dice roll for this move changes                damage on a hit. If the natural attack roll is 18 or higher,
        to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.              the target flinches.
      X-Scissor                                                              Higher Levels: The damage dice roll for this move changes
      Type: Bug                                                                to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
      Move Power: STR/DEX
      Move Time: 1 action
      PP: 10
      Duration: Instantaneous
      Range: Melee
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11. Abilities
Adaptability                                                           Battery
When this Pokémon uses a move of its own type, it may roll             Allies that activate electric-type moves within 20 feet of this
the damage twice and choose either total.                              Pokémon double their damage dice.
Aftermath                                                              Battle Armor
This Pokémon deals damage to an attacker equal to half of              This Pokémon is immune to extra damage dealt by a Critical
the damage received when knocked out by a melee move.                  Hit.
Air Lock                                                               Beast Boost
While this Pokémon is in battle, weather-related abilities             Upon causing an opponent to faint, this Pokémon increases
have no effect on the Pokémon that have them.                          the ability scores of its saving throw proficiencies by 2 until
                                                                       the end of combat. This is stackable up to a maximum of +10
Air Slash                                                              to any one ability score.
This Pokémon knows Air Slash as a fifth move. The move is              Berserk
forgotten if it takes any other form.
                                                                       When this Pokémon falls below 25% of its maximum health,
Analytic                                                               all of its attacks are rolled with disadvantage, but deal double
After this Pokémon misses an attack, its next attack is done           their damage. If a move activated requires a saving throw, the
at advantage.                                                          target(s) have advantage on the roll.
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      Clear Body                                                             Dark Aura
      Other Pokémon's moves or abilities cannot lower this                   When this Pokémon is in battle, all dark-type moves by allies
      Pokémon stats.                                                         or opponents within 100 feet deal double their damage.
      Cloud Nine                                                             Dazzling
      While this Pokémon is in battle, weather-related abilities             Creatures within line of sight of this Pokémon cannot use
      have no effect on the Pokémon that have them.                          bonus actions to activate Moves. Moves that would normally
                                                                             have a Move Time of "1 bonus action" instead have a Move
      Color Change                                                           Time of "1 action".
      When hit by a damaging attack, this Pokémon's type changes             Defeatist
      to the type that hit it. It takes on the new type's resistances,
      vulnerabilities, and immunities.                                       When this Pokémon drops below 25% of its maximum HP, all
                                                                             of its attacks are rolled with disadvantage.
      Comatose
      This Pokémon is in a continuous state of drowsiness. It is             Defiant
      immune to the sleep condition, but is considered affected by           While this Pokémon is suffering from a negative status effect
      sleep for all moves that require a Pokémon to be asleep to             or stat change imposed by an opponent, it gains +2 to all
      use or activate additional effects (Snore, Sleep Talk, Wake-Up         attack rolls.
      Slap, Dream Eater, etc.)
                                                                             Disguise
      Competitive                                                            This Pokémon has a disguise which gives it a temporary hp
      This Pokémon adds its proficiency bonus to damage rolls                boost equal to twice its level. When the temporary hit points
      while poisoned, burned, confused, or paralyzed.                        fall to zero, the disguise breaks and requires a short rest to
                                                                             repair.
      Compound Eyes
      This Pokémon gets an additional +1 to attack rolls.                    Download
                                                                             Once per short rest, this Pokémon can choose a different
      Contrary                                                               damage type for one of their normal attacks.
      Moves that directly increase or decrease this Pokémon's stats          Drizzle
      have the opposite effect. This ability has no effect on moves
      that would "swap" or "average" stats with a target like Heart          When this Pokémon enters an outside battle, the weather
      Swap, Guard Split, etc.                                                immediately changes to light rain for 5 rounds. In the case of
                                                                             another Pokémon with a similar weather ability, the tie goes
      Corrosion                                                              to the Pokémon with the highest DEX score.
      This Pokémon's moves ignore the poison immunity of                     Drought
      creatures granted by their Pokémon type, and can inflict the
      poisoned status on poison and steel type creatures. If the             When this Pokémon enters an outside battle, the weather
      target’s secondary type gives it vulnerability or resistance to        immediately changes to bright sunlight for 5 rounds. In the
      the damage, it follows the secondary type for that effect.             case of another Pokémon with a similar weather ability, the
                                                                             tie goes to the Pokémon with the highest DEX score.
      Cursed Body
      When hit by a melee attack, this Pokémon may roll 1d4. On a            Dry Skin
      result of 4, the opponent who made the attack cannot use the           At the end of each of this Pokémon's turns, it takes an amount
      same move on its next turn.                                            of damage equal to its proficiency modifier in harsh sunlight,
                                                                             or heals for the same amount during rain.
      Cute Charm
      Once per short rest, you can impose disadvantage on an                 Early Bird
      enemy attack roll of your choice.                                      This Pokémon has advantage on rolls to wake from sleep.
      Damp                                                                   Effect Spore
      This Pokémon is unaffected by Self Destruct and Explosion              When hit by a melee attack, roll a d4. On a 4, deal an amount
      moves.                                                                 of grass damage equal to your proficiency modifier to your
                                                                             attacker.
      Dancer
      If any creature within sight of this Pokémon activates a move          Electric Surge
      with Dance in its name, this Pokémon may immediately use               If the move is known, this Pokémon may use the Electric
      one of its moves as a reaction.                                        Terrain move as a bonus action.
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Emergency Exit                                                         Friend Guard
At any time this Pokémon is damaged when it is at or below             Once per long rest, when an ally within 15 feet of this
50% of its maximum HP, its trainer may switch it out as a              Pokémon is hit by an attack, it may choose to halve the
free action.                                                           damage dealt.
Fairy Aura                                                             Frisk
When this Pokémon is in battle, all fairy-type moves within            Upon entering a battle, a single opponent’s held item is
100 feet of you deal double their damage.                              revealed, if it has one.
Filter                                                                 Full Metal Body
When hit by a move type this Pokémon is vulnerable to, it              Other Pokémon's moves or abilities cannot lower this
may roll a d4. In a result of 4, it does not take the additional       Pokémon stats.
damage.
                                                                       Fur Coat
Flame Body                                                             Once per long rest, this Pokémon may halve the damage
The flames from this Pokémon's body shine dim light in a 15            dealt to it from any one attack.
ft radius. In addition, when hit by a melee attack, roll a d10.
On a 10, the attacker is burned.                                       Gale Wings
Flare Boost                                                            This Pokémon adds an additional +1 to hit when using flying-
                                                                       type attacks.
This Pokémon adds proficiency to its damage rolls while
burned.                                                                Galvanize
Flash Fire                                                             All of this Pokémon's normal-type moves are electric-type.
This Pokémon takes no damage from fire or fire-type attacks.           Gluttony
Instead, immediately after taking a hit from a fire-type move,         This Pokémon must eat its held berry when it falls below ½ of
or in open flames, double the STAB bonus on the next fire-             its maximum HP.
type move.
Flower Gift                                                            Gooey
During harsh sunlight, ally Pokémon within 30 feet of this             When this Pokémon is hit with a melee attack, roll 1d4. On a
Pokémon add their proficiency bonus to damage rolls.                   result of 3 or 4, the attacker's speed is reduced to 0 until the
                                                                       end of its next turn.
Flower Veil                                                            Grass Pelt
Any grass-type ally within 15 feet of this Pokémon is immune           This Pokémon gains +1 to AC while in grassy terrain.
to new status effects.
Fluffy                                                                 Grassy Surge
This Pokémon is vulnerable to fire-type moves, but takes half          If the move is known, this Pokémon may use the Grassy
damage from any melee attack (that isn't fire-type).                   Terrain move as a bonus action.
Forecast                                                               Guts
This Pokémon changes form with the weather. In rain it                 When this Pokémon is burned or poisoned, they are not
becomes water-type, in harsh sunlight it becomes fire-type, in         affected by the disadvantage or reduced damage effects. They
cold and snowy conditions it becomes ice-type. In all other            still take damage at the end of each of their turns.
conditions it is normal-type. Its STAB, resistance,                    Harvest
immunities, and vulnerabilities change to match the form it
takes.                                                                 At the end of this Pokémon's turn, if it used a berry, roll 1d4.
                                                                       On a result of 3 or 4, it regains that berry as a held item.
Forewarn
When this Pokémon enters battle, it selects a target to reveal         Healer
the move it knows with the most damage output. In the case             As an action, this Pokémon may touch a creature to heal
of a tie, the target can choose which move it reveals.                 poison, burn, or paralysis. When it uses this ability, roll a d4.
                                                                       On the a result of 1 or 2, the status effect is moved to itself.
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      Healing Rain                                                           Immunity
      This Pokémon can use its action to heal hit points equal to its        This Pokémon is immune to becoming poisoned.
      level, in rainy conditions.
                                                                             Imposter
      Heatproof                                                              This Pokémon can use Transform as a bonus action.
      This Pokémon takes half the damage it otherwise would from
      Fire damage, and is immune to the burning condition.                   Infiltrator
      Heavy Metal                                                            This Pokémon bypasses Light Screen, Reflect, Substitute,
                                                                             Mist, Safeguard, and Aurora Veil.
      This Pokémon is especially heavy. Once per long rest, after
      being targeted by an attack, it may increase its AC by 2 if it         Innards Out
      would cause an attack to miss.                                         When this Pokémon is knocked out by a damaging move, any
      Honey Gather                                                           creature within 5 feet of it takes an amount of typeless
                                                                             damage equal to the amount of HP lost.
      At the end of each battle, this Pokémon may roll a d20 + its
      proficiency bonus. On a result of 20 or higher, its trainer adds       Inner Focus
      a Honey to their inventory.                                            This Pokémon is immune to flinching.
      Huge Power                                                             Insomnia
      Once per short rest, this Pokémon may double the damage                This Pokémon is immune to sleep.
      dice for a single damage roll. The player must announce that
      they are using this ability before the attack roll.                    Intimidate
      Hustle                                                                 Once per short rest, you can impose disadvantage on an
      When you score a critical hit, you may immediately gain an             enemy attack roll of your choice.
      additional action on your turn. If this action is used to make         Iron Barbs
      an attack, you have disadvantage on the roll. You may only
      ever have one additional action per round.                             When this Pokémon is hit by a melee attack, it may roll a d4.
                                                                             On a 4, deal an amount of steel damage equal to its
      Hydration                                                              proficiency modifier to its attacker.
      This Pokémon is unaffected by negative status ailments in              Iron Fist
      water or during rainy conditions.
                                                                             When attacking with a punch-based move (Mega Punch,
      Hydro Pump                                                             Dynamic Punch, Ice/Fire/Thunder Punch, etc.), this
      This Pokémon knows Hydro Pump as a fifth move. The move                Pokémon may roll the damage twice and choose either total.
      is forgotten if it takes any other form.                               Justified
      Hyper Cutter                                                           When this Pokémon is hit by a dark-type move, it gets
      This Pokémon’s attack or damage bonuses cannot be                      advantage on its next attack.
      decreased by an opponent’s moves.                                      Keen Eye
      Ice Body                                                               This Pokémon ignores disadvantage when it relates to sight.
      While it is snowing or hailing, this Pokémon heals for an              Klutz
      amount of HP equal to its proficiency modifier at the end of
      each of its turns.                                                     This Pokémon cannot hold an item.
      Illuminate                                                             Leaf Guard
      This Pokémon knows the Light cantrip and can cast it at will.          This Pokémon does not suffer from any negative status
                                                                             ailments in harsh sunlight.
      Illusion
      This Pokémon can take the visual form of any Pokémon it                Leaf Storm
      can see. It can do this a number of times per long rest equal          This Pokémon knows Leaf Storm as a fifth move. The move
      to its level. This illusion lasts for one hour or until the            is forgotten if it takes any other form.
      Pokémon is hit by a damaging move.
                                                                             Levitate
                                                                             This Pokémon is immune to ground moves.
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Light Metal                                                            Merciless
This Pokémon is especially light for its species. Once per             When this Pokémon makes a successful attack roll against a
long rest, it may impose disadvantage on an attack roll                Poisoned Pokémon, treat that attack as a critical hit.
against it.
                                                                       Minus
Lightning Rod                                                          This Pokémon boosts its attack and damage rolls by 2 if an
If this Pokémon or an ally within 30 feet is targeted with a           ally also has a Plus or Minus ability
direct electric-type, damage-dealing move, the Pokémon may
use a reaction to redirect the target to itself and take half          Misty Surge
damage from it if it hits.                                             If the move is known, this Pokémon may use the Misty
Limber                                                                 Terrain move as a bonus action.
This Pokémon is immune to being paralyzed.                             Mold Breaker
Liquid Ooze                                                            This Pokémon's moves ignore any abilities that would lessen
                                                                       their effect or ability to hit an opponent (Due to things like
If an enemy uses a leeching or absorb move against this                Water Absorb, Snow Cloak, Thick Fat, Sturdy, etc.)
Pokémon, the Pokémon must make a DC 12 CON save or
become poisoned.                                                       Moody
Liquid Voice                                                           At the end of each long rest, this Pokémon rerolls on the
                                                                       nature table, replacing its nature with the result until the next
Any sound-based move activated by this Pokémon is water-               long rest.
type.
                                                                       Motor Drive
Long Reach                                                             When hit by an electric-type move, if not immune, this
This Pokémon has an additional 5 feet of reach with all                Pokémon's speed increases by 10 feet until the end of combat
melee attacks and Attacks of Opportunity.                              (up to a max of 50 additional feet).
Magic Bounce                                                           Moxie
Once per long rest, when succumbing to a negative status               Upon causing an opponent to faint, this Pokémon may
effect, this Pokémon can instead reflect the effect back on the        immediately take another action.
attacker.
                                                                       Multiscale
Magic Guard                                                            If this Pokémon is at full health, the first damage dealt to it is
If this Pokémon is subjected to a move that forces it to make          halved.
a saving throw to take only half damage, it instead takes no
damage on a success.                                                   Multitype
Magician                                                               This Pokémon's type and form change to match the type of
                                                                       Elemental Plate this Pokémon holds. The Plate cannot be
If not already holding an item, this Pokémon steals the held           effected by any item-removing ability or move.
item of any Pokémon it hits with a melee attack.
                                                                       Mummy
Magma Armor                                                            When this Pokémon is hit by a melee attack, one random
This Pokémon is immune to freezing.                                    ability of its attacker changes to Mummy for the remainder of
                                                                       the encounter.
Magnet Pull
Steel opponents in battle with this Pokémon may not switch             Natural Cure
out or flee.                                                           This Pokémon is cured of negative status ailments upon
                                                                       returning to its Pokeball.
Marvel Scale
This Pokémon's AC increase by 2 when suffering from a                  Neuroforce
negative status condition.                                             When this Pokémon damages a creature with a super
                                                                       effective move, it may roll the damage dice twice and use the
Mega Launcher                                                          higher result.
Aura and Pulse moves made by this Pokémon deal additional              No Guard
damage/healing equal to this Pokémon's proficiency bonus.
                                                                       Any attack made by or against this Pokémon has advantage.
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      Normalize                                                              Poison Touch
      Every move this Pokémon activates is Normal type.                      On melee attacks made by this Pokémon, roll a d10 on a hit.
                                                                             On a result of a 10, the target is poisoned.
      Oblivious
      This Pokémon is immune to moves that attempt to charm or               Power of Alchemy
      taunt it.                                                              When switched in after an ally faints, this Pokémon copies
                                                                             the non-hidden ability of the fainted ally until switched out.
      Overcoat
      This Pokémon does not take damage from weather-related                 Prankster
      moves or phenomena like Hail, Weather Ball, etc.                       Once per short rest, this Pokémon can move to the top of
                                                                             initiative order in a single round, but must use a status-
      Overgrow                                                               affecting move on its turn.
      This Pokémon adds doubles its STAB bonus when it has                   Pressure
      25% or less of its maximum health.
                                                                             Any move targeting this Pokémon directly (non-area of effect
      Overheat                                                               moves) reduces its PP by two when activated.
      This Pokémon knows Overheat as a fifth move. The move is               Prism Armor
      forgotten if it takes any other form.
                                                                             When this Pokémon is subject to damage in its vulnerabilities
      Own Tempo                                                              list, roll the damage dice twice and use the lower result for
      This Pokémon is immune to becoming confused.                           the damage calculation.
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Receiver                                                               Sap Sipper
When switched in after an ally faints, this Pokémon copies             This Pokémon takes no damage from grass-type attacks. If hit
the non-hidden ability of the fainted ally until switched out.         by a grass type move, it takes no damage and instead absorbs
                                                                       the energy, granting advantage on its next attack.
Reckless
When attacking with moves with recoil damage, this                     Schooling
Pokémon doubles its STAB bonus.                                        Beginning at level 5, this Pokémon may change to School
                                                                       Form as a free action when it begins its turn above 25% of its
Refrigerate                                                            maximum health. In School Form, the Pokémon adds 5 to its
All of this Pokémon's normal-type moves become ice-type.               AC and Strength, Dexterity, and Constitution ability scores
                                                                       (Additional CON does not alter this Pokémon's HP in this
Regenerator                                                            form). The Pokémon reverts back to Solo Form when it falls
                                                                       below 25% of maximum health, and must complete a short
Once per long rest, this Pokémon regains hit points equal to           rest before activating this ability again.
its level when it returns to its Pokéball.
                                                                       Scrappy
Rivalry                                                                This Pokémon's Normal and Fighting type moves ignore
This Pokémon adds its proficiency bonus to damage when                 immunities granted by a Pokémon's type. If a target’s
attacking a Pokémon of the same type.                                  secondary type gives it vulnerability or resistance to the
                                                                       attack, it follows the secondary type for that effect.
RKS System
                                                                       Serene Grace
This Pokémon's type is determined by the memory disc it
holds. If not holding a memory disc, this Pokémon's type is            The Move DC to pass a saving throw against one of this
normal.                                                                Pokémon's moves is increased by 1.
Rock Head                                                              Shadow Shield
This Pokémon takes no recoil damage.                                   If this Pokémon is at full health, the first damage dealt to it is
                                                                       halved.
Rough Skin
                                                                       Shadow Tag
When this Pokémon is hit by a melee attack, it may roll a d4.
On a 4, deal an amount of typeless damage equal to its                 Creatures within 50 feet of this Pokémon may not flee or
proficiency modifier to its attacker.                                  switch out, except by item, Move, or ability.
Run Away                                                               Shed Skin
This Pokémon cannot be the target of an attack of                      If this Pokémon is affected by a negative status ailment, they
opportunity.                                                           can roll a d4 at the end of each of their turns. On a result of 4,
                                                                       they are cured.
Sand Force
                                                                       Sheer Force
During a Sandstorm, this Pokémon can double its STAB
when it hits an opponent.                                              When activating a move that has a chance to impose a stat
                                                                       change or inflict a status, this creature instead doubles its
Sand Rush                                                              move modifier for the damage with no chance of the
                                                                       additional effect.
This Pokémon is immune to Sandstorm damage, and its
speed is doubled in desert terrain, or during a Sandstorm.             Shell Armor
Sand Stream                                                            This Pokémon is immune to extra damage dealt by a Critical
                                                                       Hit.
When this Pokémon enters an outside battle, the weather
immediately changes to a Sandstorm for 5 rounds. In the                Shield Dust
case of another Pokémon with a similar weather ability, the
tie goes to the Pokémon with the highest DEX score.                    Once per long rest, this Pokémon can ignore a negative
                                                                       status condition that results from an enemy move.
Sand Veil
This Pokémon is immune to Sandstorm damage. In addition,
its AC increases by 2 in desert terrain, or during a
Sandstorm.
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      Shields Down                                                           Speed Boost
      This Pokémon is immune to Non-Volatile status effects while            This Pokémon's speed is increased by 10 feet while in an
      in Meteor Form. When this Pokémon falls below 50% of its               environment related to its type (DM Discretion).
      maximum hp, its outer shell breaks and it changes to Core
      Form. In Core Form, it adds 6 points to its DEX, but reduces           Stakeout
      its AC by 4. The Pokémon must complete a short rest to                 When an opponent is switched out in battle, this Pokémon
      restore itself to Meteor Form.                                         doubles the damage dealt if it targets the replacement on the
      Simple                                                                 first turn immediately following the switch.
      Once per short rest, you may double this Pokémon's Move                Stall
      modifier for a single attack or damage roll.                           This Pokémon is always last in initiative order.
      Skill Link                                                             Stamina
      Combo moves that have the ability to hit more than once,               When this Pokémon is damaged by a move, increase its AC
      after the same attack roll, are guaranteed to hit at least twice.      by 2 until the start of its next turn. This ability does not stack
      (Fury Swipes, Double Slap, Water Shuriken, etc.)                       and will remain in effect if the Pokémon is successfully
      Slow Start                                                             attacked multiple turns in a row.
      This Pokémon's speed is halved and its attacks are made at             Stance Change
      disadvantage for the first two rounds of every combat.                 Aegislash has two forms. When Aegislash uses King's Shield,
      Slush Rush                                                             it changes to Shield Forme, swapping its AC and DEX stats.
                                                                             When it uses a damaging move, Aegislash immediately
      This Pokémon is immune to Hail damage, and its speed is                returns to Blade Forme, returning its stats to normal.
      doubled in arctic conditions, or during a hailstorm.
                                                                             Static
      Sniper                                                                 When this Pokémon is hit by a melee attack, roll a d4. On a
      On a critical hit made by this Pokémon, triple the dice roll           result of 4, the attacker takes an amount of electric damage
      instead of doubling it.                                                equal to this Pokémon's proficiency bonus.
      Snow Cloak                                                             Steadfast
      This Pokémon is immune to Hail damage. It's AC is                      Once per long rest, when this Pokémon fails a saving throw
      increased by 2 in arctic conditions, or when it is snowing or          against a negative condition, it can choose to pass instead.
      hailing.
                                                                             Steelworker
      Snow Warning                                                           This Pokémon adds its proficiency bonus to damage dealt by
      When this Pokémon enters an outside battle, the weather                steel-type moves.
      immediately changes to hail for 5 rounds. In the case of
      another Pokémon with a similar weather ability, the tie goes           Stench
      to the Pokémon with the highest DEX score.                             When this Pokémon is hit by a melee attack, roll a d10. On a
      Solar Power                                                            10, the attacker flinches.
      Damage rolls for this Pokémon get an additional +2 during              Sticky Hold
      harsh sunlight.                                                        Held items cannot be stolen or knocked away from this
      Solid Rock                                                             Pokémon.
      This Pokémon does not take any additional damage from a                Stone Veil
      critical hit.                                                          This Pokémon's AC is increased by 2 in rocky terrain, or
      Soul-Heart                                                             during a Sandstorm.
      Upon seeing an ally faint, this Pokémon increases the ability          Storm Drain
      scores of its saving throw proficiencies by 2 until the end of         If this Pokémon or an ally within 30 feet is targeted with a
      combat. This is stackable up to a maximum of +10 to any one            direct water-type, damage-dealing move, the Pokémon may
      ability score.                                                         use a reaction to redirect the target to itself and take half
      Soundproof                                                             damage from it if it hits.
      This Pokémon is immune to sound-based moves.
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Strong Jaw                                                             Telepathy
For biting moves activated by this Pokémon (Bite, Thunder              This Pokémon cannot be damaged by its allies' attacks.
Fang, Crunch, etc.), they may roll the damage twice and
choose either total.                                                   Teravolt
Sturdy                                                                 This Pokémon’s moves completely ignore any ability that
                                                                       would hinder or prevent their effect on the target or the user's
When taking damage equal to half or more of your current               ability to hit the target.
HP, roll a d4. On a result of 3 of 4, halve the damage dealt.
                                                                       Thick Fat
Suction Cups                                                           This Pokémon takes half the damage it otherwise would from
This Pokémon cannot be forced out of battle by an                      Ice and Fire damage.
opponent’s moves.
                                                                       Tinted Lens
Super Luck                                                             This Pokémon’s moves ignore resistances.
This Pokémon increases its critical hit range by 1 (20 to 19+,
etc.)                                                                  Torrent
Surge Surfer                                                           This Pokémon adds doubles its STAB bonus when it has
                                                                       25% or less of its maximum health.
When this Pokémon begins its turn in the area of effect from
Electric Terrain, its speed is doubled.                                Tough Claws
Swarm                                                                  A successful melee attack by this Pokémon automatically
                                                                       gets STAB, regardless of its type. If it would normally get
This Pokémon adds doubles its STAB bonus when it has                   STAB, double the STAB bonus when adding to damage.
25% or less of its maximum health.
                                                                       Toxic Boost
Sweet Veil                                                             When this Pokémon is hit by a poison-type attack, its next
Any ally within 15 feet of this Pokémon (including itself) is          attack is rolled at advantage.
immune to the sleep condition.
                                                                       Trace
Swift Swim                                                             This Pokémon copies a random ability of an opponent when
This Pokémon's speed is doubled in rainy conditions.                   entering battle. The ability cannot be Flower Gift, Forecast,
                                                                       Illusion, Imposter, Multitype, Trace, Wonder Guard, or Zen
Symbiosis                                                              Mode.
This Pokémon may swap held items with an ally as a free                Transformer
action, as long as they are within 15 feet of each other.
                                                                       This Pokémon has a standard Normal form from which all
Synchronize                                                            stats are based, but may change forms as a bonus action to
If this Pokémon becomes burned, paralyzed, or poisoned, its            drastically change its abilities. The forms it can take are
attacker receives the negative status condition as well (if not        Attack, Defense, and Speed.
immune).                                                                  In Attack form, it adds an additional +5 to its attack rolls,
                                                                          but all attacks against it has advantage.
Tangled Feet                                                              In Defense form, its AC increases by 3, but its attacks are
Attacks against this Pokémon have disadvantage when it is                 rolled at disadvantage. If the activated move requires a
confused.                                                                 save, the target(s) have advantage.
                                                                          In Speed form, it gains an additional attack action each
Tangling Hair                                                             turn, but the attack is done at disadvantage. If it is a move
                                                                          that requires a save, the target(s) have advantage.
When this Pokémon is hit with a melee attack, roll 1d4. On a
result of 3 or 4, the attacker's speed is reduced to 0 until the       Triage
end of its next turn.                                                  This Pokémon's healing or draining moves have a move time
Technician                                                             of 1 bonus action.
For damaging moves activated by this Pokémon with 15 max               Truant
PP or more, they may roll the damage twice and choose                  This Pokémon cannot use the same move in back to back
either total.                                                          rounds.
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      Turboblaze                                                             Wimp Out
      This Pokémon’s moves completely ignore any ability that                When a damaging move causes this Pokémon to fall below
      would hinder or prevent their effect on the target or the user's       50% of its maximum HP, it MUST disengage and move up to
      ability to hit the target.                                             its speed in a straight line towards its trainer as a free action.
                                                                             If this would put the Pokémon in range of switching out, it
      Unaware                                                                must do so as another free action if another Pokémon is
      When this Pokémon attacks an opponent, it ignores any stat             available to replace it.
      boosts the opponent has been affected with after the start of          Wonder Guard
      battle. This includes boosts to AC or saving throws the
      Pokémon has to make.                                                   This Pokémon is immune to damaging attacks from types
                                                                             that are not in its vulnerabilities list. (Shedinja only. Cannot
      Unburden                                                               be passed or swapped)
      While this Pokémon is not holding an item, it gains 10 feet to         Wonder Skin
      its speed.
                                                                             This Pokémon has advantage on all saving throws against
      Unnerve                                                                being burned, frozen, poisoned, or paralyzed.
      Opponents in combat with this Pokémon cannot eat held                  Zen Mode
      berries.
                                                                             When Darmanitan is below 50% of its HP, it enters Zen
      Victory Star                                                           Mode. In Zen Mode, Darmanitan changes into the form of a
      While this Pokémon is in battle, all allied Pokémon add an             solid statue. It's type changes to Fire/Psychic, it gains +4 to
      additional +1 to their attack rolls.                                   its AC, and its STR and WIS ability scores are swapped.
      Vital Spirit
      This Pokémon cannot be put to sleep.
      Volt Absorb
      This Pokémon takes no damage from electricity or electric-
      type attacks. Instead, half of any electric damage done is
      absorbed, restoring the Pokémon's HP.
      Water Absorb
      This Pokémon takes no damage from water or water-type
      attacks. Instead, half of any water damage done is absorbed,
      restoring the Pokémon's HP.
      Water Bubble
      This Pokémon is resistant to fire-type damage and immune to
      the burned condition.
      Water Compaction
      After being damaged by a water-type move, any other damage
      dealt to this Pokémon until the beginning of its next turn is
      halved.
      Water Veil
      This Pokémon is immune to burning.
      Weak Armor
      When an attack hits this Pokémon, its speed increases by 5
      feet, but its AC is temporarily reduced by 1 until the end of
      battle (for a maximum reduction of -5).
      White Smoke
      Other Pokémon's moves or abilities cannot lower this
      Pokémon stats.
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12. Pokémon Stat Blocks
The below links will take you to the full Monster Manuals
with stat blocks for all Pokémon from Generations 1 - 7.
Generation I & II Monster Manual:                                         Bulbasaur #001
Generation III & IV Monster Manual:                                       Type: Grass/Poison
                                                                          Classification: Tiny | SR 1/2
Generation V & VI Monster Manual:                                         Minimum Level Found: 1 (A)
                                                                          Egg Group: Monster, Grass (B)
Generation VII Monster Manual:                                            Gender Rate: 87% M / 13% F (C)
                                                                          Evolution Stage: 1/3 | 2 ASI (D)
Stat Block Key Points                                                     The Seed Pokémon. It can go for days without
                                                                          eating a single morsel. In the bulb on its back, it
(A): The minimum level this Pokémon can be found in the                   stores energy.
wild.
(B): This Pokémon can only breed with others within one of                Armor Class: 13 (E)
                                                                          Hit Points: 17 | Hit Dice: d6
its Egg Groups (with some exceptions)                                     Speed: 30ft. walking
(C): Represents the gender rate found in the wild and the rate
at which an egg hatching this Pokémon will contain a male or                 STR       DEX      CON       INT     WIS       CHA
female version of the species.
                                                                           13 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
(D): The current stage out of possible evolutionary stages for
this Pokémon, and the number of ASI points gained at the                  Proficient Skills: Athletics, Nature (F)
appropriate levels for all species of this evolutionary line.             Saving Throws: Strength
                                                                          Vulnerabilities: Fire, Flying, Ice, Psychic (G)
(E): Not tied to DEX in any way. This is a fixed number based             Resistances: Electric, Fairy, Fighting, Grass, Water (H)
on Natural Armor that can only be increased by items, moves,
or the "AC Up" feature.                                                   Overgrow: When this Pokémon falls below 25% of
                                                                          its maximum HP, double the STAB damage for its
(F): This Pokémon adds its proficiency bonus to checks made               grass-type moves. (I)
with these skills. Additional skills or expertise may be added
to this list with increases to Loyalty.                                   Hidden Ability
                                                                          Chlorophyll: This Pokémon’s speed is doubled in
(G): Attacks of this type that are made against this Pokémon              harsh sunlight. (J)
deal double the damage (after all bonuses).
(H): Attacks of this type that are made against this Pokémon              Evolution: Bulbasaur can evolve into Ivysaur at level
deal half the damage (after all bonuses).                                 6 and above. When it evolves, its health increases by
                                                                          double its level, and it gains 6 points to add to its
(I): A Pokémon may only know one of its possible two un-                  ability scores (max 20).
hidden abilities. If a Pokémon evolves and the evolved form
does not have the current known ability in its stat block, it             Starting Moves: Tackle, Growl (K)
must choose to replace the old ability with a new one from                Level 2: Vine Whip, Leech Seed
the evolved form's options.                                               Level 6: Poison Powder, Sleep Powder, Take Down,
                                                                          Razor Leaf
(J): This ability can only be unlocked with the "Hidden                   Level 10: Sweet Scent, Growth, Double-Edge
Ability" feature.                                                         Level 14: Worry Seed, Synthesis
                                                                          Level 18: Seed Bomb
(K): A Pokémon may, at any time, know up to four of these
moves, or ones that are in tiers below this based on current              TM: 01, 06, 09, 10, 11, 16, 17, 20, 21, 22, 27, 32,
level. If it chooses, a Pokémon may switch its known moves at             36, 42, 44, 45, 48, 49, 53, 75, 86, 87, 88, 90, 96,
each level increase. A Pokémon that evolves at the same level             100
a new move is learned (2, 6, 10, 14, 18) can only learn new               Egg Moves: Amnesia, Charm, Curse, Endure, Giga
moves that are in its evolved form's stat block.                          Drain, Grass Whistle, Grassy Terrain, Ingrain, Leaf
                                                                          Storm, Light Screen, Magical Leaf, Nature Power,
(L): Moves that may be known by a newly hatched Pokémon,                  Petal Dance, Power Whip, Safeguard, Skull Bash,
depending on its parents known moves at the time of                       Sludge (L)
breeding.
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      13. Appendix
      Pokémon Experience Rewarded By Level & SR
      Level :: SR      1/8          1/4          1/2          1            2            3            4             5            6
      1                20           40           80           160          360          560          880           1,400        1,800
      2                40           80           160          360          560          880          1,400         1,800        2,300
      3                80           150          340          530          840          1,400        1,700         2,200        3,000
      4                140          320          500          790          1,300        1,700        2,100         2,800        3,600
      5                360          560          880          1,400        1,800        2,300        3,100         4,000        4,700
      6                530          840          1,400        1,700        2,200        3,000        3,800         4,500        5,500
      7                820          1,300        1,700        2,200        2,900        3,700        4,400         5,400        6,200
      8                1,300        1,700        2,100        2,800        3,600        4,300        5,200         6,100        7,300
      9                1,600        2,000        2,700        3,500        4,200        5,100        5,900         7,000        8,100
      10               2,300        3,100        4,000        4,700        5,800        6,700        8,000         9,200        10,400
      11               3,000        3,800        4,500        5,500        6,500        7,700        8,800         10,000       10,800
      12               3,800        4,400        5,400        6,300        7,500        8,600        9,800         10,500       11,100
      13               4,300        5,300        6,200        7,400        8,500        9,600        10,300        10,900       11,400
      14               5,200        6,000        7,200        8,300        9,400        10,100       10,600        11,200       11,900
      15               5,900        7,000        8,100        9,200        9,900        10,400       10,900        11,600       12,700
      16               6,900        7,900        8,900        9,600        10,100       10,700       11,400        12,400       13,400
      17               9,200        10,400       11,200       11,800       12,400       13,200       14,400        15,600       16,800
      18               10,000       10,800       11,300       11,900       12,700       13,800       15,000        16,100       17,700
      19               10,500       11,100       11,700       12,400       13,500       14,700       15,800        17,300       18,800
      20               10,900       11,400       12,100       13,200       14,400       15,500       16,900        18,400       19,900
      Level :: SR      7            8            9            10           11           12           13            14           15
      1                2,300
      2                3,100
      3                3,800
      4                4,200
      5                5,800        6,700        8,000        9,200        10,400
      6                6,400        7,600        8,700        9,900        10,600
      7                7,400        8,600        9,700        10,400       11,000
      8                8,400        9,500        10,200       10,700       11,300       12,200       13,400
      9                9,200        9,900        10,400       10,900       11,600       12,600       14,200
      10               11,200       11,800       12,400       13,200       14,400       15,600       16,800        18,400
      11               11,300       11,900       12,700       13,800       15,000       16,100       17,700        19,200
      12               11,700       12,400       13,500       14,700       15,800       17,300       18,800        20,300
      13               12,100       13,200       14,400       15,500       16,900       18,400       19,900        21,700
      14               13,000       14,000       15,100       16,600       18,000       19,400       21,200        23,000
      15               13,700       14,800       16,200       17,600       19,000       20,800       22,500        24,600       26,800
      16               14,400       15,800       17,200       18,600       20,300       22,000       24,100        26,100       28,200
      17               18,400       20,000       21,600       23,600       25,600       28,000       30,400        32,800       36,000
      18               19,200       20,700       22,700       24,600       26,900       29,200       31,500        34,600       38,400
      19               20,300       22,200       24,100       26,300       28,600       30,800       33,800        37,600       42,300
      20               21,700       23,600       25,800       28,000       30,200       33,100       36,800        41,400       46,000
132
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                        Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Pokémon List by Base Species Rating
SR 1/8                                                                 SR 3
Azurill, Caterpie, Cleffa, Fomantis, Igglybuff, Pichu,                 Aipom, Archen, Beldum, Corsola, Ditto, Farfetch'd, Gligar,
Scatterbug, Sentret, Slugma, Starly, Weedle, Whismur,                  Mantyke, Munchlax, Pidgeotto, Poliwhirl, Rhyhorn, Shieldon,
Wurmple                                                                Staravia, Steenee, Togedemaru, Trumbeak, Wailmer
SR 1/4                                                                 SR 4
Alolan Rattata, Alolan Vulpix, Barboach, Bellsprout,                   Flaaffy, Kirlia, Larvesta, Lombre, Minior Core Form, Minior
Bergmite, Bidoof, Bounsweet, Budew, Bunnelby, Burmy,                   Meteor Form, Mothim, Nidorina, Nidorino, Nosepass,
Cacnea, Carvanha, Cherubi, Chinchou, Combee, Corphish,                 Nuzleaf, Shuckle, Sneasel, Tranquill
Croagunk, Cubchoo, Cutiefly, Doduo, Electrike, Feebas,
Fletchling, Foongus, Goldeen, Grubbin, Helioptile, Hoothoot,           SR 5
Hoppip, Joltik, Krabby, Kricketot, Ledyba, Lillipup, Litwick,          Alolan Raticate, Ariados, Bayleef, Braixen, Brionne,
Lotad, Magikarp, Mareep, Morelull, Nidoran ♀, Nidoran ♂,               Castform, Charjabug, Charmeleon, Chatot, Combusken,
Nincada, Numel, Oddish, Paras, Patrat, Petilil, Pidgey,                Crawdaunt, Croconaw, Dartrix, Dewott, Eelektrik, Fearow,
Pidove, Pikipek, Poliwag, Poochyena, Ralts, Rattata,                   Frogadier, Furret, Gloom, Granbull, Grotle, Grovyle, Haunter,
Remoraid, Seedot, Shinx, Skitty, Slakoth, Snorunt, Solosis,            Ivysaur, Kricketune, Krokorok, Loudred, Luvdisc, Machoke,
Spearow, Spheal, Spinarak, Sunkern, Surskit, Swinub,                   Maractus, Marshtomp, Meltan, Mightyena, Monferno,
Taillow, Trapinch, Tympole, Tynamo, Tyrogue, Venipede,                 Palpitoad, Pignite, Prinplup, Quilava, Quilladin, Qwilfish,
Vulpix, Wimpod, Wingull, Wooper, Wynaut, Yungoos,                      Rainy Castform, Raticate, Roselia, Servine, Seviper, Snowy
Zigzagoon, Zubat                                                       Castform, Stantler, Sunny Castform, Swadloon, Tangela,
                                                                       Torracat, Wartortle, Weepinbell, Wishiwashi School Form,
SR 1/2                                                                 Wishiwashi Solo Form, Yanma
Abra, Alolan Diglett, Alolan Geodude, Alolan Grimer, Alolan
Meowth, Alolan Sandshrew, Aron, Blitzle, Buizel, Bulbasaur,            SR 6
Charmander, Chespin, Chikorita, Chimchar, Cottonee,                    Alolan Graveler, Arbok, Azumarill, Beautifly, Beedrill,
Cubone, Cyndaquil, Dewpider, Diglett, Drowzee, Ducklett,               Butterfree, Delcatty, Dragonair, Duosion, Fletchinder,
Eevee, Ekans, Exeggcute, Fennekin, Flabébé, Froakie, Gastly,           Fraxure, Girafarig, Graveler, Gurdurr, Hitmonchan,
Geodude, Goomy, Gothita, Grimer, Growlithe, Gulpin,                    Hitmonlee, Hitmontop, Kadabra, Kecleon, Lampent, Lanturn,
Horsea, Houndour, Karrablast, Klink, Koffing, Litten,                  Luxio, Minun, Ninjask, Noctowl, Octillery, Pachirisu, Plusle,
Machop, Magnemite, Mankey, Marill, Meditite, Meowth,                   Porygon, Primeape, Pyukumuku, Quagsire, Skiploom,
Mienfoo, Minccino, Mudkip, Natu, Oshawott, Phanpy,                     Sudowoodo, Swellow, Ursaring, Vanillish, Vigoroth, Watchog,
Pikachu, Piplup, Ponyta, Popplio, Psyduck, Riolu, Rockruff,            Whirlipede, Whiscash, Wigglytuff, Wobbuffet, Wormadam
Roggenrola, Rowlet, Salandit, Sandile, Sandshrew, Seel,                Plant Cloak, Wormadam Sand Cloak, Wormadam Trash
Sewaddle, Shellder, Shroomish, Skrelp, Slowpoke, Snivy,                Cloak, Zangoose, Zweilous
Spoink, Squirtle, Staryu, Stunky, Swablu, Teddiursa, Tepig,
Timburr, Torchic, Totodile, Treecko, Turtwig, Vanillite,               SR 7
Venonat, Voltorb, Woobat                                               Alolan Marowak, Alolan Ninetales, Alolan Persian, Alolan
                                                                       Raichu, Alolan Sandslash, Basculin, Bibarel, Boldore,
SR 1                                                                   Breloom, Bruxish, Carnivine, Chansey, Cosmog, Dedenne,
Axew, Bagon, Baltoy, Binacle, Bonsly, Cascoon, Chingling,              Donphan, Dustox, Emolga, Gabite, Golbat, Gothorita,
Clamperl, Clauncher, Clefairy, Crabrawler, Darumaka, Deino,            Gumshoos, Hakamo-o, Hariyama, Herdier, Illumise, Klang,
Delibird, Dratini, Drilbur, Duskull, Elgyem, Espurr, Gible,            Komala, Lickitung, Linoone, Marowak, Masquerain, Mawile,
Golett, Happiny, Hippopotas, Honedge, Inkay, Jangmo-o,                 Misdreavus, Ninetales, Oricorio Baile Style, Oricorio Pa'u
Jigglypuff, Kakuna, Larvitar, Litleo, Makuhita, Mareanie,              Style, Oricorio Pom-Pom Style, Oricorio Sensu Style,
Metapod, Mime Jr., Noibat, Pancham, Panpour, Pansage,                  Parasect, Pelipper, Persian, Pupitar, Raichu, Ribombee,
Pansear, Phantump, Pineco, Purrloin, Sandygast, Shedinja,              Sableye, Sandslash, Shelgon, Sunflora, Swoobat, Vibrava,
Shelmet, Shuppet, Silcoon, Skiddo, Smeargle, Snover,                   Volbeat, Xatu
Snubbull, Spewpa, Stufful, Swirlix, Togepi, Trubbish, Unown,
Yamask, Zorua                                                          SR 8
                                                                       Alolan Dugtrio, Alolan Exeggutor, Amoonguss, Cacturne,
SR 2                                                                   Cherrim, Clefable, Cloyster, Crabominable, Diggersby,
Amaura, Anorith, Bronzor, Buneary, Cranidos, Deerling,                 Dugtrio, Durant, Electrode, Espeon, Exeggutor, Flareon,
Drifloon, Dunsparce, Dwebble, Elekid, Ferroseed, Finneon,              Floatzel, Floette, Galvantula, Glaceon, Gorebyss, Heatmor,
Frillish, Glameow, Kabuto, Lileep, Magby, Mudbray, Munna,              Houndoom, Huntail, Hypno, Jolteon, Jynx, Kingler, Klefki,
Murkrow, Omanyte, Pawniard, Pumpkaboo, Rufflet, Scraggy,               Lairon, Leafeon, Ledian, Liepard, Lucario, Lunatone,
Shellos, Skorupi, Smoochum, Spinda, Spritzee, Tentacool,               Magneton, Mienshao, Mimikyu, Piloswine, Purugly,
Tirtouga, Tyrunt, Vullaby                                              Rampardos, Relicanth, Rotom, Rotom Fan, Rotom Frost,
                                                                       Rotom Heat, Rotom Mow, Rotom Wash, Sawk, Scyther,
                                                                       Seadra, Shiinotic, Skuntank, Solrock, Stunfisk, Sylveon,
                                                                       Tentacruel, Throh, Togetic, Torkoal, Toxicroak, Umbreon,
                                                                       Vaporeon, Venomoth, Vespiquen, Vivillon, Whimsicott
                                                                                                                                       133
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      SR 9                                                                    SR 15
      Alomomola, Banette, Camerupt, Cinccino, Cofagrigus,                     Arceus, Articuno, Azelf, Blacephalon, Black Kyurem,
      Comfey, Dodrio, Drampa, Drifblim, Electabuzz, Escavalier,               Buzzwole, Celebi, Celesteela, Cresselia, Darkrai, Dawn
      Gastrodon, Golisopod, Heracross, Lilligant, Lopunny,                    Wings Necrozma, Deoxys, Dialga, Diancie, Dusk Mane
      Lumineon, Lycanroc Dusk Form, Lycanroc Midday Form,                     Necrozma, Entei, Genesect, Giratina Altered Forme, Giratina
      Lycanroc Midnight Form, Magmar, Manectric, Meowstic ♀,                  Origin Forme, Groudon, Guzzlord, Heatran, Ho-oh, Hoopa,
      Meowstic ♂, Metang, Mr. Mime, Pinsir, Pyroar, Seaking,                  Jirachi, Kartana, Kyogre, Kyurem, Latias, Latios, Lugia,
      Sealeo, Shiftry, Starmie, Swanna, Wailord                               Lunala, Magearna, Manaphy, Marshadow, Melmetal, Meloetta
                                                                              - Aria, Meloetta - Pirouette, Mesprit, Mew, Mewtwo, Moltres,
      SR 10                                                                   Naganadel, Necrozma, Nihilego, Palkia, Pheromosa, Phione,
      Abomasnow, Accelgor, Alolan Muk, Araquanid, Armaldo,                    Raikou, Rayquaza, Regigigas, Reshiram, Shaymin Land,
      Audino, Bewear, Bouffalant, Carbink, Crustle, Dewgong,                  Shaymin Sky, Solgaleo, Stakataka, Suicune, Tapu Bulu, Tapu
      Doublade, Drapion, Druddigon, Excadrill, Ferrothorn,                    Fini, Tapu Koko, Tapu Lele, Ultra Necrozma, Uxie, Victini,
      Furfrou, Golduck, Gyarados, Hippowdon, Honchkrow,                       Volcanion, White Kyurem, Xerneas, Xurkitree, Yveltal,
      Kangaskhan, Lapras, Ludicolo, Lurantis, Magcargo,                       Zapdos, Zekrom, Zeraora, Zygarde
      Medicham, Milotic, Miltank, Mudsdale, Muk, Onix, Oranguru,
      Passimian, Pidgeot, Salazzle, Sawsbuck, Scrafty, Sharpedo,
      Sigilyph, Simipour, Simisage, Simisear, Skarmory, Sliggoo,
      Swalot, Tauros, Toucannon, Vikavolt, Weezing, Zebstrika
      SR 11
      Ambipom, Arcanine, Bastiodon, Beheeyem, Bronzong,
      Chimecho, Clawitzer, Claydol, Cradily, Cryogonal, Dhelmise,
      Exploud, Froslass, Glalie, Gliscor, Golurk, Grumpig,
      Hawlucha, Heliolisk, Kabutops, Malamar, Mantine, Omastar,
      Palossand, Rapidash, Rhydon, Scolipede, Slowbro, Slowking,
      Spiritomb, Trevenant, Tropius, Unfezant, Weavile
      SR 12
      Absol, Alakazam, Altaria, Ampharos, Archeops, Aromatisse,
      Barbaracle, Beartic, Bisharp, Braviary, Darmanitan,
      Dragalge, Dusclops, Eelektross, Forretress, Gallade,
      Garbodor, Gengar, Gogoat, Gourgeist, Infernape, Jellicent,
      Kingdra, Leavanny, Machamp, Mismagius, Pangoro, Poipole,
      Politoed, Poliwrath, Porygon2, Roserade, Slurpuff, Staraptor,
      Tangrowth, Toxapex, Turtonator, Tyrantrum, Victreebel,
      Zoroark
      SR 13
      Aegislash, Aerodactyl, Alolan Golem, Aurorus, Avalugg,
      Bellossom, Blastoise, Blaziken, Carracosta, Charizard,
      Chesnaught, Cosmoem, Crobat, Decidueye, Delphox,
      Emboar, Empoleon, Feraligatr, Gardevoir, Golem, Greninja,
      Incineroar, Jumpluff, Krookodile, Luxray, Mamoswine,
      Mandibuzz, Meganium, Musharna, Nidoking, Nidoqueen,
      Noivern, Primarina, Probopass, Samurott, Sceptile,
      Seismitoad, Serperior, Slaking, Swampert, Talonflame,
      Torterra, Tsareena, Type: Null, Typhlosion, Vanilluxe,
      Venusaur, Vileplume, Volcarona, Yanmega
      SR 14
      Aggron, Blissey, Chandelure, Cobalion, Conkeldurr,
      Dragonite, Dusknoir, Electivire, Florges, Flygon, Garchomp,
      Gigalith, Goodra, Gothitelle, Haxorus, Hydreigon, Keldeo,
      Klinklang, Kommo-o, Landorus, Lickilicky, Magmortar,
      Magnezone, Metagross, Porygon-Z, Regice, Regirock,
      Registeel, Reuniclus, Rhyperior, Salamence, Scizor, Silvally,
      Snorlax, Steelix, Stoutland, Terrakion, Thundurus, Togekiss,
      Tornadus, Tyranitar, Virizion, Walrein
134
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                         Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Pokédex5E - The Pokémon 5e Companion App on Mobile
Keep track of all your Pokémon on the go. This amazing app, created by Jerakin, contains everything you need for your Pokémon.
Supports moves, abilities, health and status tracking, a working Pokédex and MORE!
iOS: https://itunes.apple.com/us/app/pokedex5e/id1463101399?ls=1&mt=8
Github for other links: https://github.com/Jerakin/Pokedex5E
Character Sheets
Digital Trainer/Pokémon Excel Sheet
Easy Trainer and Pokémon character sheet that fills in most information for you automatically.
Digital Trainer Sheet: https://docs.google.com/spreadsheets/d/1T2ANNKRQib0mmhkuHWU60jJfm1iBsNuIpf7B33RK08w/edit?
usp=sharing
Printable Trainer/Pokémon Sheets
For those of you that prefer paper. Form-fillable.
Trainer Sheet: https://drive.google.com/open?id=1t8xaYHpbdWxlfMQz_L4sjngdicy9duNs
Pokémon Sheet: https://drive.google.com/open?id=1NCxesOyhTTIL0tY-RsE19LTgtydlKOwf
DM Encounter Tool
A tool to help DMs quickly create encounters with selected Pokémon. Supports evolution and trainer bonding/loyalty.
Digital Encounter Tool: https://docs.google.com/spreadsheets/d/1eFLlPwiFzekpQblPA7gwdtGVs0Dhm4vgaS6jhSY34bw/edit?
usp=sharing
                                                                                                                                     135
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              Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
      Changelog
      4/9/18                                                                4/27/2018
        Several typos/moves/evolution issues fixed in statblocks               Gastly, Haunter, Gengar stats changed
        Gastly now available as a starter at SR 1/2                            Lick paralyzes, not poisons
        Added STAB bonuses in Pokémon Advancement                              Pokédex used as bonus action
        Adjusted Ace Trainer and Researcher starting bonus                     Stacked Specialization Bonus
        Balanced Specializations
        Gloom can now evolve into VIleplume at level 12                     5/9/2018
                                                                               GEN 2 Pokémon!!!
      4/10/18                                                                  Added Moves for existing Pokémon
        Paralyzed status automatically fails STR and DEX                       Catching Pokémon gives 1/5 normal experience
        Several move typos fixed                                               Loyalty Mechanic
        Psychic move damage increase                                           Held Items and Berries
        Revamp fire moves for balance                                          Added Items
        Pokédex can only be used on conscious Pokémon                          Added Evolution HP bonus
        Move list formatting fixed                                             Double Edge changed
                                                                               Certain traits inflicting effects changed (Poison Point,
      4/11/18                                                                  Static, etc.)
        Damage increased for Mega Punch and Mega Kick, TM                      Paralyzed status effect more lethal
        cost increased
        Rules on Attack of Opportunity added to Battling                    5/10/2018
        AC Up max at 2                                                         Loads of stat block fixes.
        Active Pokémon can be switched at any time
        Newly switched Pokémon cannot be switched again until               5/11/2018
        taking a full turn.                                                    Added Normal, Poison, Ice specializations
        PP Up increase PP by 2, cost lowered                                   Fixed more stat blocks
        XP Share- half of rewarded XP can be distributed
                                                                            5/26/2018
      4/12/18                                                                  Several changes to moves to balance damage output
        Burrowing added to Onix, Sandshrew, Sandslash                          better
        Pokéslot advancement changed around to include 2 slots                 Some TM costs changed as a result
        at level 1, Character Advancement table updated.
        Max SR Control added to Trainer Table                               6/4/2018
                                                                               Added Trainer/Pokémon Character Sheet and DM
      4/13/18                                                                  Pokémon Builder excel files.
        New Trainer Features added
        Removed "Defeat Saving Throws" Having no remaining                  7/11/2018
        Pokémon results in you losing half your money and you                  Voltorb move list updated
        must use a revive or immediately find a Pokécenter                     Several move changes for balancing
        Psychic TM increase cost                                               Paralysis effect changed to be more similar to games. 25%
        Added Pokémon Nature Section to increase variety of                    chance of no movement.
        Pokémon stats.                                                         Afew minor resistance/vulnerability corrects for Pokémon
                                                                               like Jigglypuff, Starmie, and other.
      4/15/18
        Added Pokémon Character Sheet                                       12/17/2018
                                                                               Multiple type/move fixes
      4/17/18
        Leech Seed damage decreased and move updated in                     12/21/2018
        Bulbasaur stat block                                                   Update to Pokémon Leveling chart (STAB bonus
        Pokémon Tracker once per long rest                                     adjusted/New Move at level 18, not 17)
                                                                               Added List of Pokémon by SR
      4/18/18                                                                  Updated PokéMentor first ability to includ TM under ₽
        Changed Pokéslots to start at 3 and end at 6. Player                   3500
        Advancement table reworked.                                            Added an additional 10 ASI points to Magikarp's evolve.
                                                                               Updated Slam damage to be greater than Tackle
      4/21/18                                                                  Added link to Subreddit r/Pokémon5e
        Move List and Pokémon Blocks switched                                  Updated AC Up and Smooth Facade feats for balancing
        Included Ether and Max Ether items
        Changes to Burning and Flinched
136
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
12/23/2018                                                            1/16/2019
  Added alphabetical list of Pokémon with page numbers to                Typo Fixes
  Appendix.                                                              Updated states for Betang line, Deoxys, Regis
  Changed Trainer Hit Dice to d8 to match "Commoner"                     Sleep now WIS save, not CON
  Removed useless Pokéball tool proficiency                              Updated "Rage" Move
  Removed "Struggle" constraint for Trainer actions
  Gave ALL Trainers Proficiency in Animal Handling.                   1/17/2019
  Changed Pokémon Collector class level 2 bonus.                         Mud Sport/Water Sport affects Pokémon in range
  DC formula changed to catch Pokémon                                    Sandstorm move updated
                                                                         Squirtle starting ability changed
12/27/2018                                                               Added additional feats from PHB in the Feats section,
  Several proofreading fixes, ability/moves clarifying                   available to Pokémon
  changes.                                                               Magnitude move impproved
  Totodile line Sheer Force ability changed.                             Guts ability changed
  Added Discord link (https://discord.gg/DA9gQAa)
                                                                      1/18/2019
12/28/2018                                                               Trainer "Total Pokémon Level" table updated to slow
  Updated Pokémon Experience charts for all levels.                      down leveling at higher levels.
  Trainers/Pokémon were gaining levels quicker than
  anticipated.                                                        1/21/2019
  Reworked Poké Mentor and Pokémon Collector paths for                   Trapinch move set updated
  balancing against other paths.                                         Minun SR changed to 6 to match Plusle
                                                                         Sandstorm now does not require a saving throw.
12/30/2018
  Added 1 to Battle Dice and Skill Dice in Trainer Paths              1/22/2019
  Formatting fixes after switching to GM Binder                          Added missing Crabhammer move
  Psyduck and Golduck incorrectly marked as                              Fixed duplicate Sandstorm move for Baltoy
  Water/Psychic. Changed to just Water.                                  Double moves from move set updated
                                                                         Condition Immunities by type added to status conditions
1/3/2019                                                                 in "Other Changes" section.
  Removed +10 bonus to starter HP. Added 10 HP to every                  Aron line resistances updated to include Flying and
  Pokémon's stat block.\pagebreakNum                                     Normal.
  Updated damage for all moves to be more similar to
  power level.                                                        1/24/2019
  Updated "Challeng Rating" to "Species Rating" (SR) to                  New Pokémon XP and Reward XP tables. If you have
  avoid confusion with 5e CR rules.                                      already started a campaign, use this excel sheet to convert
                                                                         your Pokémon's current XP to the new system:
1/10/2019                                                                https://drive.google.com/open?id=1GXyJX-
  Typo/Stat Block fixes                                                  p6j0y5OZfJuRaQwlenprk9Ls2Pb_Xbq2w4dR8
  Updated "flinched" status                                              Night Shade given WIS/INT Move Power
  Added Damage Increase description in Pokémon leveling                  Whirlwind Updated
  chapter                                                                Sand Tomb updated with ground damage
  Updated language about STAB                                            Sturdy ability updated to be more relevant
1/14/2019                                                             1/25/2019
  Gen III is here!                                                       Updated damage dice to remove unlikely dice combos at
  The addition of all 135 new Generation III Pokémon                     the table like 4d12. Replaced with similar averages, less
  Four new trainer paths to choose from                                  dice.
  New items including a variety of berries with different                Replaced $ with ₽ symbol for Pokédollars
  effects                                                                Updated Flash, Tri Attack, Triple Kick, Foresight,
  Updated PP for all moves to improve move strategy                      Crabhammer with typos.
  Improved stats for most Pokémon, with the addition of                  Psyduck and Golduck now have swim speeds
  more abilities translated to 5e                                        Added "Senses" to many stat blocks
  Ability points granted at evolution now varies by species.             Added "Senses" to DM and Pokémon excel sheets
  Improved learnsets based on familiar progression                       Hyper Beam and Solar Beam move updated
                                                                                                                                       137
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             Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
      1/27/2019                                                             2/4/2019
        Lots of move updates and fixes                                         Ampharos given "Illumate" ability
        Capitalization typo fixes                                              Bite now has the chance to flinch
        Diminutive size changed to tiny. Some Pokémon size                     Vitamin constraints added to item section.
        changes                                                                Added dim light to "Flame Body" ability
        Updated resistances for Slowpoke/Slowbro/Politoed and
        Steelix                                                             2/5/2019
        Climbing speeds added for those that would climb faster                Added fairy-type moves from Generation 6 to give fairy
        than half-speed (normal D&D rules)                                     Pokémon STAB options. Affected stat blocks: Vulpix,
                                                                               Eevee, Jolteon, Vaporeon, Flareon, Espeon, Umbreon,
      1/28/2019                                                                Teddiursa, Zigzagoon, Clefairy, Clefable, Jigglypuff,
        Chlorophyll ability changed                                            Wigglytuff, Ralts, Kirlia, Gardevoir, Skitty, Swablu, Altaria,
        Sandstorm/Snow Cloak abilities updated to include                      Milotic, Jynx, Gorebyss, Luvdisc, Togetic, Hoppip,
        Sandstorm/Hail.                                                        Skiploom, Jumpluff, Mawile, Sunflora, Mr. Mime, Oddish,
        Rollout now 10 PP                                                      HootHoot, Noctowl, Lunatone, Persian, Marill, Azumarill,
        Pokedollars and Tool Proficiency spots added to printable              Snubull, Granbull, Poocheyna, Mightyena, Linoone,
        trainer sheet                                                          Slakoth, Volbeat, Illumise
                                                                               "Hover" added to some Pokémon flying speeds.
      1/29/2019
        Disable now accounts for those with "Extra Move" feat               2/7/2019
        Politoed given "Drizzle" ability                                       Ho-Oh and Lugia given Truesight
        Updated Chlorophyll move (again)                                       Sneasel given climbing speed, darkvision, and sleight of
                                                                               hand.
      1/30/2019                                                                Ursaring given climbing speed
        Double moves for Magneton/Hitmonchan/Rhydon fixed                      Tyranitar Res/Vul/Imm fixed
        Multi-hit moves capped                                                 Magcargo Resistance fixed
        Fire spin & Petal Dance moves changed                                  Porygon/Porygon2 skill changed to History
        Added internal links in TOC
                                                                            2/10/2019
      2/1/2019                                                                 Dustox Level 2 Moves moved to Starting
        Anger Point, Competitive, Defiant, Effect Spore, Flash                 Porygon2 flying speed
        Fire, Ice Body, Poison Heal, Poison Touch, Rain Dish,                  Sand attack added DEX move power
        Rivalry, Rough Skin, Sheer Force, Static, Swarm abilities              Karate Chop normal damage changed to fighting
        all updated. Previous 1d6 and similar rolls replace with               Confusion lasts for 1d4 rounds, determined by attacker
        proficiency bonus for grading of ability strength.                     Confusion and Paralysis potential turn losses occur after a
        Poisoned, Burning, Confusion damage output updated                     move is selected.
        along the same lines.                                                  Expertise added to Excel Trainer Sheet
        Added recoil damage to Take Down. Updated language on
        Double-Edge and Volt Tackle for recoil                              2/12/2019
        Nerfed Shuckle. Now SR 4                                               Updated HP for legendaries, Mew, Jirachi, Deoxys (Max
        Removed "Immunity" category in stat blocks for those that              Hit Dice at each level)
        didn't have one to save space.                                         Spinda HP fixed
                                                                               Alphabetical Index of Pokémon page #s fixed
      2/3/2019
        Wrap/Submission/Constrict/Clamp language changed                    2/13/2019
        Shuppet given Frisk Ability/Banette given Cursed Body                  Dragon Rage damage updated
        Altaria given Cloud Nine ability                                       Supersonic now requires a WIS save for confusion.
        Glalie given flying speed, Dratini/Dragonair swimming                  Confuse Ray now automatically confuses.
        speeds                                                                 SR Control Level language changed. Higher SR than
        Formula fixed on DM and Trainer excel sheets for                       allowed can now battle, but set at Loyalty level -3
        vulnerabilities, resistances, etc.                                     permanently until proper level has been reached.
        Link to introductory Pokémon 5e One Shot added to                      Loyalty level descriptions -1,-2,-3 changed
        Appendix                                                               Ice,Fire,Thunder punches moves changes
        Pokedex entries added to Digital DM Sheet                              Charmeleon double move changed
        Index Numbers added to Statblocks                                      Castform base level 1
        Blizzard now with the chance to freeze
        Digital Pokedex added to Appendix
138
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2/16/2019                                                             4/11/2019
  Swords Dance now Concentration                                         Seismic Toss based on USER's level
  Rollout, Fury Cutter, Ice Ball language changed                        HP fix for many evolved forms. CON mod was not
  Sleep, Frozen, failed Paralysis roll now incapacitates,                changing HP retroactively.
  ending Concentration
  Gust range 40ft                                                     4/18/2019
                                                                         Sleep now a flat d20 roll to wake up
2/19/2019                                                                Mega Drain base damage 1d6
  Soft Sand added as an item                                             Forewarn affects opponents, not the user
2/21/2019                                                             5/31/2019
  Gloom evolution into Bellossom added                                   Poison Jab base damage fixed
  Shedinja vulnerabilities corrected                                     Iron Fist, Overgrow, Blaze, Torrent, Swarm abilities all
                                                                         updated
2/27/2019                                                                Cacnea line given darkvision
  Magical Leaf and Aerial Ace moves                                      Butterfree/Squirtle TM list fixed
  Shedinja Resistances fixed                                             Glaceon/Leafeon now SR 8
  Onix move list updated                                                 Snubbull SR 1
                                                                         Snore move updated
3/06/2019                                                                Hail/Sandstorm moves updated
  Pursuit, Mud-Slap, Mud Shot moves updated                              Poison Gas updated
                                                                         Short rest language clarified
3/27/2019
  Gen IV is here!!                                                    6/5/2019
  The addition of all 107 new Generation IV Pokémon                      Gorebyss HP/SR updated
  Two additional Trainer Paths: Tactician and Ranger                     Swarm ability updated
  Split "Monster Manuals" into different PDFs to reduce                  Dustox moves fixed
  size and improve functionality                                         Sheer Cold 3 PP
  New items, 136 new moves, and updated TM list based on                 Poisoned status updated
  Gen VII
  Added Hidden Ability feat for Pokémon to gain access to             6/18/2019
  an additional ability                                                  Barrage wording updated
  Added "Legendary / Boss Battles" page for a list of                    Absorb damage updated
  legendary actions that can be given to Pokémon for big                 Swords Dance DEX move power for attacks
  boss battles.                                                          Piplup line swim speed
                                                                         Nidoqueen/king electic immunity
3/28/2019
  Evocation for all Pokémon caviat removed. Replaced with             6/26/2019
  "Power Sculptor" feat                                                  SR controllable levels increased
  Poison fang Move Power changed to STR/DEX                              Updated Buizel's swim speed
                                                                         Beat Up move specifies "conscious Pokémon"
4/6/2019                                                                 Sitris Berry spelling
  Swords Dance nerfed                                                    Storing Power updated
  Defend Order boosted                                                   Added modern items and Pokémon-specific items
  Trick Room updated                                                     Evolution point cap added
  Cheerleader bonus action                                               ASI for Pokémon updated to differ amount Pokémon with
  Mudkip 10ft Blindsight                                                 different evolutionary stages
  Technician 15 Max PP                                                   Worry seed move updated
  Shuckle/Munchlax speed changed to 10ft                                 Growth now Concentration
  Rotom given special moves at each form                                 Sleep Talk move updated
                                                                         More specification on battle dice/skll dice
4/9/2019                                                                 Multiple items added
  Brutal Swing added                                                     Major status-curing items now grant short immunity
  Rotom Form Change changed to action                                    Updates to status effect stacking and Non-Volatile vs.
                                                                         Volatile
                                                                         Detect and Protect moves updated
                                                                         Mud Bomb move updated
                                                                                                                                    139
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      6/27/2019                                                             8/7/2019
        Gen I and II Manual fixed                                              Pay Day move updated
        Grunt path level 15 updated                                            Magical Leaf move updated
        Nature included in new evolve bonus cap                                Fairy Lock move updated
        Electro Ball move updated                                              Dragon Tail move updated
        Skorupi/Drapion given climbing speed                                   Google sheet fixes/updates
        Tynamo/Eelektrik swim speeds swapped
        Haxorus speed 35ft                                                  1/17/2020
                                                                               Gen 6 is here! 72 new Pokémon, 46 new moves
      6/29/2019                                                                Gen 6 moves added to existing Pokémon's move sets
        Outrage move changed to auto-hit                                       Updated the following moves: Blizzard, Submission,
        Pledge moves base damage updated                                       Captivate, Surf, Twineedle, Bind, Clamp, Constrict, Spider
        Added Tremorsense caveat to Dig                                        Web, Whirlpool, Wrap, Sand Tomb, Rock Tomb, Sky Drop,
        Added Truesight caveat to Double Team                                  Electroweb, Rest, Sketch, Endure, Fire Blast, Future
                                                                               Sight, Trump Card, Wring Out, Electro Ball, Stored Power,
      6/30/2019                                                                Heat Crash, Heavy Slam, Quiver Dance, Rage, Swift,
        XP added for SR 13, Level 8 and 9 Pokémon                              Quick Attack, Fusion Bolt, Stored Power, Punishment,
        Rest move HP increase                                                  Round, Venoshock, Wake-Up Slap, Aqua Jet, Bullet Punch,
        Weavile given climbing speed                                           Extreme Speed, Ice Shard, Mach Punch, Shadow Sneak,
        Porygon-Z move list updated                                            Sunny Day, Weather Ball, Hail, Sandstorm
        Tynamo line flying (hover) speed                                       Also updated many moves from Gen I and II to clarify that
        Flamethrower, Fire Blast, Poison Gas moves all updated                 targets do not have to be Pokémon.
                                                                               Rhydon/Rhyhorn/Rhyperior given Double-Edge, Head
      7/1/2019                                                                 Smash moves
        Victini Resistance fixed                                               Grunt Admin feature updated
        Psyduck TM typo fixed                                                  Type Master Releasing Power feature clarified
        Seadra evolved at level 14                                             Dratini changed to SR 1
        Evolution stone descriptions updated for Gen 5                         Fighting resistance added to Heracross
                                                                               Torrent ability updated to be consistent with others like it
      7/11/2019                                                                Zorua Illusion ability updated
        Metal Burst STR/DEX move power                                         Kirlia gender evolution fixed
        Run Away ability changed                                               Magikarp evolve at lvl 8
        Dubious Disc typo                                                      Audino Normal Type
        Pokémon specific items added to google sheets                          Shell Bell once per turn
        Shadow Punch PP changed to 5                                           Thick fat ability updated
        Swords Dance typo                                                      Added Burrowing speed
        Struggle changed to be able to be used at any time                     Tangela Ancient Power evolve now at 14
        Cubchoo given 15ft. swimming Beartic given 20ft.                       References to Bright or Strong sunlight changed to Harsh
        Chandelure TM typo                                                     to be consistent with games
        Druddigon HP base 52                                                   Optional weather effects added to manual
        Durant TM list fixed. Given 30ft Darkvision                            Control Upgrade at level 5 moved to level 6
        Senses changed for most Gen V Legendaries
        Terrakion moves updated                                             1/23/2020
        Virizion resistances fixed                                             Honedge line updated stats
        Scolipede speed updated                                                Hobbyist first bonus updated
        Revenge base damage fixed                                              Rest move fixed
                                                                               Zoroark Illusion description
      7/14/2019                                                                Sandstorm/Hail higher level damage removed
        Technoblast move updated                                               Numel move list fixed
        Tri Attack move updated
        Typeless damage for Poisoned and Burned statuses
        Typeless damage for Iron Barb and Rough Skin abilities
140
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
1/27/2020                                                             7/30/2020
  Rollout move description updated                                       Hail and Sandstorm Updated on page 17
  Floette hit dice changed to 8                                          Drizzle and Sand Stream abilities updated to match Snow
  Florges base hp increased to 127 due to change in hit dice             Warning and Drought
  Hail range fixed                                                       Dragon Ascent move given to Rayquaza
  Mach punch fixed                                                       Removed redundancy in Encore move
  Heatproof and Thick Fat abilities updated                              Typo on Bubble and Precipice Blades
  Solar Beam update (harsh sunlight)                                     Updated Sonic Boom to clarify normal damage
  Shadow Sneak bonus action                                              Buizel move set moved around
  Togepi, Happiny, Azurill, Golbat, Chingling all updated                Updated Psyshock to 10 PP
  evolution to account for loyalty                                       Updated Frost Breath to increase crit range to 16-20
  Vacuum Wave updated                                                    Spike Cannon PP updated to 10
                                                                         Love Ball Updated
1/31/2020                                                                Gengar Ground Vulnerability added
  Combo Master Feat clarified                                            Shadow Punch damage updated
  STAB description clarified (Once PER MOVE)                             Probopass given hovering speed
  Multiple held items updated to reflect this clarificaion               Evolutionary Expert updated in Researcher Path
  Move Power in Battling chapter clarified                               Phantom Force type
  Struggle changed to typless damage                                     Sleep Powder changed to CON save
                                                                         Exp Share item updated
7/6/2020                                                                 Weather rules affect Pokémon MOVES, not Pokémon
  Thick fat updated in PHB to match MM                                   TYPES
  Magnemite line added Flying and Steel to resistances                   Added Prison Bottle to Pokémon Specific Items
  Cryogonal given Freee-Dry at level 18                                  Additional Buff to Pokémon Collector added to level 9
  Minun HP updated to reflect CON                                        Scyther Move List updated
  Moves fixed and/or updated: Nightmare, Shadow Sneak,                   Ability rule more concrete, changed on page 16
  Powder Snow, Me First, Frost Breath, Head Smash, Tri                   Great Weapon Master added to Features
  Attack, Origin Pulse, Smokescreen, Dragon Rage,                        Swords Dance move power DEX
  Thousand Waves, Substitute, Wide Guard, Sweet Kiss                     Waterfall move typo
  Mawile given Deception proficiency                                     Scald burn range changed to 16+
  Drifloon Phantom Force move removed                                    Substitute added chance to fail
  Pichu can now learn Volt Tackle at level 6                             Screech wording changed
  Poison Point and Poison Touch Ability descriptions                     Aqua Jet typo
  swapped                                                                Quiver Dance updated
  Hyper Cutter Ability updated                                           Drawing Power clarified
  Mega Evolution detailed rules link updated
  Volt Absorb and Water Absorb abilities updated                      8/3/2020
  Abra, Drowzee, and Elgyem saving throws updated                        Updated Great Weapon Master and Sharpshooter to
                                                                         specify once per move
7/7/2020                                                                 Reconstruction and Update of "Grunt" Trainer Path
  Nidoqueen/Nidoking resistances updated                                 Example provided for Evolution page
  Meowstic's moves were swapped                                          Rock Blast PP changed to 10
                                                                         Removed Concentration from Bulk Up
7/8/2020                                                                 Submission wording updated to include grapple save
  Shadow Tag ability updated                                             Evolutionary Expert wording changed
  Burned status now only halves damage from melee                        Giga Impact changed
  attacks                                                                Added clarification on paralysis as it relates to
  Drought and Snow Warning abilities updated                             sleep/confusion
  Hail and Sandstorm moves updated                                       Rollout clarified that damage resets after hitting the max
                                                                         of 16x dice
                                                                         Revenge move changed
                                                                         Counter PP changed to 5
                                                                         Metal Burst updated
                                                                                                                                      141
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      8/16/2020                                                             9/4/2020
        Clarified Battle/Skill dice once per roll                              Critical Hit rule added to "Other Changes"
        Added V-Create to Victini's moves                                      Sabotage initial reward clarified
        Removed Keldeo from Super Rod list                                     Commander "Show Me What You've Got" updated due to
        Removed references to Feats as Features, to avoid                      Critical Hit clarification above
        confusion                                                              Phantom Force remove "may" from the description
        Fixed Charizard TM list                                                Tactician capstone changed for balancing. Too many
        Fixed Shedinja HP                                                      opportunities to pass Saving Throws at high levels
        Solar Beam updated                                                     Spore move power changed to DEX/CON
        Substitute 1 minute, concentration                                     Slight change to Unaware ability
        All recoil damage is now typeless                                      Aeroblast PP increased
        Double Team updated                                                    Luster Purge, Mist Ball move powers changed to
        Abilities rule update. MUST replace if evolved form loses              DEX/WIS
        old ability.                                                           Poison Tail/Fang move powers changed to STR/DEX
        Updates to all "Beam" moves                                            Wording on Fairy Aura ability updated
        NEW Trainer Path: Guru                                                 Bind PP updated
                                                                               Hustle ability capped at one additional hit, with
      8/23/2020                                                                disadvantage
        Evolution page on abilities fixed to match new rule                    Added AC reduction to Razor Shell
        Fire blast specifies unique targets                                    Manaphy walking speed 20ft
        Hobbyist capstone and initial reward changed
        Great Weapon Master and Sharpshooter reworked as                    9/8/2020
        Pokémon-specific feats                                                 New Eviolite rules to strengthen the option
                                                                               Changed Light Screen to be a ranged "Reflect" move
      8/25/2020                                                                Asleep updated to call for a roll when hit by an attack - not
        Form change ability added to Hoopa Confined                            automatic wake up
        Removed disadvantage from Hustle ability                               Shadow Sneak updated to match Vine Whip as ranged
        Clarified multiple feat usage in feats section                         attack
        Rearranged Nincada's evolution block to avoid confusion                Healing wish updated to recover only the health that was
        Gave Phantom Force to Golurk                                           lost to avoid OP combinations
        Repriced Stick to match Lucky Punch                                    Aqua Ring nerfed again to proficiency bonus after
        Superpower impact reduced                                              playtesting
        Lightning Rod and Storm Drain updated                                  Magic Room typo fixed
        Heat Wave move updated                                                 Attract changed to CHA save
        The following moves have been given a WIS move power:                  Soak changed to 3 rounds
        Energy Ball, Mystical Fire, Magical Leaf, Will-O-Wisp                  Gravity move updated
        Clarified switching rules in Ace Trainer Cap Stone to be               Download ability clarified to only one attack, not move
        consistent with switching rules for all trainers.                      Maractus starting HP updated to 40
                                                                               Baton Pass updated to clarify only the user may switch
      8/29/2020                                                                Updated language for switching due to moves
        Solar Beam harsh sunlight bonus changed to scale better.
        Commander Show Me What You've Got updated                           9/16/2020
        Paralysis inflicts half speed                                          Vacuum wave updated to ranged
        Adaptability wording clarified                                         Hobbyist level 15 updated to reference "features" as
        Ion Deluge fixed to action                                             "feats"
        Belly Drum updated to state no healing items                           No concentration required on Solar Beam during harsh
        Reworded Detect, Protect, Double Team, Me First to                     sunlight
        specify types of moves affected                                        Updated wording on ability rules of page 18
        Smack Down wording updated                                             Healer ability updated
        Asleep status updated. End of turn save, wake on hit with              Shadow Tag and Arena Trap abilities updated
        move                                                                   Cocky and Dumb natures changed to Arrogant and
        Leftovers and Black Sludge items improved                              Innocent
        Poison Heal ability updated                                            Haze move updated
                                                                               Skrelp given walking speed
      8/30/2020                                                                Evolution section updated wording
        Added attack roll to Ice Shard                                         Psych up mentions "creature" now instead of "opponent"
        Nightmare and Dream Eater do not wake sleeping                         Recalling/Releasing section added to Battling to clarify
        Pokémon                                                                some things
        Aqua Ring updated                                                      Raised/Grounded section added to Battling
142
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                                                                         Big Root language updated
9/24/2020                                                                Exp Share wording updated
  Rock Polish Updated                                                    Eviolite changed... again
  Harden Updated                                                         Eject Button wording updated
  Swords Dance Updated                                                   Black Sludge updated
  Smooth Facade Removed                                                  Updated Loyalty bonuses
  Able-Bodied Added                                                      Abilities updated: Adaptability, Bulletproof, Flash Fire,
  Anger Point Updated                                                    Guts, Hustle, Iron Fist, Multiscale, Pixilate, Refrigerate,
  Arcanine, Snorlax, Aggron, Dragonair changed to Large                  Sap Sipper, Skill Link, Strong Jaw, Sturdy, Technician.
  Seviper changed to Medium (More size changes like the                  Pressure, Volt Absorb, Water Absorb, Wonder Skin
  above two items incoming)                                              The following Pokémon have been updated prior to
  Telekinesis updated                                                    Gen 7 for balancing, playtesting issues, speed, size or
  Sand Veil Updated                                                      general errors: Abomasnow, Accelgor, Aegislash,
  Burned Updated                                                         Aerodactyl, Aggron, Alolan Muk, Alolan Persian, Alolan
  Asleep Updated                                                         Raichu, Alolan Raticate, Amaura, Ambipom, Amoonguss,
  Guts Updated                                                           Arcanine, Ariados, Articuno, Azumarill, Azurill,
  Actor, Observant, Skilled added to 5e Feats allowed for                Barbaracle, Bastiodon, Beedrill, Bellsprout, Bruxish,
  Pokémon                                                                Bulbasaur, Butterfree, Cacturne, Camerupt, Chansey,
  Slack Off Updated                                                      Charizard, Charmander, Chatot, Chesnaught, Clefable,
  Hydro Pump/Cannon range updated to 80ft                                Cobalion, Cradily, Daragalge, Dedenne, Deoxys, Dewgong,
  Rapid Spin Updated                                                     Diglett, Ditto, Dodrio, Doduo, Dragonair, Dragonite,
  Ability Capsule changed and added to Miscellaneous                     Dratini, Dugtrio, Dunsparce, Durant, Dusknoir, Dustox,
  Items                                                                  Ekans, Electrode, Empoleon, Entei, Exeggutor, Farfetch'd,
  "(minimum of 1)" caveat added to trainer paths for ability             Fearow, Feraligatr, Ferrothorn, Fletchinder, Floatzel,
  mod-based features                                                     Flygon, Furret, Gabite, Garbodor, Garchomp, Gastly,
  Heal Pulse Updated                                                     Gengar, Gible, Girafarig, Glalie, Goldeen, Golurk,
  Aqua Jet/Quick Attack range fixed                                      Gothitelle, Granbull, Graveler, Greninja, Groudon,
                                                                         Grumpig, Gulpin, Gurdurr, Happiny, Hariyama, Hawlucha,
11/5/2020                                                                Heatran, Heliolisk, Heracross, Hippowdon, Honchkrow,
  Gen 7 is here!                                                         Hoopa Confined, Hoothoot, Houndoom, Hypno, Illumise,
  Added Gen 7 Pokémon/Moves/Abilities                                    Infernape, Kabutops, Kakuna, Kangaskhan, Klang,
  Updated prior generation stat blocks with new Gen 7                    Klinklang, Komala, Krabby, Kricketune, Krokorok,
  moves where applicable                                                 Krookodile, Lanturn, Liepard, Lileep, Linoone, Lopunny,
  Added Breeding and Egg Rules                                           Lotad, Loudred, Lucario, Ludicolo, Machop, Magikarp,
  Added Breeder Training Class                                           Magmar, Magnezone, Mandibuzz, Manectric, Marill,
  Added Egg Moves to all applicable stat blocks                          Mawile, Medicham, Meltan, Meowstic ♀, Meowstic ♂,
  Updated rules for flying/burrowing                                     Metagross, Metapod, Mienshao, Milotic, Miltank,
  Rearranged manual subcategories a bit                                  Mimikyu, Minior Core Form, Minior Meteor Form,
  Updated statuses                                                       Mismagius, Moltres, Muk, Ninetales, Ninjask, Noctowl,
  Pokementor capstone changed                                            Noivern, Numel, Onix, Palkia, Pangoro, Persian, Pidgeot,
  Removed most references to opponent, foe, enemy, etc. in               Pidgeotto, Piloswine, Pinsir, Piplup, Ponyta, Porygon2,
  moves where the target could be an ally if you so choose.              Prinplup, Purugly, Quagsire, Quilladin, Raichu, Raikou,
  Moves updates: Aeroblast, Agility, Aqua Jet, Baton Pass,               Rapidash, Raticate, Regigigas, Remoraid, Rhydon,
  Bide, Blizzard, Blue Flare, Bolt Strike, Bounce, Bug Buzz,             Rhyhorn, Rhyperior, Riolu, Rotom Fan, Rotom Frost,
  Confuse Ray, Confusion, Conversion, Conversion2,                       Rotom Heat, Rotom Mow, Rotom Wash, Salamence,
  Copycat, Crush Grip, Dark Void, Detect, Diamond Storm,                 Sandile, Sawsbuck, Scolipede, Scyther, Seadra, Seaking,
  Dig, Discharge, Dive, Doom Desire, Double Hit, Double                  Sealeo, Serperior, Seviper, Sharpedo, Shedinja, Shiftry,
  Kick, Double Team, Dragon Ascent, Earthquake, Extreme                  Silcoon, Skarmory, Skiploom, Slaking, Slowpoke,
  Speed, Fairy Lock, Fiery Dance, Fire Blast, Flamethrower,              Snorlax, Snorunt, Snover, Spheal, Spinarak, Squirtle,
  Flying Press Foresight, Freeze-Dry, Fusion Bolt, Fusion                Staryu, Steelix, Stoutland, Suicune, Swalot, Swampert,
  Flare, Geomancy, Glaciate, Grass Whistle, Gyro Ball, Hail,             Swellow, Tangela, Tangrowth, Tauros, Tentacruel,
  Heart Swap, Hidden Power, Ice Burn, Land's Wrath, Lava                 Terrakion, Togedemaru, Togetic, Toxicroak, Tropius,
  Plume, Lick, Lunar Dance, Luster Purge, Magma Storm,                   Trubbish, Tyranitar, Ursaring, Vanilluxe, Venusaur,
  Magnitude, Miracle Eye, Mirror Coat, Mist Ball,                        Vibrava, Victini, Victreebel, Virizion, Volbeat, Voltorb,
  Nightmare, Oblivion Wing, Origin Pulse, Poison Gas,                    Wailmer, Wailord, Weezing, Whiscash, Whismur,
  Powder, Precipice Blades, Protect, Psybeam, Psycho                     Wigglytuff, Wingull, Wobbuffet, Zangoose, Zapdos
  Boost, Psystrike, Quick Attack, Rapid Spin, Relic Song,
  Roar, Roar of Time, Rock Blast, Rock Tomb, Sacred Fire,
  Sand Tomb, Sandstorm, Searing Shot, Secret Sword,
  Seed Flare, Shadow Ball, Shadow Force, Sketch, Sludge
  Bomb, Smack Down, Smelling Salts, Sonic Boom,
  Spacial Rend, Spore, Sticky Web, Struggle, Supersonic,
  Surf, Swift, Techno Blast, Uproar, V-Create, Venoshock,
  Waterfall, Zap Cannon
                                                                                                                                       143
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                                                                               Frenzy Plant, Blast Burn, Hydro Cannon, Rock Wrecker
      11/8/2020                                                                wording updated
        Updated range on AoE circle moves to clarify radius                    Abilities Updated: Innards Out, Torrent, Blaze, Overgrow,
        Morning Sun updated to match Moonlight healing                         Infiltrator, Sheer Force, Steadfast
        Spacial Rend range fixed                                               Moves Updated: Double Team, Shell Smash, Ominous
        Sweet Veil grants sleep immunity to the user as well                   Wind, Substitutre, Feint, Glare, Lucky Chant, Force Palm,
        Lycanroc level 2 moves removed                                         Leech Seed, Superpower, Encore, Roar, Focus Energy,
        Lurantis given Solar Blade move at level 18                            Bulk Up, Howl, Screech, Trop Kick, Grassy Terrain, Yawn,
        Clarified Vitamin wording'                                             Bubble Beam, Reflect, Light Screen
        Cosmoem size changed to Tiny                                           Pokémon Updated: Greninja, Alomomola, Happiny,
        Added ability choice language to starter Pokémon                       Chansey, Blissey, Wynaut, Wobbuffet, Archeops, Genesect
        Photon Geyser updated to ignore abilities to mitigate                  Updated Commander Training Path
        damage or hit                                                          Updated Loyalty bonus related to skills
        Updated language about evolution points and stats over
        20                                                                  11/16/2020
        Updated Pumpkaboo and Gourgeist stat blocks to include                 Fixed Excadrill resistances
        variable size                                                          Updated "in range" wording for fainted switches
        Snorlax evolution stage fixed to 2/2                                   Loyalty wording updated
        Alolan Marowak moves fixed                                             Active Pokémon wording updated. Removed "always
        Bonding temp HP set to scale with level instead of flat 10             advantage" on skills.
        Sheer Force ability updated
        Speed Boost ability updated                                         11/18/2020
        Dragonite updated                                                      Focus Energy, Kinesis, Meditate, Stored Power updated
        Swift Swim ability updated                                             Pyukumuku updated
        Cutieflly/Ribombee proficiencies update                                Asleep and Confused updated
        Shedinja updated
        Lunge damage type updated                                           11/25/2020
                                                                               Added new feat: Wrangler
      11/10/2020                                                               Removed redundant wording from status-healing items
        Slight language clarification on flying and falling damage.            about immmunity due to grace turn
        Megahorn and Horn Attack wording updated                               Moves Updated: Ice Beam, Aurora Beam, Uproar,
        Added half damage on a success from Bulldoze                           Struggle, Endeavor, Charge Beam, Spore, Aurora Veil,
        "Indifferent" loyalty description changed                              Earthquake, Waterfall
        Poison Heal updated                                                    Abilities Updated: Serene Grace, Huge Power, Pure
        Double Iron Bash wording updated                                       Power, Iron Barbs, Rough Skin, Unburden, Goeey,
        Updated "xx foot circle" on appropriate moves                          Tangling Hair, Merciless
        Added raised immunity to Earthquake, Magnitude, and                    Frozen status added additional status-ending effect
        Bulldoze                                                               Pokémon Updated: Blissey, Mawile, Forretress, Salandit,
                                                                               Salazzle, Carracosta, Ferroseed, Ferrothorn, Chingling,
      11/12/2020                                                               Umbreon, Espeon, "Pan"-monkeys
        Updated language about Berry use and triggers                          Changed Egg Bonus
        Eggs go splat at 0 hp                                                  Stat block example updated with new rule to skills
        Added language to Evolution Items section regarding                    Weather Rocks Updated
        consuming and activating the items
        Updated Techno Blast and Spectral Thief damage                      11/30/2020
        Updated Mold Breaker and Pickpocket                                    Moves Updated: Disable, Double Hit, Draco Meteor,
        Alolan Raichu moves updated                                            Follow Me, Foul PLay, Fury Cutter, Hurricane, Hydro
        Tweaks to evolution page and points being applied. Prior               Cannon, Ice Ball, Iron Defense, Moonlight, Morning Sun,
        ASI is now factored in to the stat cap when evolving.                  Pollen Puff, Rock Slide, Self-Destruct, Sharpen, Surf,
                                                                               Synthesis, Tailwind, Thunder, Waterfall
      11/15/2020                                                               Abilities Updated: Honey Gather
        Removed "0ft. walking" label from those that had it.                   Pokémon Update: Beautifly, Oranguru, Passimian
        Added "Stat Changes" section to Other Changes to clear                 Slight wording change on Flying rules, Hobbyist path
        up some confusion on moves that mention "stats". The                   Wrangle feat can be chosen for trainers
        following moves and abilities have updated language due
        to this addition: Baton Pass (PP changed to 5), Haze, Mist,
        Topsy-Turvy, Power Trip, Stored Power, Spectral Thief,
        Unaware, Contrary
        Added "Stacking Move" section to clarify duration reset on
        stacking moves
        Confused wording updated
        Razor Claw given crit range boost and added to held items
        Weather Rock items added
144
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                       Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
                                                                      1/28/2021
12/3/2020
                                                                         Moves Updated: Fling, Moongeist Beam
  Moves Updated: Bounce,Copycat, Dig, Dive, Endure, Fire                 Abilities Updated: Corrosion
  Blast, Fly, Mirror Move, Poison Gas Rage, Smog, Surf,                  Mawile and Magcargo Resistances fixed
  Waterfall
  Abilities Updated: Scrappy
  Pokémon Updated: Jigglypuff
  Immunity to damage type updated. Immunity grants you
  total immunity to damage and secondary effects of
  damaging move, but does not grant you immunity to non-
  damaging, status-inflicting or otherwise moves.
  Guru "Spirit" and second level feature updated
  Reworded Asleep and Confusion and added Confusion to
  a pausable round when switched instead of auto-healed
12/8/2020
  Moves Updated: Air Slash, Bullet Punch, Crush Claw,
  Detect, Frustration, Glare, Ice Ball, Infestation, Nature
  Power, Protect, Rock Tomb, Roost, Sand Tomb, Scary
  Face, Shadow Sneak, Smack Down, Spider Web
  Pokemon Updated: Nuzleaf, Shiftry, Weavile
  Abilities Update: Dazzling, Queenly Majesty
  Alert feat for Pokemon clarification
12/20/2020
  Moves Updated: Belly Drum, Blast Burn, Destiny Bond,
  Dragon Ascent, Frenzy Plant, Heat Wave, Howl, Hydro
  Cannon, Ingrain, Leaf Storm, Me First, Memento, Nasty
  Plot, Parabolic Charge, Rock Wrecker, Soak, Solar Blade,
  Seismic Toss, Shadow Punch, Steel Wing, Vital Throw
  Pokemon Updated: Alolan Sandslash, Duskull, Floatzel,
  Gallade, Mienshao, Sandslash
  Abilities Updated: Defiant
  Dire Hit wording updated
  Shell Bell updated
  Flying/Hovering second bullet updated, Raised/Grounded
  updated
1/27/2021
  Moves Updated: Dragon Tail, Feint Attack, Fire Spin,
  Flatter, Follow Me, Howl, Land's Wrath, Leaf Storm,
  Hyperspace Fury, Infestation, Me First, Poison Gas, Play
  Rough, Psybeam, Rest, Roar of Time, Rock Tomb, Sand
  Tomb, Secret Sword, Shadow Sneak, Signal Beam, Solar
  Blade, Vine Whip
  Pokemon Updated: Araquanid, Beheeyem, Bewear, Male
  Combee, Corsola, Dewpider, Elekid, Electabuzz, Golbat,
  Jynx, Lapras, Magby, Magmar, Malamar, Nidoqueen, Male
  Salandit, Shedinja, Smoochum, Togepi, Toxapex,
  Whimsicott
  Abilities Update: Mega Launcher, Overcoat, Paper Thin,
  Wonder Guard
  Razz Berry wording updated
  Added caveat that held items can not be equipped or
  dropped during battle, unless forced
  Confusion reverted back to three rounds, not pausable
  like sleep
  Researcher level 15 updated
  Ace Trainer level 15 updated
  Type Master level 5 and 9 updated
  Ranger level 2 and 5 updated
  Hidden ability language updated to clarify it is "in addition
  to" and not a replacement
  Updated flying/hover/grounded/raised language
 This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
             Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Pokémon 5e Player Races
   A homebrew addition by amazon9398
                                       1
    Alolan
    You grew up in the tropical paradise of Alola. People there
    share a deeper connection with both Pokémon and nature.
    Your traditions and culture are completely different from any
    other region and you're proud of that fact.
    Way of Life
    You've grown up in a culture deeply connected to their
    spiritual roots, but also one that is willing and happy to
    explain and share their traditions with others. You gain + 2 to
    your Intelligence and + 1 to your Charisma.
    One With Nature
    Your island home has had only a fragment of it's natural
    beauty touched by man. You gain proficiency in the Nature
    skill.
    A Different Bond
    Alolans seem to share a deeper natural connection with most
    Pokémon compared to other regions. Once per long rest, you
    can attempt to communicate simple ideas with a small or tiny
    wild Pokémon through a series of sounds and gestures.
    Languages
    You know both the Common and Alolan languages.
                                                                             Hoennian
                                                                             You grew up in the archipelagic region of Hoenn. From
                                                                             sprawling forests, meteoric craters, and open seas, you seem
                                                                             equipped to handle anything.
                                                                             Seen it All
                                                                             The varied environments of your homeland have left you with
                                                                             a pretty good grasp on the ways of the world. You gain + 2 to
                                                                             your Wisdom and + 1 to your Intelligence
                                                                             Well Equipped
                                                                             After years of dealing with unpredictable weather and rugged
                                                                             terrains, you've figured out some of the tricks of the trade
                                                                             when it comes to travel. You gain proficiency in the Survival
                                                                             skill.
                                                                             No Place Like Home
                                                                             Choose one environment that is most familiar to you, you gain
                                                                             a boon based on that environment.
                                                                                Coast: You gain a swimming speed equal to your walking
                                                                                speed.
                                                                                Desert: The heat doesn't bother you, you do not have to
                                                                                make a CON save against the effects of warm weather.
                                                                                Forest: You can attempt to hide even when you are only
                                                                                lightly obscured by foliage or other natural phenomena.
                                                                                Mountain: You gain a climbing speed of 10 ft.
                                                                             Languages
                                                                             You know both the Common and Hoennian languages.
2
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Johto-Jin
You grew up in the region of Johto. Rich in history and
cultural significance, citizens of Johto usually share a deep
connection to the history and traditions of their homeland.
Steeped in Tradition
You've seen and heard countless stories of your region's
history and culture over the course of your lifetime. You gain
+ 2 to your Intelligence and + 1 to your Wisdom
Well Learned
You're well versed in the history of the world. You gain
proficiency in the History skill.
A Practiced Ceremony
During a short rest, you can choose to perform a small
revitalizing ceremony from your homeland. This could be a
traditional dance or song, a spiritual prayer, or a simple tea
ceremony. If you or any creature who saw or heard your
ceremony regain hit points at the end of the short rest by
spending one or more hit dice, each of those creatures
regains an additional 1d6 hit points. The extra hit points
increase when you reach certain levels: to 1d8 at 9th level, to
1d10 at 13th level, and to 1d12 at 17th level.
Languages
You know both the Common and Johtonese languages.
                                                                         Kalosian
                                                                         You grew up in the region of Kalos. Dripping with natural
                                                                         beauty and a rich history, Kalos is a laid back region whose
                                                                         citizens are always ready to swap stories and show off their
                                                                         talents.
                                                                         C'ést la vie
                                                                         You've been surrounded by charming stories and decent
                                                                         people your entire life. Social situations come to you with
                                                                         ease. You gain + 2 to your Charisma and + 1 to your
                                                                         Intelligence
                                                                         Silver Tongue
                                                                         You can generally delight others and talk your way out of any
                                                                         situation. You gain proficiency in the Persuasion skill.
                                                                         Bon Chance
                                                                         An attribute of your laid back attitude is your good luck.
                                                                         Things just seem to work out for you. When you roll a 1 on the
                                                                         d20 for an attack roll, ability check, or saving throw, you can
                                                                         reroll the die and must use the new roll.
                                                                         Languages
                                                                         You know both the Common and Kalosian languages.
                                                                                                                                           3
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    Kantoan
    You grew up in the eastern region of Kanto. With an affinity
    for learning and a world of possibilities in front of them,
    citizens of Kanto have been making their own way in life for
    as long as they've resided there.
    Forge Your Path
    You know your strengths and weaknesses better than anyone
    else. You gain + 1 to two ability scores of your choice.
    Intuitive
    You pride yourself on being able to learn on the fly with ease.
    You gain proficiency in the Investigation skill.
    My time to shine
    You have a unique skill that you took the time to learn. You
    may choose one feat from the 5e PHB. (Subject to DM
    approval).
    Languages
    You know both the Common and Kantonese languages.
                                                                             Sinnoan
                                                                             You grew up in the region of Sinnoh. Used to unforgiving
                                                                             northern temperatures and environments, citizens of Sinnoh
                                                                             have iron wills, with strength of both body and mind.
                                                                             Hardy
                                                                             Years of living in a harsh region has hardened your will. You
                                                                             gain + 2 to your Constitution and + 1 to your Strength.
                                                                             I can get that
                                                                             Citizens of Sinnoh are generally known as some of the
                                                                             strongest in the world. A hearty diet and culture has given you
                                                                             more strength than the average person. You gain proficiency
                                                                             in the Athletics skill.
                                                                             Body and Mind
                                                                             You're used to the toughest environments, and you've pushed
                                                                             yourself through worse before. You have proficiency with
                                                                             Constitution Saving throws.
                                                                             Languages
                                                                             You know both the Common and Sinnoan languages.
4
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                                            are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Unovan
You grew up in the vast region of Unova. Filled to the brim
with pioneering spirits and the hustle and bustle of large
cities, Unovans generally come off as quick on their feet and
sharp minded.
Another Day In The Life
Whether you're from a bustling metropolis or a ranch in the
country side, all Unovans move with purpose and goals in
mind. You gain + 2 to your Dexterity and + 1 to your
Wisdom
You Can't Be Serious
You tend to have a keen sense for when someone is yanking
your chain or trying to pull a fast one on you. You gain
proficiency in the Insight skill.
My Shot
You have a keen eye for opportunity and a somewhat reckless
attitude that tends to carry over to the training of your
Pokémon. Once per long rest, you or one of your Pokémon can
take 1 additional action on your turn in combat.
Languages
You know both the Common and Unovan languages.
                                                                                                                                          5
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                                    are property of Wizards of the Coast. ©Wizards of the Coast LLC.
                    This document was lovingly created
                             using GM Binder.
   The following pages contain the stat blocks of all 251 Generation I and II Pokémon to use with the Pokémon 5e ruleset by
JOEtheDM. The Monster Manuals have been split into multiple PDFs to conserve space and improve functionality within each file.
                        Links to the original manual and other Monster Manuals can be found below.
                                                      Disclaimer
                                         Based on the original game by Satoshi Taijiri
                                            © Game Freak © Nintendo Company Inc.
     We do not claim ownership of anything related to Pokémon or Dungeons and Dragons. Please support the original source
                                    No profits are made from the release of this supplement
      Most images in this supplement are free, non-commercial use from FreePNG.com, PNGimg.com, FreePNGLogos.com
                                               All others are credited below image.
           Pokémon images in Stat Block section come from bulbapedia.bulbagarden.net and are owned by Nintendo
       Inspiration and Ideas from: Pokémon Tabletop United, Pokérole, Sakutian from trulyoutofcharacter.wordpress.com
                                                  Special Thanks
         To the members of the You Meet in a Tavern and Pokémon 5e Discord for your support, ideas, and playtesting
  To Varnell, RaverEAlice, R1bs99, John K. Walz Jr., Eschatonic, Ryan Wilkinson, FireWaterSound, Chancela Merkel, Hugh Berry,
               Kolkyboi, Lindseyrie, and Tactical_Groot for all their behind the scenes work in creating this manual.
                                                       Made with GM Binder
                                        Ideas/Concerns/Questions?
                 Join our Subreddit (https://reddit.com/r/Pokémon5e) or Discord! (https://discord.gg/DA9gQAa)
                                                                                                                                 1
    Bulbasaur #001                                                        Ivysaur #002
    Type: Grass/Poison                                                    Type: Grass/Poison
    Classification: Tiny | SR 1/2                                         Classification: Small | SR 5
    Minimum Level Found: 1                                                Minimum Level Found: 5
    Egg Group: Monster, Grass                                             Egg Group: Monster, Grass
    Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
    Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
    The Seed Pokémon. It can go for days without                          The Seed Pokémon. The bud on its back grows by
    eating a single morsel. In the bulb on its back, it                   drawing energy. It gives off an aroma when it is
    stores energy.                                                        ready to bloom.
      STR       DEX      CON        INT    WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
    13 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                         15 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
    Overgrow: When this Pokémon falls below 25% of                        Overgrow: When this Pokémon falls below 25% of
    its maximum HP, double the STAB damage for its                        its maximum HP, double the STAB damage for its
    grass-type moves.                                                     grass-type moves.
    Evolution: Bulbasaur can evolve into Ivysaur at level                 Evolution: Ivysaur can evolve into Venusaur at level
    6 and above. When it evolves, its health increases by                 14 and above. When it evolves, its health increases
    double its level, and it gains 6 points to add to its                 by double its level, and it gains 10 points to add to
    ability scores (max 20).                                              its ability scores (max 20).
    Starting Moves: Tackle, Growl                                         Starting Moves: Tackle, Growl, Leech Seed, Vine
    Level 2: Vine Whip, Leech Seed                                        Whip
    Level 6: Poison Powder, Sleep Powder, Take Down,                      Level 6: Poison Powder, Sleep Powder, Take Down
    Razor Leaf                                                            Level 10: Razor Leaf, Sweet Scent
    Level 10: Sweet Scent, Growth, Double-Edge                            Level 14: Growth, Double-Edge, Worry Seed
    Level 14: Worry Seed, Synthesis                                       Level 18: Synthesis, Solar Beam
    Level 18: Seed Bomb
                                                                          TM: 01, 06, 09, 10, 11, 16, 17, 20, 21, 22, 27, 32,
    TM: 01, 06, 09, 10, 11, 16, 17, 20, 21, 22, 27, 32,                   36, 42, 44, 45, 48, 49, 53, 75, 86, 87, 88, 90, 96,
    36, 42, 44, 45, 48, 49, 53, 75, 86, 87, 88, 90, 96,                   100
    100
    Egg Moves: Amnesia, Charm, Curse, Endure, Giga
    Drain, Grass Whistle, Grassy Terrain, Ingrain, Leaf
    Storm, Light Screen, Magical Leaf, Nature Power,
    Petal Dance, Power Whip, Safeguard, Skull Bash,
    Sludge
2
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                  Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Venusaur #003                                                          Charmander #004
 Type: Grass/Poison                                                     Type: Fire
 Classification: Large | SR 13                                          Classification: Tiny | SR 1/2
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Monster, Grass                                              Egg Group: Monster, Dragon
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Seed Pokémon. The flower on its back catches                       The Lizard Pokémon. The flame at the tip of its tail
 the sun’s rays. The sunlight is then absorbed and                      makes a sound as it burns. You can only hear it in
 used for energy                                                        quiet places.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS        CHA
 19 (+4) 17 (+3) 14 (+2) 6 (-2) 14 (+2) 10 (+0)                          12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
 Overgrow: When this Pokémon falls below 25% of                         Blaze: When this Pokémon falls below 25% of its
 its maximum HP, double the STAB damage for its                         maximum HP, double the STAB damage for its fire-
 grass-type moves.                                                      type moves.
 Starting Moves: Tackle, Growl, Leech Seed, Vine                        Evolution: Charmander can evolve into Charmeleon
 Whip, Petal Dance, Poison Powder, Sleep Powder,                        at level 6 and above. When it evolves, its health
 Take Down, Razor Leaf, Sweet Scent                                     increases by double its level, and it gains 6 points to
 Level 14: Growth, Double-Edge, Worry Seed                              add to its ability scores (max 20).
 Level 18: Synthesis, Solar Beam, Petal Blizzard
 TM: 01, 05, 06, 09, 10, 11, 15, 16, 17, 20, 21, 22,                    Starting Moves: Growl, Scratch
 26, 27, 32, 36, 42, 44, 45, 48, 49, 53, 68, 75, 78,                    Level 2: Ember, Smokescreen
 86, 87, 88, 90, 96, 100                                                Level 6: Dragon Rage, Scary Face
                                                                        Level 10: Fire Fang, Slash
                                                                        Level 14: Flame Burst, Flamethrower
                                                                        Level 18: Fire Spin, Inferno
                                                                        TM: 01, 02, 06, 10, 11, 17, 21, 27, 31, 32, 35, 38,
                                                                        39, 40, 42, 43, 44, 45, 48, 49, 50, 56, 61, 65, 75,
                                                                        80, 87, 88, 90, 100
                                                                        Egg Moves: Air Cutter, Ancient Power, Beat Up, Belly
                                                                        Drum, Bite, Counter, Crunch, Dragon Dance, Dragon
                                                                        Rush, Flare Blitz, Focus Punch, Metal Claw, Outrage,
                                                                        Rock Slide, Swords Dance
                                                                                                                                  3
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    Charmeleon #005                                                       Charizard #006
    Type: Fire                                                            Type: Fire/Flying
    Classification: Small | SR 5                                          Classification: Medium | SR 13
    Minimum Level Found: 5                                                Minimum Level Found: 10
    Egg Group: Monster, Dragon                                            Egg Group: Monster, Dragon
    Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
    Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
    The Flame Pokémon. Tough fights could excite this                     The Flame Pokémon. When this Pokémon expels a
    Pokémon. When excited, it may breathe out bluish-                     blast of superhot fire, the red flame at the tip of its
    white flames.                                                         tail burns more intensely.
      STR       DEX      CON        INT     WIS        CHA                   STR       DEX      CON       INT     WIS       CHA
    14 (+2) 16 (+3) 11 (+0) 6 (-2) 12 (+1) 10 (+0)                         16 (+3) 19 (+4) 15 (+2) 6 (-2) 14 (+2) 10 (+0)
4
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                  Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Squirtle #007                                                          Wartortle #008
 Type: Water                                                            Type: Water
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 5
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Monster, Water 1                                            Egg Group: Monster, Water 1
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Tiny Turtle Pokémon. Shoots water at prey while                    The Turtle Pokémon. When tapped on its head, this
 in the water. Withdraws into its shell when in                         Pokémon will pull it in, but its tail will still stick out
 danger.                                                                a little bit.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT      WIS       CHA
 12 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                          14 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
 Torrent: When this Pokémon falls below 25% of its                      Torrent: When this Pokémon falls below 25% of its
 maximum hp, double the STAB damage for its                             maximum hp, double the STAB damage for its
 water-type moves.                                                      water-type moves.
 Evolution: Squirtle can evolve into Wartortle at level                 Evolution: Wartortle can evolve into Blastoise at
 6 and above. When it evolves, its health increases by                  level 14 and above. When it evolves, its health
 double its level, and it gains 6 points to add to its                  increases by double its level, and it gains 10 points
 ability scores (max 20).                                               to add to its ability scores (max 20).
 Starting Moves: Tackle, Tail Whip                                      Starting Moves: Tackle, Tail Whip, Water Gun,
 Level 2: Water Gun, Withdraw                                           Withdraw
 Level 6: Bubble, Bite, Rapid Spin                                      Level 6: Bubble, Bite
 Level 10: Protect, Water Pulse                                         Level 10: Rapid Spin, Protect
 Level 14: Aqua Tail, Skull Bash, Iron Defense                          Level 14: Water Pulse, Aqua Tail, Skull Bash
 Level 18: Rain Dance, Hydro Pump                                       Level 18: Iron Defense, Rain Dance, Hydro Pump
 TM: 01, 06, 07, 10, 13, 14, 17, 18, 21, 27, 31, 32,                    TM: 01. 06. 07. 10. 13. 14. 17. 18. 21, 27, 31, 32,
 39, 42, 44, 48, 55, 56, 74, 87, 88, 90, 94, 98, 100                    39, 42, 44, 45, 48, 55, 56, 74, 87, 88, 90, 94, 98,
                                                                        100
 Egg Moves: Aqua Jet, Aqua Ring, Aura Sphere, Brine,
 Dragon Pulse, Fake Out, Flail, Foresight, Haze,
 Mirror Coat, Mist, Mud Sport, Muddy Water,
 Refresh, Water Spout, Yawn
                                                                                                                                     5
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    Blastoise #009                                                        Caterpie #010
    Type: Water                                                           Type: Bug
    Classification: Medium | SR 13                                        Classification: Tiny | SR 1/8
    Minimum Level Found: 10                                               Minimum Level Found: 1
    Egg Group: Monster, Water 1                                           Egg Group: Bug
    Gender Rate: 87% M / 13% F                                            Gender Rate: 50% M / 50% F
    Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
    The Shellfish Pokémon. Once it takes aim at its                       The Worm Pokémon. If you touch the feeler on top
    enemy, it blasts out water with even more force                       of its head, it will release a horrible stink to protect
    than a fire hose.                                                     itself.
      STR      DEX      CON       INT     WIS       CHA                     STR      DEX      CON      INT       WIS       CHA
    17 (+3) 14 (+2) 19 (+4) 6 (-2) 14 (+2) 10 (+0)                         9 (-1) 10 (+0) 8 (-1) 6 (-2) 10 (+0) 14 (+2)
    Torrent: When this Pokémon falls below 25% of its                     Shield Dust: Once per long rest, this Pokémon can
    maximum hp, double the STAB damage for its                            ignore a negative status condition that results from
    water-type moves.                                                     an enemy move.
6
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 Metapod #011                                                           Butterfree #012
 Type: Bug                                                              Type: Bug/Flying
 Classification: Tiny | SR 1                                            Classification: Medium | SR 6
 Minimum Level Found: 2                                                 Minimum Level Found: 5
 Egg Group: Bug                                                         Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Cocoon Pokémon. Hardens its shell to protect                       The Butterfly Pokémon. Its wings, covered with
 itself. However, a large impact may cause it to pop                    poisonous powder, repel water. This allows it to fly
 out of its shell.                                                      in the rain.
    STR     DEX      CON         INT    WIS       CHA                      STR       DEX      CON       INT      WIS         CHA
 10 (+0) 9 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)                           14 (+2) 15 (+2) 10 (+0) 6 (-2) 12 (+1) 12 (+1)
                                                                                                                                   7
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    Weedle #013                                                           Kakuna #014
    Type: Bug/Poison                                                      Type: Bug/Poison
    Classification: Tiny | SR 1/8                                         Classification: Tiny | SR 1
    Minimum Level Found: 1                                                Minimum Level Found: 2
    Egg Group: Bug                                                        Egg Group: Bug
    Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
    Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
    The Hairy Bug Pokémon. Beware of the sharp                            The Cocoon Pokémon. Able to move only slightly.
    stinger on its head. It hides in grass and bushes                     When endangered, it may stick out its stinger and
    where it eats leaves.                                                 poison its enemy.
     STR      DEX      CON       INT       WIS      CHA                      STR      DEX      CON        INT    WIS        CHA
    9 (-1) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                          10 (+0) 9 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
    Shield Dust: Once per long rest, this Pokémon can                     Shed Skin: If this Pokémon is affected by a negative
    ignore a negative status condition that results from                  status ailment, they can roll a d4 at the end of each
    an enemy move.                                                        of their turns. On a result of 4, they are cured.
8
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 Beedrill #015                                                          Pidgey #016
 Type: Bug/Poison                                                       Type: Normal/Flying
 Classification: Medium | SR 6                                          Classification: Tiny | SR 1/4
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Bug                                                         Egg Group: Flying
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Poison Bee Pokémon. It has three poisonous                         The Tiny Bird Pokémon. Very docile. If attacked, it
 stingers on its forelegs and its tail. They are used to                will often kick up sand to protect itself rather than
 jab its enemy repeatedly.                                              fight back.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 12 (+1) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
                                                                                                                                  9
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     Pidgeotto #017                                                         Pidgeot #018
     Type: Normal/Flying                                                    Type: Normal/Flying
     Classification: Medium | SR 3                                          Classification: Medium | SR 10
     Minimum Level Found: 5                                                 Minimum Level Found: 8
     Egg Group: Flying                                                      Egg Group: Flying
     Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
     The Bird Pokémon. This Pokémon is full of vitality. It                 The Bird Pokémon. This Pokémon flies at Mach 2
     constantly flies around its large territory in search of               speed, seeking prey. Its large talons are feared as
     prey.                                                                  wicked weapons.
       STR       DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     13 (+1) 14 (+2) 10 (+0) 6 (-2) 12 (+1) 10 (+0)                          14 (+2) 20 (+5) 12 (+1) 6 (-2) 14 (+2) 10 (+0)
     Keen Eye: This Pokémon ignores disadvantage when                       Keen Eye: This Pokémon ignores disadvantage when
     it relates to sight.                                                   it relates to sight.
     Tangled Feet: Attacks against this Pokémon have                        Tangled Feet: Attacks against this Pokémon have
     disadvantage when it is confused.                                      disadvantage when it is confused.
     Hidden Ability                                                         Hidden Ability
     Big Pecks: This Pokémon's AC cannot be reduced by                      Big Pecks: This Pokémon's AC cannot be reduced by
     an opponent's moves.                                                   an opponent's moves.
     Evolution: Pidgeotto can evolve into Pidgeot at level                  Starting Moves: Gust, Quick Attack, Sand Attack,
     14 and above. When it evolves, its health increases                    Tackle, Whirlwind
     by double its level, and it gains 11 points to add to                  Level 10: Twister, Feather Dance
     its ability scores (max 20).                                           Level 14: Agility, Wing Attack
                                                                            Level 18: Roost, Tailwind, Mirror Move, Air Slash,
     Starting Moves: Tackle, Sand Attack, Gust                              Hurricane
     Level 6: Quick Attack, Whirlwind                                       TM: 01, 06, 10, 11, 15, 17, 18, 19, 21, 27, 32, 40,
     Level 10: Twister, Feather Dance                                       42, 44, 45, 46, 48, 51, 68, 76, 87, 88, 89, 90, 100
     Level 14: Agility, Wing Attack, Roost
     Level 18: Tailwind, Mirror Move, Air Slash, Hurricane
     TM: 01, 06, 10, 11 ,17, 18, 19, 21, 27, 32, 40, 42,
     44, 45, 46, 48, 51, 76, 87, 88, 89, 90, 100
10
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 Rattata #019                                                           Raticate #020
 Type: Normal                                                           Type: Normal
 Classification: Tiny | SR 1/4                                          Classification: Small | SR 5
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Mouse Pokémon. Will chew on anything with                          The Mouse Pokémon. Its hind feet are webbed. They
 its fangs. If you see one, you can be certain that 40                  act as flippers, so it can swim in rivers and hunt for
 more live in the area.                                                 prey.
    STR       DEX       CON      INT      WIS      CHA                     STR       DEX       CON       INT      WIS      CHA
 10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1)                           15 (+2) 15 (+2) 13 (+1) 6 (-2) 12 (+1) 8 (-1)
 Run Away: This Pokémon cannot be the target of an                      Run Away: This Pokémon cannot be the target of an
 attack of opportunity.                                                 attack of opportunity.
 Guts: When this Pokémon is burned or poisoned,                         Guts: When this Pokémon is burned or poisoned,
 they are not affected by the disadvantage or reduced                   they are not affected by the disadvantage or reduced
 damage effects. They still take damage at the end of                   damage effects. They still take damage at the end of
 each of their turns.                                                   each of their turns.
 Hidden Ability                                                         Hidden Ability
 Hustle: When you score a critical hit, you may                         Hustle: When you score a critical hit, you may
 immediately gain an additional action on your turn.                    immediately gain an additional action on your turn.
 If this action is used to make an attack, you have                     If this action is used to make an attack, you have
 disadvantage on the roll. You may only ever have                       disadvantage on the roll. You may only ever have
 one additional action per round.                                       one additional action per round.
 Evolution: Rattata can evolve into Raticate at level 6                 Starting Moves: Quick Attack, Tackle, Tail Whip,
 and above. When it evolves, its health increases by                    Focus Energy, Scary Face, Swords Dance, Bite
 double its level, and it gains 10 points to add to its                 Level 6: Pursuit, Assurance
 ability scores (max 20).                                               Level 10: Hyper Fang, Crunch
                                                                        Level 14: Sucker Punch, Super Fang
 Starting Moves: Tackle, Tail Whip                                      Level 18: Double-Edge, Endeavor
 Level 2: Quick Attack, Focus Energy, Bite                              TM: 01, 05, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21,
 Level 6: Pursuit, Hyper Fang, Assurance                                24, 25, 27, 30, 32, 42, 44, 45, 46, 48, 57, 68, 73,
 Level 10: Crunch, Sucker Punch                                         75, 86, 87, 88, 89, 90, 93, 100
 Level 14: Super Fang, Double-Edge, Endeavor
 TM: 01, 06, 10, 11, 12 ,13, 14, 17, 18, 21, 24, 25,
 27, 30, 32, 42, 44, 45, 46, 48, 57, 73, 86, 87, 88,
 89, 90, 93, 100
 Egg Moves: Bite, Counter, Final Gambit, Flame
 Wheel, Fury Swipes, Last Resort, Me First, Revenge,
 Reversal, Screech, Swagger, Uproar
                                                                                                                                  11
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     Spearow #021                                                           Fearow #022
     Type: Normal/Flying                                                    Type: Normal/Flying
     Classification: Tiny | SR 1/4                                          Classification: Medium | SR 5
     Minimum Level Found: 1                                                 Minimum Level Found: 5
     Egg Group: Flying                                                      Egg Group: Flying
     Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
     The Tiny Bird Pokémon. Inept at flying high.                           The Beak Pokémon. A Pokémon that dates back
     However, it can fly around very fast to protect its                    many years. If it senses danger, it flies high and
     territory.                                                             away, instantly.
       STR       DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)                          15 (+2) 16 (+3) 10 (+0) 6 (-2) 12 (+1) 10 (+0)
     Keen Eye: This Pokémon ignores disadvantage when                       Keen Eye: This Pokémon ignores disadvantage when
     it relates to sight.                                                   it relates to sight.
     Evolution: Spearow can evolve into Fearow at level 6                   Starting Moves: Growl, Leer, Peck, Pluck, Pursuit
     and above. When it evolves, its health increases by                    Level 6: Fury Attack, Aerial Ace, Mirror Move
     double its level, and it gains 9 points to add to its                  Level 10: Assurance, Agility
     ability scores (max 20).                                               Level 14: Focus Energy
                                                                            Level 18: Roost, Drill Peck, Drill Run
     Starting Moves: Growl, Peck, Leer                                      TM: 01, 06, 10, 11, 15, 17, 18, 19, 21, 32, 40, 42,
     Level 2: Pursuit, Fury Attack                                          44, 45, 46, 49, 51, 54, 68, 76, 87, 88, 89, 90, 100
     Level 6: Aerial Ace, Mirror Move
     Level 10: Assurance, Agility
     Level 14: Focus Energy, Roost
     Level 18: Drill Peck
     TM: 01, 06, 10, 11, 17, 18, 19, 21, 27, 32, 40, 42,
     44, 45, 46, 48, 49, 51, 54, 76, 87, 88, 89, 90, 100
     Egg Moves: Astonish, Feint Attack, False Swipe,
     Feather Dance, Quick Attack, Razor Wind, Scary
     Face, Sky Attack, Tri Attack, Uproar, Whirlwind
12
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 Ekans #023                                                             Arbok #024
 Type: Poison                                                           Type: Poison
 Classification: Small | SR 1/2                                         Classification: Large | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field, Dragon                                               Egg Group: Field, Dragon
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Snake Pokémon. The older it gets, the longer it                    The Cobra Pokémon. The frightening patterns on its
 grows. At night, it wraps its long body around tree                    belly have been studied. Six variations have been
 branches to rest.                                                      confirmed.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 12 (+1) 13 (+1) 11 (+0) 8 (-1) 10 (+0) 10 (+0)                          14 (+2) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 10 (+0)
 Intimidate: Once per short rest, you can impose                        Intimidate: Once per short rest, you can impose
 disadvantage on an enemy attack roll of your choice.                   disadvantage on an enemy attack roll of your choice.
 Shed Skin: If this Pokémon is affected by a negative                   Shed Skin: If this Pokémon is affected by a negative
 status ailment, they can roll a d4 at the end of each                  status ailment, they can roll a d4 at the end of each
 of their turns. On a result of 4, they are cured.                      of their turns. On a result of 4, they are cured.
 Hidden Ability                                                         Hidden Ability
 Unnerve: Opponents in combat with this Pokémon                         Unnerve: Opponents in combat with this Pokémon
 cannot eat held berries.                                               cannot eat held berries.
 Evolution: Ekans can evolve into Arbok at level 7 and                  Starting Moves: Bite, Crunch, Fire Fang, Ice Fang,
 above. When it evolves, its health increases by                        Leer, Poison Sting, Thunder Fang, Wrap
 double its level, and it gains 8 points to add to its                  Level 6: Glare, Screech
 ability scores (max 20).                                               Level 10: Acid, Spit Up, Stockpile, Swallow
                                                                        Level 14: Acid Spray, Mud Bomb, Gastro Acid
 Starting Moves: Leer, Wrap, Poison Sting                               Level 18: Haze, Coil, Gunk Shot, Belch
 Level 2: Bite, Glare                                                   TM: 06, 09, 10, 11, 15, 17, 18, 21, 26, 27, 32, 34,
 Level 6: Screech, Acid                                                 36, 39, 41, 42, 44, 45, 46, 59, 66, 68, 78, 80, 82,
 Level 10: Spit Up, Stockpile, Swallow                                  83, 84, 87, 88, 90, 97, 100
 Level 14: Acid Spray, Mud Bomb, Gastro Acid
 Level 18: Haze, Coil, Gunk Shot, Belch
 TM: 06, 09, 10, 11, 17, 18, 21, 26, 27, 32, 34, 36,
 39, 41, 42, 44, 45, 46, 48, 59, 66, 78, 80, 83, 84,
 87, 88, 90, 97, 100
 Egg Moves: Beat Up, Disable, Iron Tail, Poison Fang,
 Poison Tail, Pursuit, Scary Face, Slam, Snatch, Spite,
 Sucker Punch, Switcheroo
                                                                                                                                  13
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     Pikachu #025                                                          Raichu #026
     Type: Electric                                                        Type: Electric
     Classification: Tiny | SR 1/2                                         Classification: Small | SR 7
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Field, Fairy                                               Egg Group: Field, Fairy
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Mouse Pokémon. This forest-dwelling Pokémon                       The Mouse Pokémon. When electricity builds up
     stores electricity in its cheeks, so you’ll feel a tingly             inside its body, it becomes feisty. It also glows in
     shock if you touch it.                                                the dark.
       STR       DEX      CON        INT    WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
     11 (+0) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)                         12 (+1) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
     Static: When this Pokémon is hit by a melee attack,                   Static: When this Pokémon is hit by a melee attack,
     roll a d4. On a result of 4, the attacker takes an                    roll a d4. On a result of 4, the attacker takes an
     amount of electric damage equal to this Pokemon's                     amount of electric damage equal to this Pokemon's
     proficiency bonus.                                                    proficiency bonus.
     Evolution: Pikachu can evolve into Raichu at level 8                  Starting Moves: Quick Attack, Tail Whip, Thunder
     and above with the help of a Thunder Stone, or                        Shock, Thunderbolt
     Alolan Raichu at level 8 and above with the help of
     an Alola Stone. When it evolves, its health increases                 TM: 06, 10, 15, 16, 17, 19, 21, 24, 25, 27, 31, 32,
     by double its level, and it gains 9 points to add to its              42, 44, 45, 46, 48, 52, 56, 57, 68, 72, 73, 86, 87,
     ability scores (max 20).                                              88, 90, 93, 100
14
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 Sandshrew #027                                                         Sandslash #028
 Type: Ground                                                           Type: Ground
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 7
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Mouse Pokémon. Its body is dry. When it gets                       The Mouse Pokémon. It is skilled at slashing
 cold at night, its hide is said to become coated with                  enemies with its claws. If broken, they start to grow
 a fine dew.                                                            back in a day.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 14 (+2) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                          16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
 Sand Veil: This Pokémon is immune to Sandstorm                         Sand Veil: This Pokémon is immune to Sandstorm
 damage. In addition, its AC increases by 2 in desert                   damage. In addition, its AC increases by 2 in desert
 terrain, or during a Sandstorm.                                        terrain, or during a Sandstorm.
 Evolution: Sandshrew can evolve into Sandslash at                      Starting Moves: Crush Claw, Defense Curl, Poison
 level 7 and above. When it evolves, its health                         Sting, Sand Attack, Scratch, Rollout, Rapid Spin, Fury
 increases by double its level, and it gains 10 points                  Cutter
 to add to its ability scores (max 20).                                 Level 6: Magnitude, Swift
                                                                        Level 10: Fury Swipes, Sand Tomb
 Starting Moves: Defense Curl, Scratch, Sand Attack                     Level 14: Slash, Dig
 Level 2: Poison Sting, Rollout, Rapid Spin, Fury                       Level 18: Gyro Ball, Swords Dance, Sandstorm,
 Cutter                                                                 Earthquake
 Level 6: Magnitude, Swift                                              TM: 06, 10, 11, 15, 17, 20, 21, 26, 27, 31, 32, 37,
 Level 10: Fury Swipes, Sand Tomb, Slash                                39, 40, 42, 44, 44, 46, 48, 52, 56, 65, 68, 71, 74,
 Level 14: Dig, Gyro Ball                                               75, 78, 80, 81, 84, 87, 88, 90, 100
 Level 18: Swords Dance, Sandstorm, Earthquake
 TM: 06, 10, 11, 17, 20, 21, 26, 27, 31, 32, 37, 39,
 40, 42, 44, 45, 48, 56, 65, 74, 75, 78, 80,81, 84,
 87, 88, 90, 100
 Egg Moves: Chip Away, Counter, Crush Claw, Endure,
 Flail, Metal Claw, Mud Shot, Night Slash, Rapid Spin,
 Rock Climb, Rock Slide, Rototiller, Safeguard,
 Swords Dance
                                                                                                                                  15
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     Nidoran ♀ #029                                                        Nidorina #030
     Type: Poison                                                          Type: Poison
     Classification: Tiny | SR 1/4                                         Classification: Small | SR 4
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Monster, Field                                             Egg Group: Monster, Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 0% M / 100% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Poison Pin Pokémon. A mild-mannered                               The Poison Pin Pokémon. When resting deep in its
     Pokémon that does not like to fight. Beware—its                       burrow, its barbs always retract. This is proof that it
     small horn secretes venom.                                            is relaxed.
       STR      DEX       CON        INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                         14 (+2) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
     Poison Point: When this Pokémon is hit with a                         Poison Point: When this Pokémon is hit with a
     melee attack, roll a 1d4. On a result of 4, the                       melee attack, roll a 1d4. On a result of 4, the
     attacker takes an amount of poison damage equal to                    attacker takes an amount of poison damage equal to
     this Pokémon’s proficiency modifier.                                  this Pokémon’s proficiency modifier.
     Rivalry: This Pokémon adds its proficiency bonus to                   Rivalry: This Pokémon adds its proficiency bonus to
     damage when attacking a Pokémon of the same                           damage when attacking a Pokémon of the same
     type.                                                                 type.
     Hidden Ability                                                        Hidden Ability
     Hustle: When you score a critical hit, you may                        Hustle: When you score a critical hit, you may
     immediately gain an additional action on your turn.                   immediately gain an additional action on your turn.
     If this action is used to make an attack, you have                    If this action is used to make an attack, you have
     disadvantage on the roll. You may only ever have                      disadvantage on the roll. You may only ever have
     one additional action per round.                                      one additional action per round.
     Evolution: Nidoran ♀ can evolve into Nidorina at                      Evolution: Nidorina can evolve into Nidoqueen at
     level 6 and above. When it evolves, its health                        level 14 and above with the help of a Moon Stone.
     increases by double its level, and it gains 5 points to               When it evolves, its health increases by double its
     add to its ability scores (max 20).                                   level, and it gains 12 points to add to its ability
                                                                           scores (max 20).
     Starting Moves: Growl, Scratch
     Level 2: Tail Whip, Double Kick                                       Starting Moves: Growl, Scratch, Tail Whip, Double
     Level 6: Poison Sting, Fury Swipes                                    Kick
     Level 10: Bite, Helping Hand                                          Level 6: Poison Sting
     Level 14: Toxic Spikes, Flatter                                       Level 10: Fury Swipes, Bite
     Level 18: Crunch, Captivate, Poison Fang                              Level 14: Helping Hand, Toxic Spikes
                                                                           Level 18: Flatter, Crunch, Captivate, Poison Fang
     TM: 06, 09, 10, 11, 13, 14, 17, 18, 21, 24, 25, 27,
     32, 36, 40, 42, 44, 45, 46, 48, 49, 65, 84, 87, 88,                   TM: 06, 09, 10, 11, 13, 14, 17, 18, 21, 24, 25, 27,
     90, 100                                                               32, 36, 40, 42, 44, 45, 46, 48, 49, 65, 84, 87, 88,
                                                                           90, 100
     Egg Moves: Beat Up, Charm, Chip Away, Counter,
     Disable, Endure, Focus Energy, Iron Tail, Poison Tail,
     Pursuit, Supersonic, Take Down, Venom Drench
16
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 Nidoqueen #031                                                         Nidoran ♂ #032
 Type: Poison/Ground                                                    Type: Poison
 Classification: Medium | SR 13                                         Classification: Tiny | SR 1/4
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Monster, Field                                              Egg Group: Monster, Field
 Gender Rate: 0% M / 100% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Drill Pokémon. Tough scales cover the sturdy                       The Poison Pin Pokémon. Its large ears are always
 body of this Pokémon. It appears that the scales                       kept upright. If it senses danger, it will attack with a
 grow in cycles.                                                        poisonous sting.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 10 (+0)                          12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
                                                                                                                                   17
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     Nidorino #033                                                         Nidoking #034
     Type: Poison                                                          Type: Poison/Ground
     Classification: Small | SR 4                                          Classification: Medium | SR 12
     Minimum Level Found: 5                                                Minimum Level Found: 10
     Egg Group: Monster, Field                                             Egg Group: Monster, Field
     Gender Rate: 100% M / 0% F                                            Gender Rate: 100% M / 0% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Poison Pin Pokémon. Its horn contains venom.                      The Drill Pokémon. Its steel-like hide adds to its
     If it stabs an enemy with the horn, the impact makes                  powerful tackle. Its horns are so hard, they can
     the poison leak out.                                                  pierce a diamond.
       STR      DEX       CON        INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     13 (+1) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)                         18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
18
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 Clefairy #035                                                          Clefable #036
 Type: Fairy                                                            Type: Fairy
 Classification: Tiny | SR 1                                            Classification: Medium | SR 8
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Fairy                                                       Egg Group: Fairy
 Gender Rate: 25% M / 75% F                                             Gender Rate: 25% M / 75% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Fairy Pokémon. Adored for their cute looks and                     The Fairy Pokémon. They appear to be very
 playfulness. They are thought to be rare, as they do                   protective of their own world. It is a kind of fairy,
 not appear often.                                                      rarely seen by people.
   STR       DEX      CON        INT      WIS     CHA                      STR       DEX      CON       INT      WIS      CHA
 12 (+1) 12 (+1) 10 (+0) 6 (-2) 12 (+1) 12 (+1)                          14 (+2) 15 (+2) 12 (+1) 6 (-2) 14 (+2) 14 (+2)
 Cute Charm: Once per short rest, you can impose                        Cute Charm: Once per short rest, you can impose
 disadvantage on an enemy attack roll of your choice.                   disadvantage on an enemy attack roll of your choice.
 Magic Guard: If this Pokémon is subjected to a                         Magic Guard: If this Pokémon is subjected to a
 move that forces it to make a saving throw to take                     move that forces it to make a saving throw to take
 only half damage, it instead takes no damage on a                      only half damage, it instead takes no damage on a
 success.                                                               success.
 Hidden Ability                                                         Hidden Ability
 Friend Guard: Once per long rest, when an ally within                  Unaware: When this Pokémon attacks an opponent,
 15 feet of this Pokémon is hit by an attack, it may                    it ignores any stat boosts the opponent has been
 choose to halve the damage dealt.                                      affected with after the start of battle. This includes
                                                                        boosts to AC or saving throws the Pokémon has to
                                                                        make.
 Evolution: Clefairy can evolve into Clefable at level 8
 and above with the help of a Moon Stone. When it
 evolves, its health increases by double its level, and                 Starting Moves: Disarming Voice, Double Slap,
 it gains 11 points to add to its ability scores (max                   Metronome, Minimize, Sing, Spotlight
 20).
                                                                        TM: 01, 03, 04, 06, 10, 11, 13, 14, 15, 16, 17, 18,
                                                                        20, 21, 22, 24, 25, 27, 29, 30, 31, 32, 33, 35. 38,
 Starting Moves: Disarming Voice, Encore, Growl,                        42, 44, 45, 48, 49, 52, 56, 57, 68, 73, 77, 85, 86,
 Pound, Spotlight                                                       87, 88, 90, 99, 100
 Level 2: Sing, Double Slap
 Level 6: Defense Curl, Follow Me, Bestow
 Level 10: Wake-Up Slap, Minimize
 Level 14: Stored Power, Metronome, Cosmic Power
 Level 18: Lucky Chant, Body Slam, Moonlight,
 Moonblast, Gravity, Meteor Mash, Healing Wish,
 After You
 TM: 01, 03, 04, 06, 10, 11, 13, 14, 16, 17, 18, 20,
 21, 22, 24, 25, 25, 27, 29, 30, 31, 32, 33, 35, 38,
 42, 44, 45, 48, 49, 56, 57, 73, 77, 85, 86, 87, 88,
 90, 99, 100
                                                                                                                                  19
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            Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Vulpix #037                                                           Ninetales #038
     Type: Fire                                                            Type: Fire
     Classification: Tiny | SR 1/4                                         Classification: Medium | SR 7
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 25% M / 75% F                                            Gender Rate: 25% M / 75% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Fox Pokémon. Both its fur and its tails are                       The Fox Pokémon. According to an enduring legend,
     beautiful. As it grows, the tails split and form more                 nine noble saints were united and reincarnated as
     tails.                                                                this Pokémon.
       STR       DEX      CON        INT     WIS        CHA                   STR       DEX      CON       INT     WIS        CHA
     10 (+0) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)                         14 (+2) 18 (+4) 11 (+0) 6 (-2) 12 (+1) 12 (+1)
     Flash Fire: This Pokémon takes no damage from fire                    Flash Fire: This Pokémon takes no damage from fire
     or fire-type attacks. Instead, immediately after taking               or fire-type attacks. Instead, immediately after taking
     a hit from a fire-type move, or in open flames,                       a hit from a fire-type move, or in open flames,
     double the STAB bonus on the next fire-type move.                     double the STAB bonus on the next fire-type move.
     Evolution: Vulpix can evolve into Ninetales at level 8                Starting Moves: Confuse Ray, Flamethrower,
     and above with the help of a Fire Stone. When it                      Imprison, Nasty Plot, Quick Attack, Safeguard
     evolves, its health increases by double its level, and
     it gains 12 points to add to its ability scores (max                  TM: 03, 04, 05, 06, 10, 11, 15, 17, 20, 21, 22, 27,
     20).                                                                  32, 35, 38, 42, 43, 44, 45, 48, 50, 53, 61, 66, 68,
                                                                           77, 85, 88, 90, 97, 100
     Starting Moves: Ember, Tail Whip
     Level 2: Roar, Baby-Doll Eyes, Quick Attack
     Level 6: Confuse Ray, Fire Spin, Payback
     Level 10: Will-O-Wisp, Feint Attack, Hex
     Level 14: Flame Burst, Extrasensory, Safeguard
     Level 18: Flamethrower, Imprison, Fire Blast,
     Grudge, Captivate, Inferno
     TM: 05, 06, 10, 11, 17, 20, 21, 27, 32, 35, 38, 42,
     43, 44, 45, 48, 50, 53, 61, 66, 77, 87, 88, 90, 97,
     100
     Egg Moves: Captivate, Disable, Energy Ball,
     Extrasensory, Feint Attack, Flail, Flare Blitz, Heat
     Wave, Hex, Howl, Hypnosis, Power Swap, Psych Up,
     Secret Power, Spite, Tail Slap
20
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                   Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Jigglypuff #039                                                        Wigglytuff #040
 Type: Normal/Fairy                                                     Type: Normal/Fairy
 Classification: Tiny | SR 1                                            Classification: Medium | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Fairy                                                       Egg Group: Fairy
 Gender Rate: 25% M / 75% F                                             Gender Rate: 25% M / 75% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Balloon Pokémon. Uses its cute round eyes to                       The Balloon Pokémon. Its body is very elastic. By
 enrapture its foe. It then sings a pleasing melody                     inhaling deeply, it can continue to inflate itself
 that lulls the foe to sleep.                                           without limit.
   STR       DEX      CON        INT      WIS     CHA                      STR       DEX      CON       INT      WIS      CHA
 12 (+1) 12 (+1) 10 (+0) 6 (-2) 12 (+1) 12 (+1)                          14 (+2) 13 (+1) 14 (+2) 6 (-2) 14 (+2) 14 (+2)
 Cute Charm: Once per short rest, you can impose                        Cute Charm: Once per short rest, you can impose
 disadvantage on an enemy attack roll of your choice.                   disadvantage on an enemy attack roll of your choice.
 Competitive: This Pokémon adds its proficiency                         Competitive: This Pokémon adds its proficiency
 bonus to damage rolls while poisoned, burned,                          bonus to damage rolls while poisoned, burned,
 confused, or paralyzed.                                                confused, or paralyzed.
 Hidden Ability                                                         Hidden Ability
 Friend Guard: Once per long rest, when an ally within                  Frisk: Upon entering a battle, a single opponent’s
 15 feet of this Pokémon is hit by an attack, it may                    held item is revealed, if it has one.
 choose to halve the damage dealt.
                                                                        Starting Moves: Defense Curl, Disable, Double-Edge,
 Evolution: Jigglypuff can evolve into Wigglytuff at                    Double Slap, Play Rough, Sing
 level 8 and above with the help of a Moon Stone.
 When it evolves, its health increases by double its                    TM: 01, 06, 10, 11, 13, 14, 15, 16, 17, 18, 20, 21,
 level, and it gains 11 points to add to its ability                    22, 24, 25, , 27, 29, 30, 31, 32, 33, 35, 38, 42, 44,
 scores (max 20).                                                       45, 48, 49, 52, 56, 57, 68, 73, 74, 77, 85, 86, 87,
                                                                        88, 90, 93, 99, 100
 Starting Moves: Sing, Defense Curl
 Level 2: Pound, Disarming Voice, Play Nice
 Level 6: Disable, Double Slap
 Level 10: Rollout, Round, Spit Up, Stockpile,
 Swallow, Wake-Up Slap
 Level 14: Rest, Body Slam, Gyro Ball, Mimic
 Level 18: Hyper Voice, Double-Edge
 TM: 01, 06, 10, 11, 13, 14, 16, 17, 18, 20, 21, 22,
 24, 25, 27, 29, 30, 31, 32, 33, 35, 38, 42, 44, 45,
 48, 49, 56, 57, 73, 74, 77, 85, 86, 87, 88, 90, 93,
 99, 100
                                                                                                                                  21
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     Zubat #041                                                            Golbat #042
     Type: Poison/Flying                                                   Type: Poison/Flying
     Classification: Small | SR 1/4                                        Classification: Medium | SR 7
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Flying                                                     Egg Group: Flying
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Bat Pokémon. Emits ultrasonic cries while it                      The Bat Pokémon. It attacks in a stealthy manner,
     flies. They act as a sonar used to check for objects                  without warning. Its sharp fangs are used to bite and
     in its way.                                                           to suck blood.
        STR      DEX       CON        INT    WIS        CHA                   STR       DEX       CON       INT      WIS      CHA
     10 (+0) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 8 (-1)                          14 (+2) 18 (+4) 14 (+2) 6 (-2) 14 (+2) 8 (-1)
Inner Focus: This Pokémon is immune to flinching. Inner Focus: This Pokémon is immune to flinching.
     Evolution: Zubat can evolve into Golbat at level 7                    Evolution: Golbat can evolve into Crobat at level 14
     and above. When it evolves, its health increases by                   and above. When it evolves, its health increases by
     double its level, and it gains 12 points to add to its                double its level, and it gains 5 points to add to its
     ability scores (max 20).                                              ability scores (max 20).
22
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 Oddish #043                                                            Gloom #044
 Type: Grass/Poison                                                     Type: Grass/Poison
 Classification: Tiny | SR 1/4                                          Classification: Small | SR 5
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Grass                                                       Egg Group: Grass
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Weed Pokémon. It may be mistaken for a clump                       The Weed Pokémon. Smells incredibly foul!
 of weeds. If you try to yank it out of the ground, it                  However, around one out of a thousand people
 shrieks horribly.                                                      enjoy sniffing its nose-bending stink.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 11 (+0) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 12 (+1)                          14 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
 Chlorophyll: This Pokémon’s speed is doubled in                        Chlorophyll: This Pokémon’s speed is doubled in
 harsh sunlight.                                                        harsh sunlight.
 Evolution: Oddish can evolve into Gloom at level 7                     Evolution: Gloom can evolve into Vileplume at level
 and above. When it evolves, its health increases by                    14 and above with the help of a Leaf Stone, or
 double its level, and it gains 7 points to add to its                  Bellossom at level 14 and above with the help of a
 ability scores (max 20).                                               Sun Stone. When it evolves, its health increases by
                                                                        double its level, and it gains 10 points to add to its
 Starting Moves: Absorb, Growth                                         ability scores (max 20).
 Level 2: Sweet Scent, Acid
 Level 6: Poison Powder, Stun Spore, Sleep Powder                       Starting Moves: Absorb, Acid, Growth, Sweet Scent
 Level 10: Mega Drain, Lucky Chant, Moonlight                           Level 6: Poison Powder, Stun Spore, Sleep Powder
 Level 14: Giga Drain, Toxic                                            Level 10: Mega Drain, Lucky Chant
 Level 18: Natural Gift, Moonblast, Petal Dance,                        Level 14: Moonlight, Giga Drain, Toxic
 Grassy Terrain                                                         Level 18: Natural Gift, Petal Dance, Petal Blizzard,
                                                                        Grassy Terrain
 TM: 06, 09, 10, 11, 17, 21, 22, 27, 32, 36, 42 44
 45 48 53 75 83 86 87 88,90,96, 99, 100                                 TM: 06, 09, 10, 11, 17, 21, 22, 27, 32, 36, 42, 44,
                                                                        45, 48, 53, 56, 75, 83, 86, 87, 88, 90, 96, 99, 100
 Egg Moves: After You, Charm, Flail, Ingrain, Nature
 Power, Razor Leaf, Secret Power, Swords Dance,
 Synthesis, Teeter Dance, Tickle
                                                                                                                                  23
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     Vileplume #045                                                        Paras #046
     Type: Grass/Poison                                                    Type: Bug/Grass
     Classification: Small | SR 13                                         Classification: Tiny | SR 1/4
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Grass                                                      Egg Group: Bug, Grass
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Flower Pokémon. Flaps its broad flower petals                     The Mushroom Pokémon. Burrows under the
     to scatter its poisonous pollen. The flapping sound                   ground to gnaw on tree roots. The mushrooms on
     is very loud.                                                         its back absorb most of the nutrition.
       STR       DEX      CON      INT      WIS      CHA                      STR      DEX      CON        INT    WIS        CHA
     16 (+3) 14 (+2) 16 (+3) 6 (-2) 14 (+2) 14 (+2)                         12 (+1) 9 (-1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
     Chlorophyll: This Pokémon’s speed is doubled in                       Effect Spore: When hit by a melee attack, roll a d4.
     harsh sunlight.                                                       On a 4, deal an amount of grass damage equal to
                                                                           your proficiency modifier to your attacker.
     Hidden Ability
     Effect Spore: When hit by a melee attack, roll a d4.                  Dry Skin: At the end of each of this Pokémon's
     On a 4, deal an amount of grass damage equal to                       turns, it takes an amount of damage equal to its
     your proficiency modifier to your attacker.                           proficiency modifier in harsh sunlight, or heals for
                                                                           the same amount during rain.
     Starting Moves: Aromatherapy, Mega Drain, Poison                      Hidden Ability
     Powder, Stun Spore                                                    Damp: This Pokémon is unaffected by Self Destruct
     Level 18: Petal Dance, Solar Beam, Petal Blizzard                     and Explosion moves.
     TM: 06, 09, 10, 11, 15, 17, 20, 21, 22, 27, 32, 36,
     42, 44, 45, 53, 56, 68, 75, 83, 86, 87, 88, 90,                       Evolution: Paras can evolve into Parasect at level 7
     96,99, 100                                                            and above. When it evolves, its health increases by
                                                                           double its level, and it gains 10 points to add to its
                                                                           ability scores (max 20).
24
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 Parasect #047                                                          Venonat #048
 Type: Bug/Grass                                                        Type: Bug/Poison
 Classification: Small | SR 7                                           Classification: Small | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Bug, Grass                                                  Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Mushroom Pokémon. The bug host is drained                          The Insect Pokémon. Its large eyes act as radar. In a
 of energy by the mushroom on its back. The                             bright place, you can see that they are clusters of
 mushroom appears to do all the thinking.                               many tiny eyes.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                          13 (+1) 11 (+0) 11 (+0) 6 (-2) 12 (+1) 10 (+0)
 Effect Spore: When hit by a melee attack, roll a d4.                   Compound Eyes: This Pokémon gets an additional
 On a 4, deal an amount of grass damage equal to                        +1 to attack rolls.
 your proficiency modifier to your attacker.
                                                                        Tinted Lens: This Pokémon’s moves ignore
 Dry Skin: At the end of each of this Pokémon's                         resistances.
 turns, it takes an amount of damage equal to its
 proficiency modifier in harsh sunlight, or heals for                   Hidden Ability
 the same amount during rain.                                           Run Away: This Pokémon cannot be the target of an
                                                                        attack of opportunity.
 Hidden Ability
 Damp: This Pokémon is unaffected by Self Destruct
                                                                        Evolution: Venonat can evolve into Venomoth at
 and Explosion moves.
                                                                        level 9 and above. When it evolves, its health
                                                                        increases by double its level, and it gains 8 points to
 Starting Moves: Absorb, Cross Poison, Poison                           add to its ability scores (max 20).
 Powder, Scratch, Stun Spore
 Level 6: Fury Cutter                                                   Starting Moves: Disable, Foresight, Tackle
 Level 10: Spore                                                        Level 2: Supersonic, Confusion
 Level 14: Slash, Growth                                                Level 6: Poison Powder, Psybeam
 Level 18: Giga Drain, Aromatherapy, Rage Powder,                       Level 10: Stun Spore, Signal Beam
 X-Scissor                                                              Level 14: Sleep Powder, Leech Life
 TM: 06, 09, 10, 11, 15, 16, 17, 21, 22, 27, 28, 31,                    Level 18: Zen Headbutt, Poison Fang, Psychic
 32, 36, 40, 42, 44, 45, 46, 48, 53, 54, 68, 75, 81,
                                                                        TM: 06, 09,.10, 11, 17, 21, 22, 27, 28, 29, 32, 36,
 86, 87, 88, 90, 96, 100
                                                                        42, 44, 45, 46, 48, 83, 87, 88, 90, 100
                                                                        Egg Moves: Agility, Baton Pass, Bug Bite, Giga Drain,
                                                                        Morning Sun, Rage Powder, Screech, Secret Power,
                                                                        Signal Beam, Skill Swap, Toxic Spikes
                                                                                                                                  25
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     Venomoth #049                                                         Diglett #050
     Type: Bug/Poison                                                      Type: Ground
     Classification: Medium | SR 8                                         Classification: Tiny | SR 1/2
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Bug                                                        Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Poison Moth Pokémon. The powdery scales on                        The Mole Pokémon. It prefers dark places. It spends
     its wings are hard to remove from skin. They also                     most of its time underground, though it may pop up
     contain poison that leaks out on contact.                             in caves.
       STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     14 (+2) 17 (+3) 12 (+1) 6 (-2) 14 (+2) 10 (+0)                         12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
26
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 Dugtrio #051                                                           Meowth #052
 Type: Ground                                                           Type: Normal
 Classification: Small | SR 8                                           Classification: Tiny | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Mole Pokémon. A team of triplets that can                          The Scratch Cat Pokémon. Appears to be more
 burrow to a depth of 60 miles. It’s reported that this                 active at night. It loves round and shiny things. It
 triggers an earthquake.                                                can’t stop itself from picking them up.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 15 (+2) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 15 (+2) 10 (+0) 8 (-1) 10 (+0) 12 (+1)
                                                                                                                                  27
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     Persian #053                                                          Psyduck #054
     Type: Normal                                                          Type: Water
     Classification: Small | SR 7                                          Classification: Small | SR 1/2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Water 1, Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Classy Cat Pokémon. The gem in its forehead                       The Duck Pokémon. Always tormented by
     glows on its own! It walks with all the grace and                     headaches. It uses psychic powers, but whether it
     elegance of a proud queen.                                            intends to do so is not known.
       STR      DEX       CON      INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     14 (+2) 18 (+4) 10 (+0) 8 (-1) 12 (+1) 14 (+2)                         11 (+0) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
     Limber: This Pokémon is immune to being                               Cloud Nine: While this Pokémon is in battle,
     paralyzed.                                                            weather-related abilities have no effect on the
                                                                           Pokémon that have them.
     Technician: For damaging moves activated by this
     Pokémon with 15 max PP or more, they may roll the                     Hidden Ability
     damage twice and choose either total.                                 Swift Swim: This Pokémon's swim speed is doubled
                                                                           in rainy conditions.
     Hidden Ability
     Unnerve: Opponents in combat with this Pokémon
                                                                           Evolution: Psyduck can evolve into Golduck at level
     cannot eat held berries.
                                                                           9 and above. When it evolves, its health increases by
                                                                           double its level, and it gains 6 points to add to its
     Starting Moves: Bite, Fake Out, Growl, Play Rough,                    ability scores (max 20).
     Scratch, Swift, Switcheroo
     Level 6: Fury Swipes, Screech                                         Starting Moves: Scratch, Water Sport
     Level 10: Feint Attack, Taunt                                         Level 2: Tail Whip, Water Gun, Confusion
     Level 14: Power Gem                                                   Level 6: Fury Swipes, Water Pulse, Disable
     Level 18: Slash, Nasty Plot, Assurance, Captivate,                    Level 10: Screech, Zen Headbutt
     Night Slash, Feint                                                    Level 14: Aqua Tail, Soak, Psych Up
     TM: 01, 05, 06, 10, 11, 12, 15, 17, 18, 21, 24, 25,                   Level 18: Amnesia, Hydro Pump, Wonder Room
     27, 30, 32, 40, 41, 42, 44, 45, 46, 48, 49, 63, 65,
                                                                           TM: 03, 04, 06, 07, 10, 13, 14, , 16, 17, 18, 21, 27,
     65, 66, 77, 85, 87, 88, 89, 90, 97, 100
                                                                           29, 31, 32, 40, 42, 44, 45, 48, 55, 56, 65, 77, 87,
                                                                           88, 90, 94, 98, 100
                                                                           Egg Moves: Clear Smog, Confuse Ray, Cross Chop,
                                                                           Encore, Foresight, Future Sight, Hypnosis, Light
                                                                           Screen, Mud Bomb, Psybeam, Psychic, Refresh,
                                                                           Secret Power, Simple Beam, Sleep Talk,
                                                                           Synchronoise, Yawn
28
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 Golduck #055                                                           Mankey #056
 Type: Water                                                            Type: Fighting
 Classification: Medium | SR 10                                         Classification: Tiny | SR 1/2
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Water 1, Field                                              Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Duck Pokémon. Its long, slim limbs end in                          The Pig Monkey Pokémon. An agile Pokémon that
 broad flippers. They are used for swimming                             lives in trees. It angers easily and will not hesitate to
 gracefully in lakes.                                                   attack anything.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX       CON       INT       WIS     CHA
 14 (+2) 15 (+2) 14 (+2) 6 (-2) 14 (+2) 10 (+0)                          12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1)
 Damp: This Pokémon is unaffected by Self Destruct                      Vital Spirit: This Pokémon cannot be put to sleep.
 and Explosion moves.
                                                                        Anger Point: After suffering a critical hit, this
 Cloud Nine: While this Pokémon is in battle,                           Pokémon doubles the damage dice for a single
 weather-related abilities have no effect on the                        move it activates on the following turn.
 Pokémon that have them.
                                                                        Hidden Ability
 Hidden Ability                                                         Defiant: When this Pokémon is subject to a move
 Swift Swim: This Pokémon's swim speed is doubled                       that gives it a status condition, it has advantage on
 in rainy conditions.                                                   the next attack.
 Starting Moves: Aqua Jet, Me First, Scratch, Tail                      Evolution: Mankey can evolve into Primeape at level
 Whip, Water Gun, Water Sport, Confusion, Fury                          8 and above. When it evolves, its health increases by
 Swipes, Water Pulse, Disable                                           double its level, and it gains 10 points to add to its
 Level 10: Screech, Zen Headbutt                                        ability scores (max 20).
 Level 14: Aqua Tail, Soak
 Level 18: Psych Up, Amnesia, Hydro Pump, Wonder                        Starting Moves: Covet, Focus Energy, Leer, Low Kick,
 Room                                                                   Scratch
 TM: 03,04, 06, 07, 10, 13, 14, 15, 16, 17, 18, 21,                     Level 2: Fury Swipes, Karate Chop
 27, 29, 31, 32, 40, 42, 44, 45, 47, 48, 52, 55, 56,                    Level 6: Pursuit, Seismic Toss, Swagger
 65, 68, 77, 87, 88, 90, 94, 98, 100                                    Level 10: Cross Chop, Assurance
                                                                        Level 14: Punishment, Thrash, Stompin Tantrum
                                                                        Level 18: Close Combat, Screech, Outrage, Final
                                                                        Gambit
                                                                        TM: 01, 06, 08, 10, 11, 12, 17, 18, 21, 23, 24, 25,
                                                                        26, 27, 31, 32, 39, 40, 42, 45, 46, 47, 48, 50, 52,
                                                                        56, 62, 66, 78, 80, 84, 87, 88, 89, 90, 100
                                                                        Egg Moves: Beat Up, Close Combat, Counter,
                                                                        Encore, Focus Punch, Foresight, Meditate, Revenge,
                                                                        Reversal, Rock Slide, Sleep Talk, Smelling Salts
                                                                                                                                    29
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     Primeape #057                                                         Growlithe #058
     Type: Fighting                                                        Type: Fire
     Classification: Small | SR 6                                          Classification: Small | SR 1/2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 75% M / 25% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Pig Monkey Pokémon. It stops being angry only                     The Puppy Pokémon. A Pokémon with a friendly
     when nobody else is around. To view this moment is                    nature. However, it will bark fiercely at anything
     very difficult.                                                       invading its territory.
        STR       DEX       CON      INT        WIS   CHA                     STR       DEX      CON       INT     WIS        CHA
     16 (+3) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 8 (-1)                          13 (+1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
     Vital Spirit: This Pokémon cannot be put to sleep.                    Intimidate: Once per short rest, you can impose
                                                                           disadvantage on an enemy attack roll of your choice.
     Anger Point: After suffering a critical hit, this
     Pokémon doubles the damage dice for a single                          Flash Fire: This Pokémon takes no damage from fire
     move it activates on the following turn.                              or fire-type attacks. Instead, immediately after taking
                                                                           a hit from a fire-type move, or in open flames,
     Hidden Ability                                                        double the STAB bonus on the next fire-type move.
     Defiant: When this Pokémon is subject to a move
     that gives it a status condition, it has advantage on                 Hidden Ability
     the next attack.                                                      Justified: When this Pokémon is hit by a dark-type
                                                                           move, it gets advantage on its next attack.
     Starting Moves: Fling, Focus Energy, Leer, Low Kick,
     Rage, Scratch, Fury Swipes, Karate Chop                               Evolution: Growlithe can evolve into Arcanine at
     Level 6: Pursuit, Seismic Toss                                        level 8 and above with the help of a Fire Stone.
     Level 10: Swagger, Cross Chop, Assurance                              When it evolves, its health increases by double its
     Level 14: Punishment, Thrash                                          level, and it gains 12 points to add to its ability
     Level 18: Stomping Tantrum, Close Combat,                             scores (max 20).
     Screech, Outrage, Final Gambit
     TM: 01. 06,. 08, 10, 11, 12, 15, 17, 18, 21, 23, 24,                  Starting Moves: Bite, Roar
     25, 26, 27, 31, 32, 39, 40, 42, 44, 45, 46, 47, 48,                   Level 2: Ember, Leer, Odor Sleuth
     50, 52, 56, 62, 66, 68, 71, 78, 80, 84, 87, 88, 89,                   Level 6: Helping Hand, Flame Wheel
     90, 100                                                               Level 10: Reversal, Fire Fang, Take Down
                                                                           Level 14: Flame Burst, Agility, Retaliate,
                                                                           Flamethrower
                                                                           Level 18: Crunch, Heat Wave, Outrage, Flare Blitz
                                                                           TM: 05, 06, 10, 11, 17, 20, 21, 27, 32, 35, 38, 40,
                                                                           42, 43, 44, 45, 46, 48, 50, 61, 87, 88, 90, 93, 95,
                                                                           100
                                                                           Egg Moves: Body Slam, Close Combat, Covet,
                                                                           Crunch, Double Kick, Double-Edge, Fire Spin, Flare
                                                                           Blitz, Heat Wave, Howl, Iron Tail, Morning Sun,
                                                                           Safeguard, Thrash
30
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                   Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Arcanine #059                                                          Poliwag #060
 Type: Fire                                                             Type: Water
 Classification: Large | SR 11                                          Classification: Tiny | SR 1/4
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Water 1
 Gender Rate: 75% M / 25% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Legendary Pokémon. A legendary Pokémon in                          The Tadpole Pokémon. The direction of the spiral on
 the East. Many people are charmed by the grace and                     the belly differs by area. It is more adept at
 beauty of its running.                                                 swimming than walking.
   STR       DEX      CON       INT      WIS        CHA                    STR       DEX      CON       INT     WIS       CHA
 16 (+3) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
 Intimidate: Once per short rest, you can impose                        Water Absorb: This Pokémon takes no damage from
 disadvantage on an enemy attack roll of your choice.                   water or water-type attacks. Instead, half of any
                                                                        water damage done is absorbed, restoring the
 Flash Fire: This Pokémon takes no damage from fire                     Pokémon's HP.
 or fire-type attacks. Instead, immediately after taking
 a hit from a fire-type move, or in open flames,                        Damp: This Pokémon is unaffected by Self Destruct
 double the STAB bonus on the next fire-type move.                      and Explosion moves.
 Hidden Ability                                                         Hidden Ability
 Justified: When this Pokémon is hit by a dark-type                     Swift Swim: This Pokémon's swim speed is doubled
 move, it gets advantage on its next attack.                            in rainy conditions.
 Starting Moves: Bite, Fire Fang, Odor Sleuth, Roar,                    Evolution: Poliwag can evolve into Poliwhirl at level
 Thunder Fang                                                           7 and above. When it evolves, its health increases by
 Level 14: Extreme Speed                                                double its level, and it gains 6 points to add to its
                                                                        ability scores (max 20).
 TM: 05, 06, 10, 11, 15, 17, 20, 21, 22, 27, 32, 35,
 38, 40, 42, 43, 44, 45, 46, 48, 50, 61, 68, 78, 87,
 88, 90, 93, 95, 100                                                    Starting Moves: Water Sport
                                                                        Level 2: Water Gun, Hypnosis, Bubble
                                                                        Level 6: Double Slap, Rain Dance
                                                                        Level 10: Body Slam, Bubble Beam
                                                                        Level 14: Mud Shot, Belly Drum, Wake-Up Slap
                                                                        Level 18: Hydro Pump, Mud Bomb
                                                                        TM: 06, 07, 10, 13, 14, 17, 18, 21, 27, 29, 32, 42,
                                                                        44, 45, 46, 48, 55, 87, 88, 90, 94, 98, 100
                                                                        Egg Moves: Bubble Beam, Encore, Endeavor, Endure,
                                                                        Haze, Ice Ball, Mind Reader, Mist, Mud Shot,
                                                                        Refresh, Splash, Water Pulse, Water Sport
                                                                                                                                  31
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     Poliwhirl #061                                                        Poliwrath #062
     Type: Water                                                           Type: Water/Fighting
     Classification: Small | SR 3                                          Classification: Medium | SR 12
     Minimum Level Found: 5                                                Minimum Level Found: 10
     Egg Group: Water 1                                                    Egg Group: Water 1
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Tadpole Pokémon. Under attack, it uses its belly                  The Tadpole Pokémon. Swims powerfully using all
     spiral to put the foe to sleep. It then makes its                     the muscles in its body. It can even overtake world-
     escape.                                                               class swimmers.
       STR       DEX      CON       INT     WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)                         19 (+4) 17 (+3) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
     Water Absorb: This Pokémon takes no damage from                       Water Absorb: This Pokémon takes no damage from
     water or water-type attacks. Instead, half of any                     water or water-type attacks. Instead, half of any
     water damage done is absorbed, restoring the                          water damage done is absorbed, restoring the
     Pokémon's HP.                                                         Pokémon's HP.
     Damp: This Pokémon is unaffected by Self Destruct                     Damp: This Pokémon is unaffected by Self Destruct
     and Explosion moves.                                                  and Explosion moves.
     Hidden Ability                                                        Hidden Ability
     Swift Swim: This Pokémon's swim speed is doubled                      Swift Swim: This Pokémon's swim speed is doubled
     in rainy conditions.                                                  in rainy conditions.
     Evolution: Poliwhirl can evolve into Poliwrath at level               Starting Moves: Bubble Beam, Double Slap,
     14 and above with the help of a Water Stone, or                       Hypnosis, Submission
     Politoed at level 14 and above while holding a                        Level 14: Dynamic Punch
     King's Rock. When it evolves, its health increases by                 Level 18: Mind Reader, Circle Throw
     double its level, and it gains 12 points to add to its
     ability scores (max 20).                                              TM: 01, 06, 07, 08, 10, 13, 14, 15, 17, 18, 21, 26,
                                                                           27, 29, 31, 32, 39, 42, 44, 45, 46, 47, 48, 52, 55,
                                                                           56, 66, 68, 78, 80, 84, 87, 88, 90, 94, 98, 100
     Starting Moves: Hypnosis, Water Gun, Water Sport,
     Bubble
     Level 6: Double Slap, Rain Dance
     Level 10: Body Slam, Bubble Beam
     Level 14: Mud Shot
     Level 18: Belly Drum, Wake-Up Slap, Hydro Pump,
     Mud Bomb
     TM: 06, 07, 10, 13, 14, 17, 18, 21, 26, 27, 29, 31,
     32, 42, 44, 45, 46, 48, 55, 56, , 78, 87, 88, 90, 94,
     98, 100
32
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 Abra #063                                                              Kadabra #064
 Type: Psychic                                                          Type: Psychic
 Classification: Small | SR 1/2                                         Classification: Medium | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Human-Like                                                  Egg Group: Human-Like
 Gender Rate: 75% M / 25% F                                             Gender Rate: 75% M / 25% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Psi Pokémon. Sleeps 18 hours a day. If it senses                   The Psi Pokémon. Many odd things happen if this
 danger, it will teleport itself to safety even as it                   Pokémon is close by. For example, it makes clocks
 sleeps.                                                                run backward.
  STR      DEX      CON      INT        WIS       CHA                      STR      DEX      CON        INT      WIS      CHA
 9 (-1) 13 (+1) 8 (-1) 12 (+1) 12 (+1) 10 (+0)                           11 (+0) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 10 (+0)
 Synchronize: If this Pokémon becomes burned,                           Synchronize: If this Pokémon becomes burned,
 paralyzed, or poisoned, its attacker receives the                      paralyzed, or poisoned, its attacker receives the
 negative status condition as well (if not immune).                     negative status condition as well (if not immune).
 Inner Focus: This Pokémon is immune to flinching.                      Inner Focus: This Pokémon is immune to flinching.
 Hidden Ability                                                         Hidden Ability
 Magic Guard: If this Pokémon is subjected to a                         Magic Guard: If this Pokémon is subjected to a
 move that forces it to make a saving throw to take                     move that forces it to make a saving throw to take
 only half damage, it instead takes no damage on a                      only half damage, it instead takes no damage on a
 success.                                                               success.
 Evolution: Abra can evolve into Kadabra at level 6                     Evolution: Kadabra can evolve into Alakazam at level
 and above. When it evolves, its health increases by                    14 and above. When it evolves, its health increases
 double its level, and it gains 10 points to add to its                 by double its level, and it gains 7 points to add to its
 ability scores (max 20).                                               ability scores (max 20).
                                                                                                                                   33
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     Alakazam #065                                                         Machop #066
     Type: Psychic                                                         Type: Fighting
     Classification: Medium | SR 12                                        Classification: Tiny | SR 1/2
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Human-Like                                                 Egg Group: Human-Like
     Gender Rate: 75% M / 25% F                                            Gender Rate: 75% M / 25% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Psi Pokémon. A Pokémon that can memorize                          The Superpower Pokémon. Very powerful in spite of
     anything. It never forgets what it learns—that’s why                  its small size. Its mastery of many types of martial
     this Pokémon is smart.                                                arts makes it very tough.
       STR      DEX      CON       INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 16 (+3) 12 (+1) 16 (+3) 16 (+3) 10 (+0)                        14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
     Starting Moves: Confusion, Kinesis, Teleport, Disable,                Evolution: Machop can evolve into Machoke at level
     Psybeam, Miracle Eye, Reflect                                         8 and above. When it evolves, its health increases by
     Level 14: Psycho Cut, Recover, Telekinesis, Psychic                   double its level, and it gains 6 points to add to its
     Level 18: Ally Switch, Calm Mind, Future Sight, Trick                 ability scores (max 20).
     TM: 03, 04, 06, 10, 11, 12, 15, 16, 17, 18, 20, 21,
     27, 29, 30, 32, 33, 41, 42, 44, 45, 46, 48, 52, 53,                   Starting Moves: Leer, Low Kick, Focus Energy
     56, 57, 63, 68, 73, 77, 85, 86, 87, 88, 90, 92, 99,                   Level 2: Karate Chop, Foresight
     100                                                                   Level 6: Low Sweep, Seismic Toss, Revenge
                                                                           Level 10: Knock Off, Vital Throw, Wake-Up Slap
                                                                           Level 14: Dual Chop, Submission, Bulk Up
                                                                           Level 18: Cross Chop, Scary Face, Dynamic Punch
                                                                           TM: 01, 06, 08, 10, 11, 16, 17, 18, 21, 23, 26, 27,
                                                                           31, 32, 35, 38, 39, 42, 44, 45, 46, 47, 48, 52, 56,
                                                                           66, 78, 80, 84, 87, 88, 90, 100
                                                                           Egg Moves: Bullet Punch, Close Combat, Counter,
                                                                           Encore, Fire Punch, Heavy Slam, Ice Punch, Knock
                                                                           Off, Light Screen, Meditate, Power Trick, Quick
                                                                           Guard, Rock Slide, Rolling Kick, Smelling Salts,
                                                                           Thunder Punch, Tickle
34
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 Machoke #067                                                           Machamp #068
 Type: Fighting                                                         Type: Fighting
 Classification: Medium | SR 5                                          Classification: Medium | SR 12
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Human-Like                                                  Egg Group: Human-Like
 Gender Rate: 75% M / 25% F                                             Gender Rate: 75% M / 25% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Superpower Pokémon. The belt around its waist                      The Superpower Pokémon. One arm alone can
 holds back its energy. Without it, this Pokémon                        move mountains. Using all four arms, this Pokémon
 would be unstoppable.                                                  fires off awesome punches.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 15 (+2) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                          18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
 Guts: When this Pokémon is burned or poisoned,                         Guts: When this Pokémon is burned or poisoned,
 they are not affected by the disadvantage or reduced                   they are not affected by the disadvantage or reduced
 damage effects. They still take damage at the end of                   damage effects. They still take damage at the end of
 each of their turns.                                                   each of their turns.
 No Guard: Any attack made by or against this                           No Guard: Any attack made by or against this
 Pokémon has advantage.                                                 Pokémon has advantage.
 Hidden Ability                                                         Hidden Ability
 Steadfast: Once per long rest, when this Pokémon                       Steadfast: Once per long rest, when this Pokémon
 fails a saving throw against a negative status                         fails a saving throw against a negative status
 condition, it can choose to pass instead.                              condition, it can choose to pass instead.
 Evolution: Machoke can evolve into Machamp at                          Starting Moves: Focus Energy, Karate Chop, Leer,
 level 16 and above. When it evolves, its health                        Low Kick, Strength, Wide Guard, Foresight, Low
 increases by double its level, and it gains 9 points to                Sweep, Seismic Toss, Revenge, Knock Off, Vital
 add to its ability scores (max 20).                                    Throw, Wake-Up Slap
                                                                        Level 14: Dual Chop, Submission, Bulk Up
 Starting Moves: Focus Energy, Karate Chop, Leer,                       Level 18: Cross Chop, Scary Face, Dynamic Punch
 Low Kick, Foresight                                                    TM: 01, 06, 08, 10, 11, 15, 16, 17, 18, 21, 23, 26,
 Level 6: Low Sweep, Seismic Toss, Revenge                              27, 31, 32, 35, 38, 39, 42, 44, 45, 46, 47, 48, 52,
 Level 10: Knock Off, Vital Throw, Wake-Up Slap                         56, 66 68, 71, 78, 80, 84, 87, 88, 90, 100
 Level 14: Dual Chop, Submission, Bulk Up
 Level 18: Cross Chop, Scary Face, Dynamic Punch
 TM: 01, 06, 08, 10, 11, 16, 17, 18, 21, 23, 26, 27,
 31, 32, 35, 38, 39, 42, 44, 45, 46, 47,48, 52, 56,
 66, 78, 80, 84, 87, 88, 90, 100
                                                                                                                                  35
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     Bellsprout #069                                                       Weepinbell #070
     Type: Grass/Poison                                                    Type: Grass/Poison
     Classification: Tiny | SR 1/4                                         Classification: Small | SR 5
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Grass                                                      Egg Group: Grass
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Flower Pokémon. Prefers hot and humid places.                     The Flycatcher Pokémon. When hungry, it swallows
     It ensnares tiny bugs with its vines and devours                      anything that moves. Its hapless prey is dissolved by
     them.                                                                 strong acids.
       STR       DEX      CON        INT    WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     10 (+0) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                         13 (+1) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
     Chlorophyll: This Pokémon’s speed is doubled in                       Chlorophyll: This Pokémon’s speed is doubled in
     harsh sunlight.                                                       harsh sunlight.
     Evolution: Bellsprout can evolve into Weepinbell at                   Evolution: Weepinbell can evolve into Victreebel at
     level 7 and above. When it evolves, its health                        level 14 and above with the help of a Leaf Stone.
     increases by double its level, and it gains 8 points to               When it evolves, its health increases by double its
     add to its ability scores (max 20).                                   level, and it gains 9 points to add to its ability scores
                                                                           (max 20).
     Starting Moves: Vine Whip
     Level 2: Growth, Wrap                                                 Starting Moves: Growth, Vine Whip, Wrap
     Level 6: Sleep Powder, Poison Powder, Stun Spore                      Level 6: Sleep Powder, Poison Powder, Stun Spore
     Level 10: Acid, Knock Off                                             Level 10: Acid
     Level 14: Sweet Scent, Gastro Acid                                    Level 14: Knock Off, Sweet Scent
     Level 18: Razor Leaf, Poison Jab, Slam, Wring Out                     Level 18: Gastro Acid, Razor Leaf, Poison Jab, Slam,
                                                                           Wring Out
     TM: 06, 09, 10, 11, 17, 21, 22, 27, 32, 33, 36, 42,
     44, 45, 46, 48, 53, 75, 83, 84, 86, 87, 88, 90, 96,                   TM: 06, 09, 10, 11, 17, 21, 22, 27, 32, 33, 36, 42,
     100                                                                   44, 45, 46, 48, 53, 75, 83, 84, 86, 87, 88, 90, 96,
                                                                           100
     Egg Moves: Acid Spray, Belch, Bullet Seed, Clear
     Smog, Encore, Giga Drain, Ingrain, Leech Life,
     Magical Leaf, Natural Gift, Power Whip, Reflect,
     Swords Dance, Synthesis, Tickle, Weather Ball,
     Worry Seed
36
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 Victreebel #071                                                        Tentacool #072
 Type: Grass/Poison                                                     Type: Water/Poison
 Classification: Large | SR 12                                          Classification: Small | SR 2
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Grass                                                       Egg Group: Water 3
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Flycatcher Pokémon. Lures prey with the sweet                      The Jellyfish Pokémon. It can sometimes be found
 aroma of honey. Swallowed whole, the prey is                           all dry and shriveled up on a beach. Toss it back into
 dissolved in a day, bones and all.                                     the sea to revive it.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX       CON       INT      WIS      CHA
 16 (+3) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 10 (+0)                          14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
 Chlorophyll: This Pokémon’s speed is doubled in                        Clear Body: Other Pokémon's moves or abilities
 harsh sunlight.                                                        cannot lower this Pokémon stats.
                                                                                                                                  37
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     Tentacruel #073                                                       Geodude #074
     Type: Water/Poison                                                    Type: Rock/Ground
     Classification: Medium | SR 8                                         Classification: Tiny | SR 1/2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Water 3                                                    Egg Group: Mineral
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Jellyfish Pokémon. Its 80 tentacles can stretch                   The Rock Pokémon. Commonly found near
     and contract freely. They wrap around prey and                        mountain trails and the like. If you step on one by
     weaken it with poison.                                                accident, it gets angry.
        STR       DEX      CON       INT      WIS      CHA                    STR      DEX      CON        INT    WIS        CHA
     17 (+3) 18 (+4) 15 (+2) 6 (-2) 10 (+0) 8 (-1)                          14 (+2) 9 (-1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
38
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 Graveler #075                                                          Golem #076
 Type: Rock/Ground                                                      Type: Rock/Ground
 Classification: Medium | SR 6                                          Classification: Medium | SR 13
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Mineral                                                     Egg Group: Mineral
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Rock Pokémon. Often seen rolling down                              The Megaton Pokémon. Once it sheds its skin, its
 mountain trails. Obstacles are just things to roll                     body turns tender and whitish. Its hide hardens
 straight over, not avoid.                                              when it’s exposed to air.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                          19 (+4) 13 (+1) 18 (+4) 6 (-2) 14 (+2) 10 (+0)
 Rock Head: This Pokémon takes no recoil damage.                        Rock Head: This Pokémon takes no recoil damage.
 Sturdy: When taking damage equal to half or more of                    Sturdy: When taking damage equal to half or more of
 your current HP, roll a d4. On a result of 3 of 4,                     your current HP, roll a d4. On a result of 3 of 4,
 halve the damage dealt.                                                halve the damage dealt.
 Hidden Ability                                                         Hidden Ability
 Sand Veil: This Pokémon is immune to Sandstorm                         Sand Veil: This Pokémon is immune to Sandstorm
 damage. In addition, its AC increases by 2 in desert                   damage. In addition, its AC increases by 2 in desert
 terrain, or during a Sandstorm.                                        terrain, or during a Sandstorm.
 Evolution: Graveler can evolve into Golem at level                     Starting Moves: Defense Curl, Mud Sport, Rock
 14 and above. When it evolves, its health increases                    Polish, Tackle, Steamroller, Magnitude, Rock Throw,
 by double its level, and it gains 9 points to add to its               Smack Down, Bulldoze, Self-Destruct
 ability scores (max 20).                                               Level 14: Stealth Rock, Rock Blast, Earthquake
                                                                        Level 18: Explosion, Double-Edge, Stone Edge,
 Starting Moves: Defense Curl, Mud Sport, Rock                          Heavy Slam
 Polish, Tackle, Rollout                                                TM: 05, 06, 10, 11, 15, 17, 21, 23, 26, 27, 31, 32,
 Level 6: Magnitude, Rock Throw, Smack Down                             35, 37, 38, 39, 42, 44, 45, 48, 52, 56, 64, 68, 69,
 Level 10: Bulldoze, Self-Destruct                                      71, 74, 78, 80, 87, 88, 90, 96, 100
 Level 14: Stealth Rock, Rock Blast, Earthquake
 Level 18: Explosion, Double-Edge, Stone Edge
 TM: 06, 10, 11, 17, 21, 23, 26, 27, 31, 32, 35, 37,
 38, 39, 42, 44, 45, 48, 56, 64, 69, 71, 74, 78,
 8087, 88, 90, 96, 100
                                                                                                                                  39
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     Ponyta #077                                                           Rapidash #078
     Type: Fire                                                            Type: Fire
     Classification: Small | SR 1/2                                        Classification: Large | SR 11
     Minimum Level Found: 1                                                Minimum Level Found: 10
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Fire Horse Pokémon. Capable of jumping                            The Fire Horse Pokémon. Just loves to run. If it sees
     incredibly high. Its hooves and sturdy legs absorb                    something faster than itself, it will give chase at top
     the impact of a hard landing.                                         speed.
       STR       DEX      CON        INT     WIS        CHA                   STR       DEX      CON       INT     WIS        CHA
     12 (+1) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)                         16 (+3) 18 (+4) 14 (+2) 6 (-2) 12 (+1) 12 (+1)
     Run Away: This Pokémon cannot be the target of an                     Run Away: This Pokémon cannot be the target of an
     attack of opportunity.                                                attack of opportunity.
     Flash Fire: This Pokémon takes no damage from fire                    Flash Fire: This Pokémon takes no damage from fire
     or fire-type attacks. Instead, immediately after taking               or fire-type attacks. Instead, immediately after taking
     a hit from a fire-type move, or in open flames,                       a hit from a fire-type move, or in open flames,
     double the STAB bonus on the next fire-type move.                     double the STAB bonus on the next fire-type move.
     Hidden Ability                                                        Hidden Ability
     Flame Body: The flames from this Pokémon's body                       Flame Body: The flames from this Pokémon's body
     shine dim light in a 15 ft radius. In addition, when                  shine dim light in a 15 ft radius. In addition, when
     hit by a melee attack, roll a d10. On a 10, the                       hit by a melee attack, roll a d10. On a 10, the
     attacker is burned.                                                   attacker is burned.
     Evolution: Ponyta can evolve into Rapidash at level                   Starting Moves: Ember, Fury Attack, Growl,
     10 and above. When it evolves, its health increases                   Megahorn, Poison Jab, Quick Attack, Tail Whip,
     by double its level, and it gains 12 points to add to                 Flame Wheel, Stomp, Flame Charge, Fire Spin
     its ability scores (max 20).                                          Level 14: Take Down, Inferno, Agility
                                                                           Level 18: Fire Blast, Bounce, Flare Blitz
     Starting Moves: Growl, Tackle                                         TM: 06, 10, 11, 15, 17, 21, 22, 27, 32, 35, 38, 42,
     Level 2: Tail Whip, Ember                                             43, 44, 45, 48, 49, 50, 61, 67, 68, 84, 87, 88, 90,
     Level 6: Flame Wheel, Stomp                                           93, 100
     Level 10: Flame Charge, Fire Spin
     Level 14: Take Down, Inferno, Agility
     Level 18: Fire Blast, Bounce, Flare Blitz
     TM: 06, 10, 11, 17, 21, 22, 27, 32, 35, 38, 42, 43,
     44, 45, 48, 49, 50, 61, 87, 88, 90, 93, 100
     Egg Moves: Ally Switch, Captivate, Charm, Double
     Kick, Double-Edge, Flame Wheel, Horn Drill,
     Hypnosis, Iron Tail, Low Kick, Morning Sun, Thrash
40
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 Slowpoke #079                                                          Slowbro #080
 Type: Water/Psychic                                                    Type: Water/Psychic
 Classification: Medium | SR 1/2                                        Classification: Medium | SR 11
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Monster, Water 1                                            Egg Group: Monster, Water 1
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Dopey Pokémon. Incredibly slow and sluggish.                       The Hermit Crab Pokémon. Lives lazily by the sea. If
 It is quite content to loll about without worrying                     the Shellder on its tail comes off, it becomes a
 about the time.                                                        Slowpoke again.
    STR     DEX      CON       INT      WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 12 (+1) 8 (-1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                           16 (+3) 12 (+1) 18 (+4) 6 (-2) 16 (+3) 10 (+0)
 Oblivious: This Pokémon is immune to moves that                        Oblivious: This Pokémon is immune to moves that
 attempt to charm or taunt it.                                          attempt to charm or taunt it.
 Own Tempo: This Pokémon is immune to becoming                          Own Tempo: This Pokémon is immune to becoming
 confused.                                                              confused.
 Hidden Ability                                                         Hidden Ability
 Regenerator: Once per long rest, this Pokémon                          Regenerator: Once per long rest, this Pokémon
 regains hit points equal to its level when it returns                  regains hit points equal to its level when it returns
 to its Pokéball.                                                       to its Pokéball.
 Evolution: Slowpoke can evolve into Slowbro at level                   Starting Moves: Curse, Growl, Tackle, Withdraw,
 10 and above, or Slowking at level 10 and above                        Yawn, Water Gun, Confusion, Disable
 while holding a King's Rock. When it evolves, its                      Level 10: Headbutt
 health increases by double its level, and it gains 14                  Level 14: Water Pulse, Zen Headbutt, Slack Off
 points to add to its ability scores (max 20).                          Level 18: Amnesia, Psychic, Rain Dance, Psych Up,
                                                                        Heal Pulse
 Starting Moves: Curse, Tackle, Yawn                                    TM: 03, 04, 06, 07, 10, 11, 13, 14, 15, 16, 17, 18,
 Level 2: Growl, Water Gun                                              20, 21, 26, 27, 29, 30, 31, 32, 35, 38, 40, 42, 44,
 Level 6: Confusion, Disable                                            45, 48, 49, 52, 55, 56, 68, 73, 77, 78, 85, 86, 87,
 Level 10: Headbutt                                                     90, 92, 94, 100
 Level 14: Water Pulse, Zen Headbutt, Slack Off,
 Amnesia
 Level 18: Psychic, Rain Dance, Psych Up, Heal Pulse
 TM: 03, 04, 06, 07, 10, 11, 13, 14, 16, 17, 18, 20,
 21, 26, 27, 29, 30, 32, 35, 38, 42, 44, 45, 48, 49,
 55, 73, 77, 78, 85, 86, 87, 88, 90, 92, 94, 100
 Egg Moves: Belch, Belly Drum, Block, Future Sight,
 Me First, Mud Sport, Safeguard, Sleep Talk, Snore,
 Stomp, Wonder Room, Zen Headbutt
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     Magnemite #081                                                        Magneton #082
     Type: Electric/Steel                                                  Type: Electric/Steel
     Classification: Tiny | SR 1/2                                         Classification: Small | SR 8
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Gender Unknown                                             Egg Group: Gender Unknown
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Magnet Pokémon. It is hatched with the ability                    The Magnet Pokémon. Generates strange radio
     to defy gravity. It floats while emitting powerful                    signals. It raises the temperature by 3.6 degrees
     electromagnetic waves.                                                Fahrenheit within 3,300 feet.
        STR      DEX       CON       INT     WIS      CHA                     STR       DEX       CON       INT      WIS      CHA
     10 (+0) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 8 (-1)                          13 (+1) 15 (+2) 17 (+3) 8 (-1) 12 (+1) 8 (-1)
     Magnet Pull: Steel opponents in battle with this                      Magnet Pull: Steel opponents in battle with this
     Pokémon may not switch out or flee.                                   Pokémon may not switch out or flee.
     Sturdy: When taking damage equal to half or more of                   Sturdy: When taking damage equal to half or more of
     your current HP, roll a d4. On a result of 3 of 4,                    your current HP, roll a d4. On a result of 3 of 4,
     halve the damage dealt.                                               halve the damage dealt.
     Hidden Ability                                                        Hidden Ability
     Analytic: After this Pokémon misses an attack, its                    Analytic: After this Pokémon misses an attack, its
     next attack is done at advantage.                                     next attack is done at advantage.
     Evolution: Magnemite can evolve into Magneton at                      Evolution: Magneton can evolve into Magnezone at
     level 8 and above. When it evolves, its health                        level 15 and above. When it evolves, its health
     increases by double its level, and it gains 11 points                 increases by double its level, and it gains 8 points to
     to add to its ability scores (max 20).                                add to its ability scores (max 20).
     Starting Moves: Supersonic, Tackle                                    Starting Moves: Magnet Bomb, Supersonic, Tackle,
     Level 2: Thunder Shock, Magnet Bomb, Thunder                          Thunder Shock, Tri Attack, Thunder Wave, Electric
     Wave                                                                  Terrain
     Level 6: Light Screen, Sonic Boom, Spark                              Level 6: Light Screen, Sonic Boom
     Level 10: Mirror Shot, Metal Sound                                    Level 10: Spark, Mirror Shot, Metal Sound
     Level 14: Electro Ball, Flash Cannon, Screech,                        Level 14: Electro Ball, Flash Cannon, Screech
     Discharge                                                             Level 18: Discharge, Lock-On, Magnet Rise, Gyro
     Level 18: Lock-On, Magnet Rise, Gyro Ball, Zap                        Ball, Zap Cannon
     Cannon
                                                                           TM: 06, 10, 11, 15, 16, 17, 18, 21, 24, 25, 27, 32,
     TM: 06, 10, 11, 16, 17, 18, 21, 24, 25, 27, 32, 33,                   33,42, 44, 48, 57, 64, 68, 72, 73, 74, 77,87, 88,
     42, 44, 48, 57, 64, 72, 73, 74, 77, 87, 88,90, 91,                    90, 91, 93, 100
     93,100
     Egg Moves: Curse, Endure, Feather Dance, Flail,
     Foresight, Steel Wing
42
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 Farfetch'd #083                                                        Doduo #084
 Type: Normal/Flying                                                    Type: Normal/Flying
 Classification: Tiny | SR 3                                            Classification: Small | SR 1/4
 Minimum Level Found: 1                                                 Minimum Level Found: 1
 Egg Group: Flying, Field                                               Egg Group: Flying
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Wild Duck Pokémon. They live where reedy                           The Twin Bird Pokémon. Its short wings make flying
 plants grow. Farfetch’d are rarely seen, so it’s                       difficult. Instead, this Pokémon runs at high speed
 thought their numbers are decreasing.                                  on developed legs.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 14 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
 Keen Eye: This Pokémon ignores disadvantage when                       Run Away: This Pokémon cannot be the target of an
 it relates to sight.                                                   attack of opportunity.
 Inner Focus: This Pokémon is immune to flinching.                      Early Bird: This Pokémon has advantage on rolls to
                                                                        wake from sleep.
 Hidden Ability
 Defiant: When this Pokémon is subject to a move                        Hidden Ability
 that gives it a status condition, it has advantage on                  Tangled Feet: Attacks against this Pokémon have
 the next attack.                                                       disadvantage when it is confused.
 Starting Moves: Fury Cutter, Leer, Peck, Poison Jab,                   Evolution: Doduo can evolve into Dodrio at level 9
 Sand Attack                                                            and above. When it evolves, its health increases by
 Level 2: Fury Attack, Aerial Ace                                       double its level, and it gains 11 points to add to its
 Level 6: Knock Off, Slash                                              ability scores (max 20).
 Level 10: Air Cutter, Swords Dance
 Level 14: Agility, Night Slash                                         Starting Moves: Growl, Peck
 Level 18: Acrobatics, Feint, False Swipe, Air Slash,                   Level 2: Quick Attack, Rage
 Brave Bird                                                             Level 6: Fury Attack, Pursuit, Pluck
 TM: 01, 06, 10, 11, 17, 19, 21, 27, 32, 40, 42, 44,                    Level 10: Double Hit, Agility
 45, 46, 48, 51, 54, 59, 62, 75, 76, 77, 84,                            Level 14: Uproar, Acupressure, Swords Dance, Jump
 87,88,89, 90, 100                                                      Kick
                                                                        Level 18: Drill Peck, Endeavor, Thrash
 Egg Moves: Covet, Curse, Feather Dance, Flail,
 Foresight, Gust, Leaf Blade, Mirror Move, Mud-Slap,                    TM: 01, 06, 10, 11, 17, 19, 21, 27, 32, 40, 42, 44,
 Slash, Quick Attack, Revenge, Roost, Simple Beam,                      45, 46, 48, 49, 51, 75, 87, 88, 90, 100
 Steel Wing, Trump Card
                                                                        Egg Moves: Assurance, Brave Bird, Endeavor, Feint,
                                                                        Flail, Haze, Mirror Move, Natural Gift, Quick Attack,
                                                                        Supersonic
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     Dodrio #085                                                           Seel #086
     Type: Normal/Flying                                                   Type: Water
     Classification: Medium | SR 9                                         Classification: Small | SR 1/2
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Flying                                                     Egg Group: Water 1, Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Triple Bird Pokémon. One of Doduo’s two                           The Sea Lion Pokémon. Loves freezing-cold
     heads splits to form a unique species. It runs close                  conditions. Relishes swimming in a frigid climate of
     to 40 mph in prairies.                                                around 14 degrees Fahrenheit.
       STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     16 (+3) 19 (+4) 13 (+1) 6 (-2) 12 (+1) 10 (+0)                         13 (+1) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
     Starting Moves: Growl, Peck, Quick Attack, Rage, Tri                  Evolution: Seel can evolve into Dewgong at level 9
     Attack, Fury Attack, Pursuit, Pluck                                   and above. When it evolves, its health increases by
     Level 10: Double Hit, Agility                                         double its level, and it gains 13 points to add to its
     Level 14: Uproar, Acupressure, Swords Dance                           ability scores (max 20).
     Level 18: Jump Kick, Drill Peck, Endeavor, Thrash
     TM: 01, 06, 10, 11, 12, 15, 17, 19, 21, 27, 32, 40,                   Starting Moves: Headbutt, Growl
     41, 42, 44, 45, 46, 48, 49, 51, 66, 68, 75, 76, 87,                   Level 2: Water Sport, Icy Wind
     88, 90, 100                                                           Level 6: Encore, Ice Shard, Rest
                                                                           Level 10: Aqua Ring, Aurora Beam
                                                                           Level 14: Aqua Jet, Brine, Take Down, Dive
                                                                           Level 18: Aqua Tail, Ice Beam, Safeguard, Hail
                                                                           TM: 06, 07, 10, 13, 14, 17, 18, 20, 21, 27, 32, 42,
                                                                           44, 45, 46, 48, 49, 56, 67, 87, 88, 90, 94, 98, 100
                                                                           Egg Moves: Belch, Disable, Encore, Entrainment,
                                                                           Fake Out, Horn Drill, Icicle Spear, Lick, Perish Song,
                                                                           Signal Beam, Slam, Sleep Talk, Spit Up, Stockpile,
                                                                           Swallow, Water Pulse
44
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 Dewgong #087                                                           Grimer #088
 Type: Water/Ice                                                        Type: Poison
 Classification: Large | SR 10                                          Classification: Small | SR 1/2
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Water 1, Field                                              Egg Group: Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Sea Lion Pokémon. Its entire body is a snowy                       The Sludge Pokémon. Made of congealed sludge. It
 white. Unharmed by even intense cold, it swims                         smells too putrid to touch. Even weeds won’t grow
 powerfully in icy waters.                                              in its path.
   STR       DEX      CON       INT     WIS         CHA                     STR      DEX      CON       INT      WIS       CHA
 17 (+3) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 12 (+1)                          14 (+2) 9 (-1) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
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     Muk #089                                                              Shellder #090
     Type: Poison                                                          Type: Water
     Classification: Medium | SR 10                                        Classification: Tiny | SR 1/2
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Amorphous                                                  Egg Group: Water 3
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Sludge Pokémon. Smells so awful, it can cause                     The Bivalve Pokémon. The shell can withstand any
     fainting. Through degeneration of its nose, it lost its               attack. However, when it is open, the tender body is
     sense of smell.                                                       exposed.
       STR       DEX       CON        INT    WIS        CHA                   STR       DEX      CON       INT     WIS       CHA
     17 (+3) 13 (+1) 20 (+5) 6 (-2) 12 (+1) 8 (-1)                          12 (+1) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
     Starting Moves: Harden, Mud-Slap, Poison Gas,                         Evolution: Shellder can evolve into Cloyster at level 8
     Pound, Disable, Sludge, Mud Bomb, Venom Drench                        and above with the help of a Water Stone. When it
     Level 10: Minimize, Fling                                             evolves, its health increases by double its level, and
     Level 14: Sludge Bomb, Sludge Wave, Screech                           it gains 9 points to add to its ability scores (max
     Level 18: Gunk Shot, Acid Armor, Memento, Belch                       20).
     TM: 06, 09, 10, 11, 12, 15, 17, 18, 21, 24, 25, 27,
     30, 31, 32, 34, 35, 36, 39, 41, 42, 44, 45, 46,                       Starting Moves: Tackle, Water Gun
     48,52, 56, 64, 66, 68, 80, 83, 84, 87, 88, 90, 97,                    Level 2: Withdraw, Supersonic
     100                                                                   Level 6: Icicle Spear, Protect
                                                                           Level 10: Leer, Clamp
                                                                           Level 14: Ice Shard, Razor Shell, Aurora Beam,
                                                                           Whirlpool
                                                                           Level 18: Brine, Iron Defense, Ice Beam, Shell
                                                                           Smash, Hydro Pump
                                                                           TM: 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42, 44,
                                                                           45, 48, 64, 66, 87, 90, 94, 100
                                                                           Egg Moves: Aqua Ring, Avalanche, Barrier, Bubble
                                                                           Beam, Icicle Spear, Mud Shot, Rapid Spin, Rock
                                                                           Blast, Screech, Take Down, Twineedle, Water Pulse
46
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 Cloyster #091                                                          Gastly #092
 Type: Water/Ice                                                        Type: Ghost/Poison
 Classification: Medium | SR 8                                          Classification: Small | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Water 3                                                     Egg Group: Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Bivalve Pokémon. For protection, it uses its                       The Gas Pokémon. Said to appear in decrepit,
 harder-than-diamond shell. It also shoots spikes                       deserted buildings. It has no real shape, as it appears
 from the shell.                                                        to be made of a gas.
   STR       DEX      CON       INT     WIS         CHA                   STR      DEX       CON      INT      WIS       CHA
 15 (+2) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                          9 (-1) 13 (+1) 11 (+0) 6 (-2) 14 (+2) 10 (+0)
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     Haunter #093                                                          Gengar #094
     Type: Ghost/Poison                                                    Type: Ghost/Poison
     Classification: Medium | SR 5                                         Classification: Medium | SR 12
     Minimum Level Found: 5                                                Minimum Level Found: 10
     Egg Group: Amorphous                                                  Egg Group: Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Gas Pokémon. By licking, it saps the victim’s                     The Shadow Pokémon. A Gengar is close by if you
     life. It causes shaking that won’t stop until the                     feel a sudden chill. It may be trying to lay a curse on
     victim’s demise.                                                      you.
       STR       DEX      CON      INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 15 (+2) 13 (+1) 6 (-2) 15 (+2) 10 (+0)                         14 (+2) 18 (+4) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
     Levitate: This Pokémon is immune to ground moves.                     Cursed Body: When hit by a melee attack, this
                                                                           Pokémon may roll 1d4. On a result of 4, the
     Evolution: Haunter can evolve into Gengar at level                    opponent who made the attack cannot use the
     14 and above. When it evolves, its health increases                   same move on its next turn.
     by double its level, and it gains 8 points to add to its
     ability scores (max 20).                                              Starting Moves: Hypnosis, Lick, Shadow Punch,
                                                                           Spite, Mean Look, Curse, Night Shade, Confuse Ray,
                                                                           Sucker Punch
     Starting Moves: Hypnosis, Lick, Shadow Punch,
                                                                           Level 14: Payback, Shadow Ball
     Spite, Mean Look
                                                                           Level 18: Dream Eater, Dark Pulse, Destiny Bond,
     Level 6: Curse, Night Shade
                                                                           Hex, Nightmare
     Level 10: Confuse Ray, Sucker Punch
     Level 14: Payback, Shadow Ball                                        TM: 06, 09, 10, 11, 12, 15, 17, 18, 21, 24, 25, 27,
     Level 18: Dream Eater, Dark Pulse, Destiny Bond,                      29, 30, 31, 32, 36, 41, 42, 44, 45, 46, 48, 52, 53,
     Hex, Nightmare                                                        56, 61, 63, 64, 65, 66, 68, 77, 83, 84, 85, 87, 88,
     TM: 06, 09, 10, 11, 12, 17, 18, 21, 24, 27, 29, 30,                   90, 92, 97, 99, 100
     32, 36, 41, 42, 44, 45, 46, 48, 53, 56, 61, 63, 64,
     65, 66, 77, 83, 84, 85, 87, 88, 90, 92, 97, 99, 100
48
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 Onix #095                                                              Drowzee #096
 Type: Rock/Ground                                                      Type: Psychic
 Classification: Huge | SR 10                                           Classification: Small | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Mineral                                                     Egg Group: Human-Like
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Rock Snake Pokémon. Burrows at high speed in                       The Hypnosis Pokémon. If you sleep by it all the
 search of food. The tunnels it leaves are used as                      time, it will sometimes show you dreams it had
 homes by Diglett.                                                      eaten in the past.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX       CON       INT      WIS      CHA
 18 (+4) 13 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                          13 (+1) 10 (+0) 12 (+1) 6 (-2) 14 (+2) 8 (-1)
 Evolution: Onix can evolve into Steelix at level 14                    Starting Moves: Hypnosis, Pound
 and above while holding a Metal Coat. When it                          Level 2: Disable, Confusion
 evolves, its health increases by double its level, and                 Level 6: Headbutt, Poison Gas
 it gains 7 points to add to its ability scores (max                    Level 10: Meditate, Psybeam
 20).                                                                   Level 14: Psych Up
                                                                        Level 18: Synchronoise, Zen Headbutt, Swagger,
 Starting Moves: Bind, Harden, Mud Sport, Tackle,                       Psychic, Nasty Plot, Psyshock, Future Sight
 Curse, Rock Throw, Rock Tomb
 Level 6: Rage, Stealth Rock, Rock Polish                               TM: 03, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 27,
 Level 10: Gyro Ball, Smack Down, Dragon Breath,                        29, 30, 31, 32, 33, 41, 42, 44, 45, 46, 47, 48, 56,
 Slam                                                                   73, 77, 85, 89, 87, 88, 89, 90, 92, 99, 100
 Level 14: Screech, Rock Slide, Sand Tomb, Iron Tail                    Egg Moves: Assist, Barrier, Fire Punch, Flatter, Guard
 Level 18: Dig, Stone Edge, Double-Edge, Sandstorm                      Swap, Ice Punch, Nasty Plot, Psycho Cut, Role Play,
                                                                        Secret Power, Skill Swap, Thunder Punch
 TM: 05, 06, 10, 11, 12, 17, 21, 23, 26, 27, 32, 37,
 39, 41, 42, 44, 45, 48, 59, 64, 66, 69, 71, 74, 77,
 78, 80, 82, 87, 88, 90, 91, 96, 100
 Egg Moves: Block, Defense Curl, Explosion, Flail,
 Slam, Rock Blast, Rock Climb, Rock Slide, Rollout,
 Rototiller, Stealth Rock
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     Hypno #097                                                            Krabby #098
     Type: Psychic                                                         Type: Water
     Classification: Medium | SR 8                                         Classification: Small | SR 1/4
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Human-Like                                                 Egg Group: Water 3
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Hypnosis Pokémon. Avoid eye contact if you                        The River Crab Pokémon. Its pincers are superb
     come across one. It will try to put you to sleep by                   weapons. They sometimes break off during battle,
     using its pendulum.                                                   but they grow back fast.
        STR       DEX       CON       INT     WIS     CHA                     STR       DEX       CON       INT      WIS      CHA
     14 (+2) 15 (+2) 13 (+1) 8 (-1) 16 (+3) 8 (-1)                          14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 8 (-1)
50
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 Kingler #099                                                           Voltorb #100
 Type: Water                                                            Type: Electric
 Classification: Medium | SR 8                                          Classification: Tiny | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Water 3                                                     Egg Group: Gender Unknown
 Gender Rate: 50% M / 50% F                                             Gender Rate: Genderless
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Pincer Pokémon. One claw grew massively and                        The Ball Pokémon. It is said to camouflage itself as a
 is as hard as steel. It has 10,000-horsepower                          Poké Ball. It will self-destruct with very little
 strength. However, it is too heavy.                                    stimulus.
    STR       DEX       CON      INT      WIS      CHA                     STR       DEX       CON       INT      WIS      CHA
 17 (+3) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 8 (-1)                           12 (+1) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 8 (-1)
 Hyper Cutter: This Pokémon’s attack or damage                          Soundproof: This Pokémon is immune to sound-
 bonuses cannot be decreased by an opponent’s                           based moves.
 moves.
                                                                        Static: When this Pokémon is hit by a melee attack,
 Shell Armor: This Pokémon is immune to extra                           roll a d4. On a result of 4, the attacker takes an
 damage dealt by a Critical Hit.                                        amount of electric damage equal to this Pokemon's
                                                                        proficiency bonus.
 Hidden Ability
 Sheer Force: This Pokémon adds its proficiency                         Hidden Ability
 bonus to damage rolls while poisoned, burned,                          Aftermath: This Pokémon deals damage to an
 confused, or paralyzed.                                                attacker equal to half of the damage received when
                                                                        knocked out by a melee move.
 Starting Moves: Bubble, Leer, Mud Sport, Vice Grip,
 Wide Guard, Harden                                                     Evolution: Voltorb can evolve into Electrode at level
 Level 6: Bubble Beam, Mud Shot                                         8 and above. When it evolves, its health increases by
 Level 10: Metal Claw, Stomp                                            double its level, and it gains 10 points to add to its
 Level 14: Protect, Slam                                                ability scores (max 20).
 Level 18: Guillotine, Brine, Crabhammer, Flail
 TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 31, 32,                    Starting Moves: Charge, Tackle
 39,42, 44, 45, 46, 48, 54, 55, 56, 60, 68, 75, 80,                     Level 2: Sonic Boom, Spark, Eerie Impulse
 81,87, 88, 90, 94, 100                                                 Level 6: Rollout, Screech, Charge Beam
                                                                        Level 10: Swift, Electro Ball, Self-Destruct
                                                                        Level 14: Light Screen, Magnet Rise
                                                                        Level 18: Discharge, Explosion, Gyro Ball, Mirror
                                                                        Coat
                                                                        TM: 06, 10, 12, 16, 17, 18, 21, 24, 25, 27, 32, 41,
                                                                        42, 44, 46, 48, 57, 64, 72, 73, 74, 87, 88, 90, 93,
                                                                        100
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     Electrode #101                                                        Exeggcute #102
     Type: Electric                                                        Type: Grass/Psychic
     Classification: Small | SR 8                                          Classification: Tiny | SR 1/2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Gender Unknown                                             Egg Group: Grass
     Gender Rate: Genderless                                               Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Ball Pokémon. Stores electrical energy inside its                 The Egg Pokémon. The heads attract each other and
     body. Even the slightest shock could trigger a huge                   spin around. There must be six heads for it to
     explosion.                                                            maintain balance.
        STR       DEX       CON       INT    WIS      CHA                     STR       DEX      CON       INT     WIS       CHA
     14 (+2) 17 (+3) 15 (+2) 6 (-2) 12 (+1) 8 (-1)                          13 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
52
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 Exeggutor #103                                                         Cubone #104
 Type: Grass/Psychic                                                    Type: Ground
 Classification: Large | SR 8                                           Classification: Tiny | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Grass                                                       Egg Group: Monster
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Coconut Pokémon. Its cries are very noisy. This                    The Lonely Pokémon. Wears the skull of its
 is because each of the three heads thinks about                        deceased mother. Its cries echo inside the skull and
 whatever it likes.                                                     come out as a sad melody.
   STR       DEX       CON      INT      WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
 16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 10 (+0)                          12 (+1) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 12 (+1)
                                                                                                                                  53
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     Marowak #105                                                          Hitmonlee #106
     Type: Ground                                                          Type: Fighting
     Classification: Small | SR 7                                          Classification: Medium | SR 6
     Minimum Level Found: 5                                                Minimum Level Found: 5
     Egg Group: Monster                                                    Egg Group: Human-Like
     Gender Rate: 50% M / 50% F                                            Gender Rate: 100% M / 0% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Bone Keeper Pokémon. Small and weak, this                         The Kicking Pokémon. When kicking, the sole of its
     Pokémon is adept with its bone club. It has grown                     foot turns as hard as a diamond on impact and
     more vicious over the ages.                                           destroys its enemy.
       STR      DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     18 (+4) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                         14 (+2) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
54
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 Hitmonchan #107                                                        Lickitung #108
 Type: Fighting                                                         Type: Normal
 Classification: Medium | SR 6                                          Classification: Small | SR 7
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Human-Like                                                  Egg Group: Monster
 Gender Rate: 100% M / 0% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Punching Pokémon. Punches in corkscrew                             The Licking Pokémon. Its tongue spans almost
 fashion. It can punch its way through a concrete wall                  seven feet and moves more freely than its forelegs.
 like a drill.                                                          Its licks can cause paralysis.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)                          15 (+2) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)
                                                                                                                                  55
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     Koffing #109                                                          Weezing #110
     Type: Poison                                                          Type: Poison
     Classification: Tiny | SR 1/2                                         Classification: Medium | SR 10
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Amorphous                                                  Egg Group: Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Poison Gas Pokémon. In hot places, its internal                   The Poison Gas Pokémon. This Pokémon lives and
     gases could expand and explode without any                            grows by absorbing poison gas, dust, and germs that
     warning. Be very careful!                                             exist inside garbage.
       STR       DEX       CON       INT     WIS        CHA                   STR       DEX       CON       INT      WIS      CHA
     15 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 8 (-1)                          16 (+3) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 8 (-1)
Levitate: This Pokémon is immune to ground moves. Levitate: This Pokémon is immune to ground moves.
     Evolution: Koffing can evolve into Weezing at level 9                 Starting Moves: Double Hit, Poison Gas, Smog,
     and above. When it evolves, its health increases by                   Smokescreen, Tackle, Assurance, Clear Smog,
     double its level, and it gains 9 points to add to its                 Sludge
     ability scores (max 20).                                              Level 10: Self-Destruct, Haze
                                                                           Level 14: Gyro Ball, Sludge Bomb
                                                                           Level 18: Explosion, Destiny Bond, Memento, Belch
     Starting Moves: Poison Gas, Tackle
     Level 2: Smog, Smokescreen                                            TM: 06, 09, 10, 11, 12, 15, 17, 18, 21, 24, 25, 27,
     Level 6: Assurance, Clear Smog, Sludge                                30, 32, 35, 36, 38, 41, 42, 44, 45, 46, 48, 61, 64,
     Level 10: Self-Destruct, Haze                                         66, 68, 74, 83, 87, 88, 90, 97, 100
     Level 14: Gyro Ball, Sludge Bomb
     Level 18: Explosion, Destiny Bond, Memento, Belch
     TM: 06, 09, 10, 11, 12, 17, 18, 21, 24, 25, 27, 30,
     32, 35, 36, 38, 41, 42, 44, 45, 46, 48, 61, 64, 66,
     74, 83, 87, 88, 90. 97. 100
     Egg Moves: Curse, Destiny Bond, Grudge, Pain Split,
     Psybeam, Psywave, Screech, Spit Up, Spite,
     Stockpile, Swallow, Toxic Spikes, Will-O-Wisp
56
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 Rhyhorn #111                                                           Rhydon #112
 Type: Ground/Rock                                                      Type: Ground/Rock
 Classification: Medium | SR 3                                          Classification: Large | SR 11
 Minimum Level Found: 1                                                 Minimum Level Found: 10
 Egg Group: Monster, Field                                              Egg Group: Monster, Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Spikes Pokémon. A Pokémon with a one-track                         The Drill Pokémon. Its brain developed when it
 mind. Once it charges, it won’t stop running until it                  began walking on its hind legs. Its armor-like hide
 falls asleep.                                                          even repels molten lava.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 15 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                          18 (+4) 13 (+1) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
 Lightning Rod: If this Pokemon or an ally within 30                    Lightning Rod: If this Pokemon or an ally within 30
 feet is targeted with a direct electric-type, damage-                  feet is targeted with a direct electric-type, damage-
 dealing move, the Pokemon may use a reaction to                        dealing move, the Pokemon may use a reaction to
 redirect the target to itself and take half damage                     redirect the target to itself and take half damage
 from it if it hits.                                                    from it if it hits.
 Rock Head: This Pokémon takes no recoil damage.                        Rock Head: This Pokémon takes no recoil damage.
 Hidden Ability                                                         Hidden Ability
 Reckless: When attacking with moves with recoil                        Reckless: When attacking with moves with recoil
 damage, this Pokémon doubles its STAB bonus.                           damage, this Pokémon doubles its STAB bonus.
 Evolution: Rhyhorn can evolve into Rhydon at level                     Evolution: Rhydon can evolve into Rhyperior at level
 11 and above. When it evolves, its health increases                    16 and above while holding a Protector. When it
 by double its level, and it gains 8 points to add to its               evolves, its health increases by double its level, and
 ability scores (max 20).                                               it gains 8 points to add to its ability scores (max
                                                                        20).
 Starting Moves: Horn Attack, Tail Whip
 Level 2: Fury Attack, Scary Face                                       Starting Moves: Fury Attack, Hammer Arm, Horn
 Level 6: Smack Down, Stomp                                             Attack, Scary Face, Tail Whip, Smack Down, Stomp,
 Level 10: Bulldoze, Chip Away, Head Smash                              Bulldoze, Chip Away
 Level 14: Rock Blast, Drill Run, Take Down, Stone                      Level 14: Rock Blast, Drill Run, Take Down, Chip
 Edge,                                                                  Away, Head Smash
 Level 18: Earthquake, Megahorn, Horn Drill, Double-                    Level 18: Stone Edge, Earthquake, Megahorn, Horn
 Edge                                                                   Drill, Double-Edge
 TM: 05, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25,                    TM: 05, 06, 10, 11, 13, 14, 15, 17, 18, 21, 23, 24,
 26, 27, 32, 35, 37, 38, 39, 42, 44, 45, 46, 48, 66,                    25, 26, 27, 31, 32, 35, 37, 38, 39, 42, 44, 45, 46,
 67, 69, 71, 75, 78, 80, 84, 87, 88, 90, 100                            48, 52, 56, 59, 65, 66, 67, 68, 69, 71, 75, 78, 80,
                                                                        82, 84, 87, 88, 90, 94, 100
 Egg Moves: Counter, Crunch, Crush Claw, Curse,
 Dragon Rush, Fire Fang, Guard Split, Ice Fang, Iron
 Tail, Magnitude, Metal Burst, Reversal, Rock Climb,
 Rock Slide, Rototiller, Skull Bash, Swords Dance,
 Thunder
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     Chansey #113                                                          Tangela #114
     Type: Normal                                                          Type: Grass
     Classification: Medium | SR 7                                         Classification: Small | SR 5
     Minimum Level Found: 5                                                Minimum Level Found: 5
     Egg Group: Fairy                                                      Egg Group: Grass
     Gender Rate: 0% M / 100% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Egg Pokémon. A gentle and kindhearted                             The Vine Pokémon. Its identity is obscured by
     Pokémon that shares its nutritious eggs if it sees an                 masses of thick blue vines. The vines are said to
     injured Pokémon.                                                      never stop growing.
       STR       DEX       CON      INT      WIS       CHA                    STR       DEX      CON       INT     WIS       CHA
     11 (+0) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 16 (+3)                         15 (+2) 14 (+2) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
58
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 Kangaskhan #115                                                        Horsea #116
 Type: Normal                                                           Type: Water
 Classification: Large | SR 10                                          Classification: Tiny | SR 1/2
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Monster                                                     Egg Group: Water 1, Dragon
 Gender Rate: 0% M / 100% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Parent Pokémon. Raises its young in its belly                      The Dragon Pokémon. If it senses any danger, it will
 pouch. Won’t run from any fight to keep its young                      vigorously spray water or a special type of ink from
 protected.                                                             its mouth.
    STR       DEX      CON        INT     WIS      CHA                     STR       DEX      CON       INT     WIS       CHA
 19 (+4) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 8 (-1)                           11 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
 Starting Moves: Comet Punch, Leer, Fake Out, Tail                      Evolution: Horsea can evolve into Seadra at level 9
 Whip, Bite, Double Hit                                                 and above. When it evolves, its health increases by
 Level 10: Rage, Mega Punch                                             double its level, and it gains 8 points to add to its
 Level 14: Chip Away, Dizzy Punch, Crunch                               ability scores (max 20).
 Level 18: Endure, Outrage, Sucker Punch, Reversal
 TM: 01,05, 06, 07, 10, 11, 13, 14, 15, 17, 18, 20,                     Starting Moves: Bubble
 21, 22, 24, 25, 26, 27, 30, 31, 32, 35, 37, 38, 39,                    Level 2: Smokescreen, Leer
 40, 42, 44, 45, 46, 48, 52, 56, 65, 68, 78, 80, 87,                    Level 6: Water Gun, Twister
 88, 90, 94, 100                                                        Level 10: Bubble Beam, Focus Energy
                                                                        Level 14: Brine, Agility
 Egg Moves: Circle Throw, Counter, Crush Claw,                          Level 18: Dragon Pulse, Dragon Dance, Hydro Pump
 Disable, Double-Edge, Endeavor, Focus Energy,
 Focus Punch, Foresight, Hammer Arm, Safeguard,                         TM: 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42, 44,
 Stomp, Substitute, Trump Card, Uproar                                  45, 48, 55, 87, 88, 90, 91, 94, 98, 100
                                                                        Egg Moves: Aurora Beam, Clear Smog, Disable, Rage,
                                                                        Dragon Breath, Flail, Muddy Water, Octazooka,
                                                                        Outrage, Razor Wind, Signal Beam, Splash, Water
                                                                        Pulse
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     Seadra #117                                                           Goldeen #118
     Type: Water                                                           Type: Water
     Classification: Small | SR 8                                          Classification: Small | SR 1/4
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Water 1, Dragon                                            Egg Group: Water 2
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Dragon Pokémon. Touching the back fin causes                      The Goldfish Pokémon. When it is time for them to
     numbness. It hooks its tail to coral to stay in place                 lay eggs, they can be seen swimming up rivers and
     while sleeping.                                                       falls in large groups.
       STR       DEX      CON       INT     WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     15 (+2) 17 (+3) 13 (+1) 6 (-2) 12 (+1) 10 (+0)                         11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
     Poison Point: When this Pokémon is hit with a                         Swift Swim: This Pokémon's swim speed is doubled
     melee attack, roll a 1d4. On a result of 4, the                       in rainy conditions.
     attacker takes an amount of poison damage equal to
     this Pokémon’s proficiency modifier.                                  Water Veil: This Pokémon is immune to burning.
     Evolution: Seadra can evolve into Kingdra at level 14                 Evolution: Goldeen can evolve into Seaking at level 9
     and above while holding a Dragon Scale. When it                       and above. When it evolves, its health increases by
     evolves, its health increases by double its level, and                double its level, and it gains 9 points to add to its
     it gains 8 points to add to its ability scores (max                   ability scores (max 20).
     20).
                                                                           Starting Moves: Peck, Tail Whip, Water Sport
     Starting Moves: Bubble, Hydro Pump, Leer,                             Level 2: Supersonic, Horn Attack
     Smokescreen, Water Gun, Twister                                       Level 6: Flail, Water Pulse
     Level 10: Bubble Beam, Focus Energy                                   Level 10: Aqua Ring, Fury Attack
     Level 14: Brine                                                       Level 14: Agility, Waterfall
     Level 18: Agility, Dragon Pulse, Dragon Dance                         Level 18: Horn Drill, Soak, Megahorn
     TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32, 42,                   TM: 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42, 44,
     44, 45, 48, 55, 68, 87, 88, 90, 91, 94, 98, 100                       45, 48, 55, 67, 84, 87, 88, 90, 94, 98, 100
                                                                           Egg Moves: Aqua Tail, Body Slam, Haze, Hydro
                                                                           Pump, Mud Shot, Mud Sport, Mud-Slap, Psybeam,
                                                                           Signal Beam, Skull Bash, Sleep Talk
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 Seaking #119                                                           Staryu #120
 Type: Water                                                            Type: Water
 Classification: Medium | SR 9                                          Classification: Small | SR 1/2
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Water 2                                                     Egg Group: Gender Unknown
 Gender Rate: 50% M / 50% F                                             Gender Rate: Genderless
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Goldfish Pokémon. It is the male’s job to make                     The Star Shape Pokémon. As long as the center
 a nest by carving out boulders in a stream using the                   section is unharmed, this Pokémon can grow back
 horn on its head.                                                      fully even if it is chopped to bits.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 14 (+2) 17 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 14 (+2) 11 (+0) 6 (-2) 12 (+1) 10 (+0)
                                                                                                                                  61
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     Starmie #121                                                          Mr. Mime #122
     Type: Water/Psychic                                                   Type: Psychic/Fairy
     Classification: Small | SR 9                                          Classification: Medium | SR 9
     Minimum Level Found: 8                                                Minimum Level Found: 5
     Egg Group: Gender Unknown                                             Egg Group: Human-Like
     Gender Rate: Genderless                                               Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Mysterious Pokémon. The center section is                         The Barrier Pokémon. Always practicing its
     named the core. People think it is communicating                      pantomime act. It makes enemies believe
     when it glows in seven colors.                                        something exists that really doesn’t.
       STR       DEX      CON      INT      WIS      CHA                      STR       DEX     CON        INT     WIS       CHA
     14 (+2) 17 (+3) 13 (+1) 6 (-2) 14 (+2) 10 (+0)                         12 (+1) 15 (+2) 8 (-1) 12 (+1) 14 (+2) 12 (+1)
62
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 Scyther #123                                                           Jynx #124
 Type: Bug/Flying                                                       Type: Ice/Psychic
 Classification: Medium | SR 8                                          Classification: Medium | SR 8
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Bug                                                         Egg Group: Human-Like
 Gender Rate: 50% M / 50% F                                             Gender Rate: 0% M / 100% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Mantis Pokémon. Leaps out of tall grass and                        The Human Shape Pokémon. Appears to move to a
 slices prey with its scythes. The movement looks                       rhythm of its own, as if it were dancing. It wiggles
 like that of a ninja.                                                  its hips as it walks.
    STR       DEX       CON        INT      WIS       CHA                  STR       DEX      CON       INT     WIS       CHA
 17 (+3) 18 (+4) 12 (+1) 6 (-2) 10 (+0) 8 (-1)                           12 (+1) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 14 (+2)
                                                                                                                                  63
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     Electabuzz #125                                                       Magmar #126
     Type: Electric                                                        Type: Fire
     Classification: Small | SR 9                                          Classification: Small | SR 9
     Minimum Level Found: 5                                                Minimum Level Found: 5
     Egg Group: Human-Like                                                 Egg Group: Human-Like
     Gender Rate: 75% M / 25% F                                            Gender Rate: 75% M / 25% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Electric Pokémon. If a major power outage                         The Spitfire Pokémon. Born in an active volcano. Its
     occurs, it is certain that this Pokémon has eaten                     body is always cloaked in flames, so it looks like a
     electricity at a power plant.                                         big ball of fire.
       STR       DEX      CON       INT     WIS       CHA                     STR       DEX      CON       INT     WIS        CHA
     15 (+2) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                         15 (+2) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
     Static: When this Pokémon is hit by a melee attack,                   Flame Body: The flames from this Pokémon's body
     roll a d4. On a result of 4, the attacker takes an                    shine dim light in a 15 ft radius. In addition, when
     amount of electric damage equal to this Pokemon's                     hit by a melee attack, roll a d10. On a 10, the
     proficiency bonus.                                                    attacker is burned.
     Evolution: Electabuzz can evolve into Electivire at                   Evolution: Magmar can evolve into Magmortar at
     level 15 and above while holding an Electirizer.                      level 15 and above while holding a Magmarizer.
     When it evolves, its health increases by double its                   When it evolves, its health increases by double its
     level, and it gains 4 points to add to its ability scores             level, and it gains 4 points to add to its ability scores
     (max 20).                                                             (max 20).
     Starting Moves: Leer, Quick Attack, Thunder Shock,                    Starting Moves: Ember, Leer, Smog, Smokescreen
     Low Kick                                                              Level 6: Feint Attack, Fire Spin, Clear Smog
     Level 6: Swift, Shock Wave                                            Level 10: Flame Burst, Confuse Ray
     Level 10: Thunder Wave, Electro Ball, Light Screen                    Level 14: Fire Punch, Sunny Day
     Level 14: Thunder Punch, Discharge                                    Level 18: Lava Plume, Flamethrower, Fire Blast
     Level 18: Screech, Thunderbolt, Thunder
                                                                           TM: 06, 10, 11, 15, 17, 21, 27, 29, 31, 32, 35, 38,
     TM: 06, 10, 15, 16, 17, 18, 21, 24, 25, 27, 29, 31,                   42, 43, 44, 45, 46, 47, 48, 50, 52, 56, 61, 68, 87,
     32, 42, 44, 45, 46, 47, 48, 52, 56, 57, 68, 72, 73,                   88, 90, 100
     87,88, 90, 93, 100
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 Pinsir #127                                                            Tauros #128
 Type: Bug                                                              Type: Normal
 Classification: Small | SR 9                                           Classification: Medium | SR 10
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Bug                                                         Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 100% M / 0% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Stag Beetle Pokémon. Grips its prey in its                         The Wild Bull Pokémon. A rowdy Pokémon with a
 pincers and squeezes hard! It can’t move if it’s cold                  lot of stamina. Once running, it won’t stop until it
 out, so it lives in warm places.                                       hits something.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX       CON       INT         WIS   CHA
 18 (+4) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                          17 (+3) 18 (+4) 16 (+3) 8 (-1) 10 (+0) 8 (-1)
 Starting Moves: Focus Energy, Vice Grip, Bind,                         Starting Moves: Tackle, Tail Whip, Rage, Horn Attack,
 Seismic Toss, Harden                                                   Scary Face
 Level 6: Revenge, Vital Throw                                          Level 6: Pursuit, Rest
 Level 10: Double Hit, Brick Break                                      Level 10: Payback
 Level 14: X-Scissor, Submission, Swords Dance                          Level 14: Work Up, Zen Headbutt, Take Down
 Level 18: Storm Throw, Thrash, Superpower,                             Level 18: Swagger, Thrash, Giga Impact
 Guillotine
                                                                        TM: 01, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 24,
 TM: 06, 08, 10, 11, 15, 17, 18, 21, 23, 26, 27, 31,                    25, 26, 27, 32, 35, 37, 38, 39, 42, 44, 45, 48, 66,
 32, 39, 42, 44, 45, 46, 48, 52, 54, 56, 59, 68, 71,                    67, 68, 71, 78, 80, 87, 88, 90, 93, 94, 100
 75, 78, 80, 81, 87, 88, 90, 100
 Egg Moves: Bug Bite, Close Combat, Feint Attack,
 False Swipe, Feint, Flail, Fury Attack, Me First, Quick
 Attack, Superpower
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     Magikarp #129                                                         Gyarados #130
     Type: Water                                                           Type: Water/Flying
     Classification: Small | SR 1/4                                        Classification: Huge | SR 10
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Water 2, Dragon                                            Egg Group: Water 2, Dragon
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Fish Pokémon. Famous for being very                               The Atrocious Pokémon. Brutally vicious and
     unreliable. It can be found swimming in seas, lakes,                  enormously destructive. Known for totally
     rivers, and shallow puddles.                                          destroying cities in ancient times.
      STR      DEX        CON       INT     WIS     CHA                       STR       DEX      CON       INT     WIS       CHA
     9 (-1) 14 (+2) 13 (+1) 6 (-2) 8 (-1) 10 (+0)                           18 (+4) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
     Evolution: Magikarp can evolve into Gyarados at                       Starting Moves: Bite, Thrash
     level 8 and above. When it evolves, its health                        Level 10: Leer, Twister, Ice Fang
     increases by double its level, and it gains 16 points                 Level 14: Aqua Tail, Scary Face, Dragon Rage, Crunch
     to add to its ability scores (max 20).                                Level 18: Hydro Pump, Dragon Dance, Hurricane,
                                                                           Rain Dance, Hyper Beam
     Starting Moves: Splash                                                TM: 05, 06, 07, 10, 12, 13, 14, 15, 17, 18, 21, 24,
     Level 2: Tackle                                                       25, 26, 27, 32, 35, 37, 38, 41, 42, 44, 45, 48, 55,
     Level 6: Flail                                                        59, 66, 68, 71, 73, 78, 82, 87, 88, 90, 94, 97, 98,
                                                                           100
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 Lapras #131                                                            Ditto #132
 Type: Water/Ice                                                        Type: Normal
 Classification: Large | SR 10                                          Classification: Tiny | SR 3
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Monster, Water 1                                            Egg Group: Ditto
 Gender Rate: 50% M / 50% F                                             Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Transport Pokémon. A gentle soul that can                          The Transform Pokémon. When it spots an enemy,
 understand human speech. It can ferry people                           its body transfigures into an almost-perfect copy of
 across the sea on its back.                                            its opponent.
   STR       DEX      CON       INT     WIS         CHA                    STR       DEX      CON       INT     WIS       CHA
 17 (+3) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 14 (+2)                          12 (+1) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 12 (+1)
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     Eevee #133                                                            Vaporeon #134
     Type: Normal                                                          Type: Water
     Classification: Tiny | SR 1/2                                         Classification: Small | SR 8
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Evolution Pokémon. Eevee’s genes are the key                      The Bubble Jet Pokémon. Its cell structure is similar
     to solving the mysteries of Pokémon evolution.                        to water molecules. It melts into the water and
                                                                           becomes invisible.
     Armor Class: 13
     Hit Points: 16 | Hit Dice: d6                                         Armor Class: 15
     Speed: 30ft. walking                                                  Hit Points: 55 | Hit Dice: d10
                                                                           Speed: 30ft. walking, 40ft. swimming
     Run Away: This Pokémon cannot be the target of an                     Water Absorb: This Pokémon takes no damage from
     attack of opportunity.                                                water or water-type attacks. Instead, half of any
                                                                           water damage done is absorbed, restoring the
     Adaptability: When this Pokémon uses a move of its                    Pokémon's HP.
     own type, it may roll the damage twice and choose
     either total.                                                         Hidden Ability
     Hidden Ability                                                        Hydration: This Pokémon is unaffected by negative
                                                                           status ailments in water or during rainy conditions.
     Anticipation: When this Pokémon enters the battle,
     an opponent must reveal if it has a move that the
     Pokémon is vulnerable to.                                             Starting Moves: Helping Hand, Tackle, Tail Whip,
                                                                           Water Gun, Sand Attack, Baby-Doll Eyes
                                                                           Level 6: Quick Attack, Water Pulse
     Evolution: Starting at level 8, Eevee can evolve into
                                                                           Level 10: Aurora Beam, Aqua Ring
     Vaporeon with a Water Stone, Jolteon with a
                                                                           Level 14: Acid Armor, Haze
     Thunder Stone, Flareon with a Fire Stone, Leafeon
                                                                           Level 18: Muddy Water, Last Resort, Hydro Pump
     with a Leaf Stone, Glaceon with an Ice Stone,
     Espeon during the day with a Loyalty level of +2 or                   TM: 01, 05, 06, 07, 10, 11, 13, 14, 15, 17, 18, 21,
     higher, Umbreon at night with a Loyalty level of +2                   27, 30, 32, 42, 44, 45, 48, 49, 55, 68, 87, 88, 90,
     or higher, or Sylveon at any time with a Loyalty level                94, 98, 100
     of +2 or higher if it knows a fairy-type move. When
     it evolves, its health increases by double its level,
     and it gains 14 points to add to its ability scores
     (max 20).
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 Jolteon #135                                                           Flareon #136
 Type: Electric                                                         Type: Fire
 Classification: Small | SR 8                                           Classification: Small | SR 8
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Lightning Pokémon. A sensitive Pokémon that                        The Flame Pokémon. It has a flame chamber inside
 easily becomes sad or angry. Every time its mood                       its body. It inhales, then breathes out fire that is
 changes, it charges power.                                             over 3,000 degrees Fahrenheit.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS        CHA
 15 (+2) 18 (+4) 13 (+1) 6 (-2) 12 (+1) 14 (+2)                          18 (+4) 15 (+2) 13 (+1) 6 (-2) 12 (+1) 14 (+2)
 Volt Absorb: This Pokémon takes no damage from                         Flash Fire: This Pokémon takes no damage from fire
 electricity or electric-type attacks. Instead, half of                 or fire-type attacks. Instead, immediately after taking
 any electric damage done is absorbed, restoring the                    a hit from a fire-type move, or in open flames,
 Pokémon's HP.                                                          double the STAB bonus on the next fire-type move.
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     Porygon #137                                                          Omanyte #138
     Type: Normal                                                          Type: Rock/Water
     Classification: Small | SR 6                                          Classification: Tiny | SR 2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Gender Unknown                                             Egg Group: Water 1, Water 3
     Gender Rate: Genderless                                               Gender Rate: 87% M / 13% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Virtual Pokémon. The only Pokémon that                            The Spiral Pokémon. An ancient Pokémon that was
     people anticipate can fly into space. None has                        recovered from a fossil. It swam by cleverly twisting
     managed the feat yet, however.                                        its 10 tentacles about.
       STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     15 (+2) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 12 (+1)                         14 (+2) 11 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
     Trace: This Pokémon copies a random ability of an                     Swift Swim: This Pokémon's swim speed is doubled
     opponent when entering battle. The ability cannot                     in rainy conditions.
     be Flower Gift, Forecast, Illusion, Imposter,
     Multitype, Trace, Wonder Guard, or Zen Mode.                          Shell Armor: This Pokémon is immune to extra
                                                                           damage dealt by a Critical Hit.
     Download: Once per short rest, this Pokémon can
     choose a different damage type for one of their                       Hidden Ability
     normal attacks.                                                       Weak Armor: When an attack hits this Pokémon, its
                                                                           speed increases by 5 feet, but its AC is temporarily
     Hidden Ability                                                        reduced by 1 until the end of battle (for a maximum
     Analytic: After this Pokémon misses an attack, its                    reduction of -5).
     next attack is done at advantage.
                                                                           Evolution: Omanyte can evolve into Omastar at level
     Evolution: Porygon can evolve into Porygon2 at level                  10 and above. When it evolves, its health increases
     9 and above while holding an Upgrade. When it                         by double its level, and it gains 9 points to add to its
     evolves, its health increases by double its level, and                ability scores (max 20).
     it gains 8 points to add to its ability scores (max
     20).                                                                  Starting Moves: Constrict, Withdraw
                                                                           Level 2: Bite, Water Gun
     Starting Moves: Conversion, Conversion 2, Sharpen,                    Level 6: Rollout, Leer
     Tackle, Psybeam                                                       Level 10: Mud Shot
     Level 6: Agility, Recover                                             Level 14: Brine, Protect, Ancient Power
     Level 10: Magnet Rise                                                 Level 18: Tickle, Rock Blast, Shell Smash, Hydro
     Level 14: Signal Beam, Recycle, Discharge, Lock-On                    Pump
     Level 18: Tri Attack, Magic Coat, Zap Cannon
                                                                           TM: 06, 07, 10, 13, 14, 17, 18, 21, 23, 27, 32, 37,
     TM: 03, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 24,                   39, 42, 44, 45, 46, 48, 55, 69, 74, 80, 87, 88, 90,
     25, 27, 29, 30, 32, 40, 42, 44, 46, 48, 57, 68, 73,                   94, 98, 100
     77, 85, 87, 88, 90, 92, 100
                                                                           Egg Moves: Aurora Beam, Bide, Bubble Beam, Haze,
                                                                           Knock Off, Muddy Water, Reflect Type, Rock Slide,
                                                                           Slam, Spikes, Supersonic, Toxic Spikes, Water Pulse,
                                                                           Whirlpool, Wring Out
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 Omastar #139                                                           Kabuto #140
 Type: Rock/Water                                                       Type: Rock/Water
 Classification: Small | SR 11                                          Classification: Tiny | SR 2
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Water 1, Water 3                                            Egg Group: Water 1, Water 3
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Spiral Pokémon. Its sharp beak rings its mouth.                    The Shellfish Pokémon. A Pokémon that was
 Its shell was too big for it to move freely, so it                     recovered from a fossil. It used the eyes on its back
 became extinct.                                                        while hiding on the seafloor.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 17 (+3) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          14 (+2) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
 Swift Swim: This Pokémon's swim speed is doubled                       Swift Swim: This Pokémon's swim speed is doubled
 in rainy conditions.                                                   in rainy conditions.
 Shell Armor: This Pokémon is immune to extra                           Battle Armor: This Pokémon is immune to extra
 damage dealt by a Critical Hit.                                        damage dealt by a Critical Hit.
 Hidden Ability                                                         Hidden Ability
 Weak Armor: When an attack hits this Pokémon, its                      Weak Armor: When an attack hits this Pokémon, its
 speed increases by 5 feet, but its AC is temporarily                   speed increases by 5 feet, but its AC is temporarily
 reduced by 1 until the end of battle (for a maximum                    reduced by 1 until the end of battle (for a maximum
 reduction of -5).                                                      reduction of -5).
 Starting Moves: Constrict, Spike Cannon, Withdraw,                     Evolution: Kabuto can evolve into Kabutops at level
 Bite, Water Gun, Rollout, Leer                                         10 and above. When it evolves, its health increases
 Level 10: Mud Shot                                                     by double its level, and it gains 9 points to add to its
 Level 14: Brine, Protect, Ancient Power                                ability scores (max 20).
 Level 18: Tickle, Rock Blast, Shell Smash, Hydro
 Pump                                                                   Starting Moves: Harden, Scratch
 TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 23, 27, 32,                    Level 2: Absorb, Leer
 37, 39, 42, 44, 45, 46, 48, 55, 68, 69, 71, 74, 80,                    Level 6: Mud Shot
 87,88, 90, 94, 98, 100                                                 Level 10: Sand Attack, Endure
                                                                        Level 14: Aqua Jet, Mega Drain
                                                                        Level 18: Metal Sound, Ancient Power, Wring Out
                                                                        TM: 06, 07, 10, 13, 14, 17, 18, 21, 23, 27, 32, 37,
                                                                        39, 40, 42, 44, 45, 46, 48, 55, 69, 80, 87, 88, 90,
                                                                        94, 98, 100
                                                                        Egg Moves: Aurora Beam, Bubble Beam, Confuse
                                                                        Ray, Dig, Flail, Foresight, Giga Drain, Icy Wind,
                                                                        Knock Off, Mud Shot, Rapid Spin, Screech, Take
                                                                        Down
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     Kabutops #141                                                         Aerodactyl #142
     Type: Rock/Water                                                      Type: Rock/Flying
     Classification: Medium | SR 11                                        Classification: Large | SR 13
     Minimum Level Found: 8                                                Minimum Level Found: 10
     Egg Group: Water 1, Water 3                                           Egg Group: Flying
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Shellfish Pokémon. A slim and fast swimmer. It                    The Fossil Pokémon. A savage Pokémon that died
     sliced its prey with its sharp sickles and drank the                  out in ancient times. It was resurrected using DNA
     body fluids.                                                          taken from amber.
       STR       DEX      CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     18 (+4) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                         16 (+3) 20 (+5) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
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 Snorlax #143                                                           Articuno #144
 Type: Normal                                                           Type: Ice/Flying
 Classification: Large | SR 14                                          Classification: Large | SR 15
 Minimum Level Found: 10                                                Minimum Level Found: 15
 Egg Group: Monster                                                     Egg Group: Undiscovered
 Gender Rate: 87% M / 13% F                                             Gender Rate: Genderless
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Sleeping Pokémon. Will eat anything, even if the                   The Freeze Pokémon. A legendary bird Pokémon. It
 food happens to be a little moldy. It never gets an                    freezes water that is contained in winter air and
 upset stomach.                                                         makes it snow.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS        CHA
 18 (+4) 12 (+1) 20 (+5) 6 (-2) 14 (+2) 10 (+0)                          18 (+4) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 16 (+3)
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     Zapdos #145                                                           Moltres #146
     Type: Electric/Flying                                                 Type: Fire/Flying
     Classification: Large | SR 15                                         Classification: Large | SR 15
     Minimum Level Found: 15                                               Minimum Level Found: 15
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Electric Pokémon. This legendary bird Pokémon                     The Flame Pokémon. A legendary bird Pokémon. As
     is said to appear when the sky turns dark and                         it flaps its flaming wings, even the night sky will turn
     lightning showers down.                                               red.
       STR       DEX      CON        INT   WIS          CHA                   STR       DEX      CON       INT     WIS       CHA
     17 (+3) 19 (+4) 16 (+3) 6 (-2) 14 (+2) 16 (+3)                         18 (+4) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 16 (+3)
     Proficient Skills: Arcana, Insight, Intimidation                      Proficient Skills: Arcana, Insight, Intimidation
     Saving Throws: Dexterity, Strength                                    Saving Throws: Constitution, Strength
     Vulnerabilities: Ice, Rock                                            Vulnerabilities: Electric, Rock, Water
     Resistances: Bug, Fighting, Flying, Grass, Steel                      Resistances: Bug, Fairy, Fighting, Fire, Grass, Steel
     Immunities: Ground                                                    Immunities: Ground
     Senses: Darkvision 60ft                                               Senses: Darkvision 60ft
     Pressure: Any move targeting this Pokémon directly                    Pressure: Any move targeting this Pokémon directly
     (non-area of effect moves) reduces its PP by two                      (non-area of effect moves) reduces its PP by two
     when activated.                                                       when activated.
     Starting Moves: Peck, Thunder Shock, Thunder Wave,                    Starting Moves: Ember, Wing Attack, Fire Spin,
     Detect, Pluck, Ancient Power, Charge, Agility                         Agility, Endure, Ancient Power, Flamethrower
     Level 18: Discharge, Rain Dance, Light Screen, Drill                  Level 18: Burn Up, Safeguard, Air Slash, Sunny Day,
     Peck, Thunder, Roost, Zap Cannon, Magnetic Flux                       Heat Wave, Solar Beam, Sky Attack, Roost,
                                                                           Hurricane
     TM: 05, 06, 10, 11, 15, 16, 17, 18, 19, 21, 24, 25,
     27, 32, 37, 40, 42, 44, 48, 51, 57, 58, 68, 72, 73,                   TM: 05, 06, 10, 11, 15, 17, 18, 19, 20, 21, 22, 27,
     76, 87, 88, 89, 90, 93, 100                                           32, 35, 38, 40, 42, 43, 44, 48, 50, 51, 58, 61, 68,
                                                                           76, 87, 88, 89, 90, 100
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 Dratini #147                                                           Dragonair #148
 Type: Dragon                                                           Type: Dragon
 Classification: Small | SR 1                                           Classification: Large | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Water 1, Dragon                                             Egg Group: Water 1, Dragon
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Dragon Pokémon. Long thought to be a myth,                         The Dragon Pokémon. According to a witness, its
 this Pokémon’s existence was only recently                             body was surrounded by a strange aura that gave it a
 confirmed by a fisherman who caught one.                               mystical look.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 12 (+1) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)                          15 (+2) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 12 (+1)
 Shed Skin: If this Pokémon is affected by a negative                   Shed Skin: If this Pokémon is affected by a negative
 status ailment, they can roll a d4 at the end of each                  status ailment, they can roll a d4 at the end of each
 of their turns. On a result of 4, they are cured.                      of their turns. On a result of 4, they are cured.
 Evolution: Dratini can evolve into Dragonair at level                  Evolution: Dragonair can evolve into Dragonite at
 6 and above. When it evolves, its health increases by                  level 16 and above. When it evolves, its health
 double its level, and it gains 10 points to add to its                 increases by double its level, and it gains 12 points
 ability scores (max 20).                                               to add to its ability scores (max 20).
 Starting Moves: Leer, Wrap                                             Starting Moves: Leer, Thunder Wave, Twister, Wrap
 Level 2: Thunder Wave, Twister                                         Level 6: Dragon Rage, Slam
 Level 6: Dragon Rage, Slam                                             Level 10: Agility
 Level 10: Agility                                                      Level 14: Dragon Tail, Safeguard
 Level 14: Dragon Tail, Aqua Tail, Safeguard                            Level 18: Aqua Tail, Dragon Rush, Dragon Dance,
 Level 18: Dragon Rush, Dragon Dance, Outrage,                          Outrage, Hyper Beam
 Hyper Beam
                                                                        TM: 06, 07, 10, 11, 13, 14, 15, 16, 17, 18, 20, 21,
 TM: 06, 07, 10, 11, 13, 14, 15, 16, 17, 18, 20, 21,                    24, 25, 27, 32, 35, 38, 42, 44, 45, 48,59, 73, 82,
 24, 25, 32, 35, 38, 42, 44, 45, 48, 59, 73, 82, 87,                    87, 88, 90, 94, 98, 100
 88, 90, 94, 98, 100
 Egg Moves: Aqua Jet, Dragon Dance, Dragon Pulse,
 Dragon Rush, Dragon Breath, Extreme Speed, Haze,
 Iron Tail, Light Screen, Mist, Supersonic, Water
 Pulse
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     Dragonite #149                                                        Mewtwo #150
     Type: Dragon/Flying                                                   Type: Psychic
     Classification: Large | SR 14                                         Classification: Medium | SR 15
     Minimum Level Found: 15                                               Minimum Level Found: 20
     Egg Group: Water 1, Dragon                                            Egg Group: Undiscovered
     Gender Rate: 50% M / 50% F                                            Gender Rate: Genderless
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Dragon Pokémon. It is said that this Pokémon                      The Genetic Pokémon. Its DNA is almost the same
     lives somewhere in the sea and that it flies.                         as Mew’s. However, its size and disposition are
     However, these are only rumors.                                       vastly different.
       STR       DEX      CON       INT      WIS      CHA                     STR      DEX      CON        INT      WIS      CHA
     19 (+4) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 14 (+2)                         19 (+4) 24 (+7) 18 (+4) 20 (+5) 20 (+5) 18 (+4)
     Inner Focus: This Pokémon is immune to flinching.                     Pressure: Any move targeting this Pokémon directly
                                                                           (non-area of effect moves) reduces its PP by two
     Hidden Ability                                                        when activated.
     Multiscale: If this Pokémon is at full health, the first
     damage dealt to it is halved.                                         Hidden Ability
                                                                           Unnerve: Opponents in combat with this Pokémon
                                                                           cannot eat held berries.
     Starting Moves: Fire Punch, Leer, Roost, Thunder
     Punch, Wing Attack, Wrap, Thunder Wave, Twister,
     Dragon Rage, Slam, Agility, Dragon Tail                               Starting Moves: Confusion, Disable, Psywave,
     Level 18: Aqua Tail, Dragon Rush, Safeguard, Dragon                   Safeguard, Swift, Future Sight, Psych Up, Miracle
     Dance, Outrage, Hyper Beam, Hurricane                                 Eye, Psycho Cut, Guard Swap, Power Swap, Recover,
                                                                           Psychic, Barrier, Aura Sphere, Amnesia, Mist, Me
     TM: 02, 05, 06, 07, 10, 11, 13, 14, 15, 16, 17, 18,                   First, Psystrike, Laser Focus
     19, 20, 21, 24, 25, 26, 27, 31, 32, 35, 37, 38,
     39,40, 42, 44, 45, 48, 51, 52, 56, 58, 59, 68, 71,                    TM: 03, 04, 06, 07, 08, 10, 11, 12, 13, 14, 15, 16,
     73, 76, 78, 80, 82, 87, 88, 90, 94, 98, 100                           17, 18, 20, 21, 22, 24, 25, 26, 27, 29, 30, 31, 32,
                                                                           33, 35, 37, 38, 39, 40, 41, 42, 44, 47, 48, 52, 53,
                                                                           56, 57, 59, 61, 63, 69, 71, 73, 77, 78, 80, 84, 85,
                                                                           86, 87, 88, 90, 92, 100
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 Mew #151                                                               Chikorita #152
 Type: Psychic                                                          Type: Grass
 Classification: Tiny | SR 15                                           Classification: Small | SR 1/2
 Minimum Level Found: 20                                                Minimum Level Found: 1
 Egg Group: Undiscovered                                                Egg Group: Monster, Grass
 Gender Rate: Genderless                                                Gender Rate: 87% M / 13% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The New Species Pokémon. When viewed through a                         The Leaf Pokémon. In battle, Chikorita waves its leaf
 microscope, this Pokémon’s short, fine, delicate                       around to keep the foe at bay. However, a sweet
 hair can be seen.                                                      fragrance also wafts from the leaf, becalming the
                                                                        battling Pokémon and creating a cozy, friendly
 Armor Class: 18                                                        atmosphere all around.
 Hit Points: 486 | Hit Dice: d20
 Speed: 20ft. walking, 50ft. flying                                     Armor Class: 14
                                                                        Hit Points: 16 | Hit Dice: d6
                                                                        Speed: 30ft. walking
   STR      DEX       CON       INT      WIS       CHA
 14 (+2) 22 (+6) 18 (+4) 16 (+3) 20 (+5) 20 (+5)
                                                                           STR       DEX      CON       INT     WIS       CHA
 Proficient Skills: Arcana, Insight, History, Religion                   14 (+2) 11 (+0) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
 Saving Throws: Intelligence, Wisdom
 Vulnerabilities: Bug, Dark, Ghost                                      Proficient Skills: Nature
 Resistances: Fighting, Psychic                                         Saving Throws: Constitution
 Senses: Darkvision 60ft, Truesight 50ft                                Vulnerabilities: Bug, Fire, Flying, Ice, Poison
                                                                        Resistances: Electric, Grass, Ground, Water
 Synchronize: If this Pokémon becomes burned,
 paralyzed, or poisoned, its attacker receives the                      Overgrow: When this Pokémon falls below 25% of
 negative status condition as well (if not immune).                     its maximum HP, double the STAB damage for its
                                                                        grass-type moves.
 Starting Moves: Pound, Reflect Type, Transform,
 Mega Punch, Metronome, Psychic, Barrier, Ancient
                                                                        Hidden Ability
 Power, Amnesia, Me First, Baton Pass, Nasty Plot,                      Leaf Guard: This Pokémon does not suffer from any
 Aura Sphere                                                            negative status ailments in harsh sunlight.
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     Bayleef #153                                                          Meganium #154
     Type: Grass                                                           Type: Grass
     Classification: Small | SR 5                                          Classification: Medium | SR 13
     Minimum Level Found: 5                                                Minimum Level Found: 10
     Egg Group: Monster, Grass                                             Egg Group: Monster, Grass
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Leaf Pokémon. Bayleef's neck is ringed by                         The Herb Pokémon. The fragrance of Meganium's
     curled-up leaves. Inside each tubular leaf is a small                 flower soothes and calms emotions. In battle, this
     shoot of a tree. The fragrance of this shoot makes                    Pokémon gives off more of its becalming scent to
     people peppy.                                                         blunt the foe's fighting spirit.
       STR       DEX       CON       INT     WIS       CHA                    STR       DEX      CON       INT     WIS       CHA
     16 (+3) 14 (+2) 11 (+0) 6 (-2) 12 (+1) 10 (+0)                         18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
     Overgrow: When this Pokémon falls below 25% of                        Overgrow: When this Pokémon falls below 25% of
     its maximum HP, double the STAB damage for its                        its maximum HP, double the STAB damage for its
     grass-type moves.                                                     grass-type moves.
     Evolution: Bayleef can evolve into Meganium at level                  Starting Moves: Growl, Petal Dance, Poison Powder,
     14 and above. When it evolves, its health increases                   Razor Leaf, Tackle, Synthesis, Reflect, Magical Leaf,
     by double its level, and it gains 10 points to add to                 Natural Gift
     its ability scores (max 20).                                          Level 14: Sweet Scent, Light Screen, Body Slam,
                                                                           Petal Blizzard
     Starting Moves: Growl, Poison Powder, Razor Leaf,                     Level 18: Safeguard, Aromatherapy, Solar Beam
     Tackle, Synthesis                                                     TM: 01, 06, 10, 11, 15, 16, 17, 20, 21, 22, 26, 27,
     Level 6: Reflect, Magical Leaf                                        32, 33, 42, 44, 45, 48, 49, 53, 68, 75, 78, 82, 86,
     Level 10: Natural Gift, Sweet Scent                                   87, 88, 90, 96, 100
     Level 14: Light Screen, Body Slam
     Level 18: Safeguard, Aromatherapy, Solar Beam
     TM: 01, 06, 10, 11, 16, 17, 20, 21, 22, 27, 32, 33,
     42, 44, 45, 48, 49, 53, 75, 86, 87, 88, 90, 96, 100
78
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 Cyndaquil #155                                                         Quilava #156
 Type: Fire                                                             Type: Fire
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 5
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Fire Mouse Pokémon. Cyndaquil protects itself                      The Volcano Pokémon. Quilava keeps its foes at bay
 by flaring up the flames on its back. The flames are                   with the intensity of its flames and gusts of
 vigorous if the Pokémon is angry. However, if it is                    superheated air. This Pokémon applies its
 tired, the flames splutter fitfully with incomplete                    outstanding nimbleness to dodge attacks even while
 combustion.                                                            scorching the foe with flames.
   STR       DEX      CON        INT     WIS        CHA                    STR       DEX      CON       INT     WIS        CHA
 12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)                          14 (+2) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
 Blaze: When this Pokémon falls below 25% of its                        Blaze: When this Pokémon falls below 25% of its
 maximum HP, double the STAB damage for its fire-                       maximum HP, double the STAB damage for its fire-
 type moves.                                                            type moves.
 Evolution: Cyndaquil can evolve into Quilava at level                  Evolution: Quilava can evolve into Typhlosion at
 6 and above. When it evolves, its health increases by                  level 14 and above. When it evolves, its health
 double its level, and it gains 6 points to add to its                  increases by double its level, and it gains 10 points
 ability scores (max 20).                                               to add to its ability scores (max 20).
 Starting Moves: Leer, Tackle                                           Starting Moves: Leer, Smokescreen, Tackle, Ember,
 Level 2: Smokescreen, Ember, Quick Attack                              Quick Attack
 Level 6: Flame Wheel, Defense Curl                                     Level 6: Flame Wheel, Defense Curl
 Level 10: Flame Charge, Swift                                          Level 10: Swift, Flame Charge
 Level 14: Lava Plume, Flamethrower, Inferno                            Level 14: Lava Plume, Flamethrower
 Level 18: Rollout, Double-Edge, Eruption, Burn Up                      Level 18: Inferno, Rollout, Double-Edge, Eruption,
                                                                        Burn Up
 TM: 01, 06, 10, 11, 17, 21, 27, 32, 35, 38, 40, 42,
 43, 44, 45, 48, 50, 61, 87, 88, 90, 93, 96, 100                        TM: 01, 05, 06, 10, 11, 17, 21, 27, 31, 32, 35, 38,
                                                                        40, 42, 43, 44, 45, 48, 50, 61, 87, 88, 90, 93, 96,
 Egg Moves: Covet, Crush Claw, Double Kick, Double-
                                                                        100
 Edge, Extrasensory, Flame Burst, Flare Blitz,
 Foresight, Fury Swipes, Howl, Nature Power, Quick
 Attack, Reversal, Thrash
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     Typhlosion #157                                                       Totodile #158
     Type: Fire                                                            Type: Water
     Classification: Medium | SR 13                                        Classification: Tiny | SR 1/2
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Monster, Water 1
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Volcano Pokémon. Typhlosion obscures itself                       The Big Jaw Pokémon. Despite the smallness of its
     behind a shimmering heat haze that it creates using                   body, Totodile's jaws are very powerful. While the
     its intensely hot flames. This Pokémon creates                        Pokémon may think it is just playfully nipping, its
     blazing explosive blasts that burn everything to                      bite has enough power to cause serious injury.
     cinders.
                                                                           Armor Class: 13
     Armor Class: 16                                                       Hit Points: 17 | Hit Dice: d6
     Hit Points: 87 | Hit Dice: d12                                        Speed: 30ft. walking, 20ft. swimming
     Speed: 30ft. walking
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 Croconaw #159                                                          Feraligatr #160
 Type: Water                                                            Type: Water
 Classification: Small | SR 5                                           Classification: Large | SR 13
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Monster, Water 1                                            Egg Group: Monster, Water 1
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Big Jaw Pokémon. Once Croconaw has clamped                         The Big Jaw Pokémon. Feraligatr intimidates its foes
 its jaws on its foe, it will absolutely not let go.                    by opening its huge mouth. In battle, it will kick the
 Because the tips of its fangs are forked back like                     ground hard with its thick and powerful hind legs to
 barbed fishhooks, they become impossible to                            charge at the foe at an incredible speed.
 remove when they have sunk in.
                                                                        Armor Class: 16
 Armor Class: 15                                                        Hit Points: 107 | Hit Dice: d12
 Hit Points: 50 | Hit Dice: d8                                          Speed: 30ft. walking, 30ft. swimming
 Speed: 30ft. walking, 25ft. swimming
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     Sentret #161                                                          Furret #162
     Type: Normal                                                          Type: Normal
     Classification: Small | SR 1/8                                        Classification: Medium | SR 5
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Scout Pokémon. When Sentret sleeps, it does                       The Long Body Pokémon. Furret has a very slim
     so while another stands guard. The sentry wakes the                   build. When under attack, it can slickly squirm
     others at the first sign of danger. When this                         through narrow spaces and get away. In spite of its
     Pokémon becomes separated from its pack, it                           short limbs, this Pokémon is very nimble and fleet.
     becomes incapable of sleep due to fear.
                                                                           Armor Class: 14
     Armor Class: 11                                                       Hit Points: 45 | Hit Dice: d10
     Hit Points: 16 | Hit Dice: d6                                         Speed: 35ft. walking, 35ft. climbing
     Speed: 30ft. walking, 30ft. climbing
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 Hoothoot #163                                                          Noctowl #164
 Type: Normal/Flying                                                    Type: Normal/Flying
 Classification: Small | SR 1/4                                         Classification: Medium | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Flying                                                      Egg Group: Flying
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Owl Pokémon. It cries out at the same time                         The Owl Pokémon. When it turns its head entirely
 every day. A long time ago, people cherished it and                    upside down, you know it’s troubled by something.
 considered it a divine messenger sent to tell the                      If you don’t leave it be, it will peck you.
 time.
                                                                        Armor Class: 15
 Armor Class: 12                                                        Hit Points: 40 | Hit Dice: d10
 Hit Points: 16 | Hit Dice: d6                                          Speed: 20ft. walking, 30ft. flying
 Speed: 15ft. walking, 25ft. flying
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     Ledyba #165                                                            Ledian #166
     Type: Bug/Flying                                                       Type: Bug/Flying
     Classification: Small | SR 1/4                                         Classification: Medium | SR 8
     Minimum Level Found: 1                                                 Minimum Level Found: 5
     Egg Group: Bug                                                         Egg Group: Bug
     Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
     The Five Star Pokémon. These very cowardly                             The Five Star Pokémon. It flies through the night
     Pokémon join together and use Reflect to protect                       sky, sprinkling sparkly dust. According to some, if
     their nest.                                                            that dust sticks to you, good things will happen to
                                                                            you.
     Armor Class: 13
     Hit Points: 17 | Hit Dice: d6                                          Armor Class: 16
     Speed: 25ft. walking, 25ft. climbing, 25ft. flying                     Hit Points: 50 | Hit Dice: d8
                                                                            Speed: 30ft. walking, 30ft. climbing, 30ft. flying
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 Spinarak #167                                                          Ariados #168
 Type: Bug/Poison                                                       Type: Bug/Poison
 Classification: Small | SR 1/4                                         Classification: Small | SR 5
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Bug                                                         Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The String Spit Pokémon. Although the poison from                      The Long Leg Pokémon. Every night, it wanders
 its fangs isn’t that strong, it’s potent enough to                     around in search of prey, whose movements it
 weaken prey that gets caught in its web.                               restrains by spewing threads before it bites into
                                                                        them with its fangs.
 Armor Class: 12
 Hit Points: 18 | Hit Dice: d6                                          Armor Class: 14
 Speed: 20ft. walking, 20ft. climbing                                   Hit Points: 55 | Hit Dice: d10
                                                                        Speed: 30ft. walking, 35ft. climbing
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     Crobat #169                                                           Chinchou #170
     Type: Poison/Flying                                                   Type: Water/Electric
     Classification: Medium | SR 13                                        Classification: Tiny | SR 1/4
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Flying                                                     Egg Group: Water 2
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Bat Pokémon. It feeds on the blood of living                      The Angler Pokémon. Its two antennae glow softly
     people and Pokémon. If it can’t drink any blood for                   to lure in prey, making it a useful Pokémon for night
     even a short while, it becomes weak and unable to                     fishing.
     fly.
                                                                           Armor Class: 13
     Armor Class: 17                                                       Hit Points: 17 | Hit Dice: d6
     Hit Points: 112 | Hit Dice: d12                                       Speed: 5ft. walking, 20ft. swimming
     Speed: 15ft. walking, 40ft. flying
86
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 Lanturn #171                                                           Pichu #172
 Type: Water/Electric                                                   Type: Electric
 Classification: Small | SR 6                                           Classification: Tiny | SR 1/8
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Water 2                                                     Egg Group: Undiscovered
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Light Pokémon. It lives far down in the depths                     The Tiny Mouse Pokémon. It still can’t use
 of the ocean. It blinds its prey with light, using the                 electricity well. When it’s surprised or excited, it
 moment they’re dazzled to swallow them whole.                          discharges electricity unintentionally.
   STR       DEX      CON       INT     WIS       CHA                     STR      DEX       CON        INT    WIS       CHA
 14 (+2) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                          9 (-1) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
 Volt Absorb: This Pokémon takes no damage from                         Static: When this Pokémon is hit by a melee attack,
 electricity or electric-type attacks. Instead, half of                 roll a d4. On a result of 4, the attacker takes an
 any electric damage done is absorbed, restoring the                    amount of electric damage equal to this Pokemon's
 Pokémon's HP.                                                          proficiency bonus.
 Illuminate: This Pokémon knows the Light cantrip                       Hidden Ability
 and can cast it at will.                                               Lightning Rod: If this Pokemon or an ally within 30
 Hidden Ability                                                         feet is targeted with a direct electric-type, damage-
                                                                        dealing move, the Pokemon may use a reaction to
 Water Absorb: This Pokémon takes no damage from
                                                                        redirect the target to itself and take half damage
 water or water-type attacks. Instead, half of any
                                                                        from it if it hits.
 water damage done is absorbed, restoring the
 Pokémon's HP.
                                                                        Evolution: Pichu can evolve into Pikachu at level 3
                                                                        and above if its loyalty level is +2 or higher. When it
 Starting Moves: Bubble, Spit Up, Stockpile, Thunder
                                                                        evolves, its health increases by double its level, and
 Wave, Electro Ball, Water Gun, Eerie Impulse
                                                                        it gains 7 points to add to its ability scores (max
 Level 6: Confuse Ray, Bubble Beam
                                                                        20).
 Level 10: Spark, Signal Beam
 Level 14: Flail, Discharge
 Level 18: Take Down, Aqua Ring, Hydro Pump,                            Starting Moves: Charm, Thunder Shock
 Charge, Ion Deluge                                                     Level 2: Tail Whip, Sweet Kiss, Nasty Plot
                                                                        Level 6: Thunder Wave, Volt Tackle
 TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 24, 25, 27,
 32, 42, 44, 45, 48, 55, 57, 68, 72, 73, 87, 88, 90,                    TM: 06, 10, 16, 17, 18, 21, 24, 25, 27, 32, 42, 44,
 93, 94, 98, 99, 100                                                    45, 48, 49, 56, 57, 72, 73, 86, 87, 88, 90, 93, 100
                                                                        Egg Moves: Bestow, Bide, Charge, Disarming Voice,
                                                                        Double Slap, Encore, Endure, Fake Out, Flail, Lucky
                                                                        Chant, Present, Reversal, Thunder Punch, Tickle,
                                                                        Volt Tackle, Wish
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     Cleffa #173                                                           Igglybuff #174
     Type: Fairy                                                           Type: Normal/Fairy
     Classification: Tiny | SR 1/8                                         Classification: Tiny | SR 1/8
     Minimum Level Found: 1                                                Minimum Level Found: 1
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: 25% M / 75% F                                            Gender Rate: 25% M / 75% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Star Shape Pokémon. On nights with many                           The Balloon Pokémon. Left to its own devices, it will
     shooting stars, they gather in packs and dance in                     constantly practice singing. You should make it take
     circles. If you should see them, something good will                  a break so it doesn’t hurt its throat.
     happen!
                                                                           Armor Class: 10
     Armor Class: 11                                                       Hit Points: 12 | Hit Dice: d6
     Hit Points: 12 | Hit Dice: d6                                         Speed: 25ft. walking
     Speed: 25ft. walking
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 Togepi #175                                                            Togetic #176
 Type: Fairy                                                            Type: Fairy/Flying
 Classification: Tiny | SR 1                                            Classification: Small | SR 8
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Undiscovered                                                Egg Group: Flying, Fairy
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Spike Ball Pokémon. As its energy, Togepi uses                     The Happiness Pokémon. Togetic is said to be a
 the positive emotions of compassion and pleasure                       Pokémon that brings good fortune. When the
 exuded by people and Pokémon. This Pokémon                             Pokémon spots someone who is pure of heart, it is
 stores up feelings of happiness inside its shell, then                 said to appear and share its happiness with that
 shares them with others.                                               person.
    STR     DEX      CON         INT     WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 8 (-1) 12 (+1) 6 (-2) 12 (+1) 14 (+2)                           15 (+2) 12 (+1) 12 (+1) 6 (-2) 14 (+2) 14 (+2)
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     Natu #177                                                             Xatu #178
     Type: Psychic/Flying                                                  Type: Psychic/Flying
     Classification: Tiny | SR 1/2                                         Classification: Medium | SR 7
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Flying                                                     Egg Group: Flying
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Tiny Bird Pokémon. The look in its eyes gives                     The Mystic Pokémon. It’s said that while this
     the impression that it’s carefully observing you. If                  Pokémon has the power to predict the future, it’s
     you approach it, Natu will hop away.                                  not powerful enough to change the future it sees.
       STR       DEX      CON        INT    WIS          CHA                  STR       DEX      CON       INT     WIS         CHA
     10 (+0) 14 (+2) 11 (+0) 6 (-2) 12 (+1) 10 (+0)                         13 (+1) 17 (+3) 12 (+1) 8 (-1) 15 (+2) 10 (+0)
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 Mareep #179                                                            Flaaffy #180
 Type: Electric                                                         Type: Electric
 Classification: Tiny | SR 1/4                                          Classification: Small | SR 4
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Monster, Field                                              Egg Group: Monster, Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Wool Pokémon. Rubbing its fleece generates                         The Wool Pokémon. In the places on its body where
 electricity. You’ll want to pet it because it’s cute, but              fleece doesn’t grow, its skin is rubbery and doesn’t
 if you use your bare hand, you’ll get a painful shock.                 conduct electricity. Those spots are safe to touch.
   STR       DEX      CON        INT     WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 10 (+0) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 12 (+1)                          13 (+1) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 12 (+1)
 Static: When this Pokémon is hit by a melee attack,                    Static: When this Pokémon is hit by a melee attack,
 roll a d4. On a result of 4, the attacker takes an                     roll a d4. On a result of 4, the attacker takes an
 amount of electric damage equal to this Pokemon's                      amount of electric damage equal to this Pokemon's
 proficiency bonus.                                                     proficiency bonus.
 Evolution: Mareep can evolve into Flaaffy at level 5                   Evolution: Flaaffy can evolve into Ampharos at level
 and above. When it evolves, its health increases by                    11 and above. When it evolves, its health increases
 double its level, and it gains 5 points to add to its                  by double its level, and it gains 9 points to add to its
 ability scores (max 20).                                               ability scores (max 20).
 Starting Moves: Growl, Tackle, Thunder Wave                            Starting Moves: Growl, Tackle, Thunder Shock,
 Level 2: Thunder Shock, Cotton Spore                                   Thunder Wave, Cotton Spore
 Level 6: Charge, Take Down, Electro Ball                               Level 6: Charge, Take Down
 Level 10: Confuse Ray, Power Gem, Discharge                            Level 10: Electro Ball, Confuse Ray
 Level 14: Cotton Guard, Signal Beam                                    Level 14: Power Gem, Discharge
 Level 18: Light Screen, Thunder                                        Level 18: Cotton Guard, Signal Beam, Light Screen,
                                                                        Thunder
 TM: 06, 10, 16, 17, 18, 20, 21, 24, 25, 27, 32, 42,
 44, 45, 48, 49, 57, 73, 87, 88, 90, 93, 100                            TM: 06, 10, 16, 17, 18, 20, 21, 24, 25, 27, 31, 32,
                                                                        42, 44, 45, 48, 49, 56, 57, 72, 73, 87, 88, 90, 93,
 Egg Moves: After You, Agility, Body Slam, Charge,
                                                                        100
 Eerie Impulse, Electric Terrain, Flatter, Iron Tail,
 Odor Sleuth, Reflect, Safeguard, Sand Attack,
 Screech, Take Down
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     Ampharos #181                                                         Bellossom #182
     Type: Electric                                                        Type: Grass
     Classification: Medium | SR 12                                        Classification: Tiny | SR 13
     Minimum Level Found: 10                                               Minimum Level Found: 10
     Egg Group: Monster, Field                                             Egg Group: Grass
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Light Pokémon. The light from its tail can be                     The Flower Pokémon. A Bellossom grows flowers
     seen from space. This is why you can always tell                      more beautifully if it has evolved from a smelly
     exactly where it is, which is why it usually keeps the                Gloom-the more stinky the better. At night, this
     light off.                                                            Pokémon closes its petals and goes to sleep.
       STR       DEX      CON       INT      WIS      CHA                     STR       DEX      CON       INT     WIS       CHA
     17 (+3) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 12 (+1)                         16 (+3) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 15 (+2)
     Static: When this Pokémon is hit by a melee attack,                   Chlorophyll: This Pokémon’s speed is doubled in
     roll a d4. On a result of 4, the attacker takes an                    harsh sunlight.
     amount of electric damage equal to this Pokemon's
     proficiency bonus.                                                    Hidden Ability
                                                                           Healer: As an action, this Pokemon may touch a
     Hidden Ability                                                        creature to heal poison, burn, or paralysis. When it
     Plus: This Pokémon boosts its attack and damage                       uses this ability, roll a d4. On the a result of 1 or 2,
     rolls by 2 if an ally also has a Plus or Minus ability                the status effect is moved to itself.
     Starting Moves: Fire Punch, Growl, Tackle, Thunder                    Starting Moves: Leaf Blade, Magical Leaf, Mega Drain,
     Punch, Thunder Shock, Thunder Wave, Zap Cannon,                       Stun Spore, Sunny Day, Sweet Scent
     Cotton Spore, Charge, Take Down, Electro Ball,                        Level 14: Quiver Dance
     Confuse Ray                                                           Level 18: Petal Dance, Leaf Storm, Petal Blizzard
     Level 14: Power Gem, Discharge, Signal Beam
     Level 18: Cotton Guard, Light Screen, Thunder,                        TM: 06, 09, 10, 11, 15, 17, 20, 21, 22, 27, 32, 36,
     Dragon Pulse, Ion Deluge, Magnetic Flux                               42, 44, 45, 48, 53, 56, 68, 75, 83, 86, 87, 88, 90,
                                                                           96, 99, 100
     TM: 06, 10, 15, 16, 17, 18, 20, 21, 24, 25, 27, 31,
     32, 42, 44, 45, 48, 49, 52, 56, 57, 59, 68, 72, 73,
     78, 87, 88, 90, 93, 100
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 Marill #183                                                            Azumarill #184
 Type: Water/Fairy                                                      Type: Water/Fairy
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Water 1, Fairy                                              Egg Group: Water 1, Fairy
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Aqua Mouse Pokémon. When fishing for food                          The Aqua Rabbit Pokémon. Azumarill's long ears are
 at the edge of a fast-running stream, Marill wraps its                 indispensable sensors. By focusing its hearing, this
 tail around the trunk of a tree. This Pokémon's tail is                Pokémon can identify what kinds of prey are around,
 flexible and configured to stretch.                                    even in rough and fast-running rivers.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 12 (+1) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 12 (+1)                          15 (+2) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 13 (+1)
 Thick Fat: This Pokemon takes half the damage it                       Thick Fat: This Pokemon takes half the damage it
 otherwise would from Ice and Fire damage.                              otherwise would from Ice and Fire damage.
 Huge Power: Once per short rest, this Pokémon may                      Huge Power: Once per short rest, this Pokémon may
 double the damage it does on a single move that                        double the damage it does on a single move that
 requires an attack roll. The player must announce                      requires an attack roll. The player must announce
 that they are using this ability before the attack roll.               that they are using this ability before the attack roll.
 Hidden Ability                                                         Hidden Ability
 Sap Sipper: This Pokémon takes no damage from                          Sap Sipper: This Pokémon takes no damage from
 grass-type attacks. If hit by a grass type move, it                    grass-type attacks. If hit by a grass type move, it
 takes no damage and instead absorbs the energy,                        takes no damage and instead absorbs the energy,
 granting advantage on its next attack.                                 granting advantage on its next attack.
 Evolution: Marill can evolve into Azumarill at level 6                 Starting Moves: Tackle, Tail Whip, Water Gun, Water
 and above. When it evolves, its health increases by                    Sport, Bubble, Defense Curl, Rollout, Bubble Beam
 double its level, and it gains 8 points to add to its                  Level 6: Helping Hand, Aqua Tail
 ability scores (max 20).                                               Level 10: Play Rough, Aqua Ring
                                                                        Level 14: Rain Dance, Double-Edge
 Starting Moves: Tackle, Water Gun, Tail Whip                           Level 18: Superpower, Hydro Pump
 Level 2: Water Sport, Bubble, Defense Curl, Rollout                    TM: 01, 06, 07, 10, 13, 14, 15, 16, 17, 18, 21, 27,
 Level 6: Bubble Beam, Helping Hand, Aqua Tail                          31, 32, 42, 44, 45, 48, 52, 55, 56, 68, 78, 86, 87,
 Level 10: Play Rough, Aqua Ring, Rain Dance                            88, 90, 94, 98, 100
 Level 14: Double-Edge, Superpower
 Level 18: Hydro Pump
 TM: 01, 06, 07, 10, 13, 14, 16, 17, 18, 21, 27, 31,
 32, 42, 44, 45, 48, 55, 56, 86, 87, 88, 90, 94, 98,
 100
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     Sudowoodo #185                                                        Politoed #186
     Type: Rock                                                            Type: Water
     Classification: Small | SR 6                                          Classification: Small | SR 12
     Minimum Level Found: 5                                                Minimum Level Found: 10
     Egg Group: Mineral                                                    Egg Group: Water 1
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Imitation Pokémon. It’s so popular with the                       The Frog Pokémon. The longer and more luxurious
     elderly that there’s a magazine devoted to this                       the curled hair on its head, the greater the number
     Pokémon. Fans obsess over the particular length                       of Poliwag and Poliwhirl that will obey it.
     and angle of its arms.
                                                                           Armor Class: 16
     Armor Class: 15                                                       Hit Points: 97 | Hit Dice: d12
     Hit Points: 50 | Hit Dice: d10                                        Speed: 30ft. walking, 30ft. swimming
     Speed: 30ft. walking
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 Hoppip #187                                                            Skiploom #188
 Type: Grass/Flying                                                     Type: Grass/Flying
 Classification: Tiny | SR 1/4                                          Classification: Small | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Fairy, Grass                                                Egg Group: Fairy, Grass
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Cottonweed Pokémon. This Pokémon drifts and                        The Cottonweed Pokémon. Skiploom's flower
 floats with the wind. If it senses the approach of                     blossoms when the temperature rises above 64
 strong winds, Hoppip links its leaves with other                       degrees Fahrenheit. How much the flower opens
 Hoppip to prepare against being blown away.                            depends on the temperature. For that reason, this
                                                                        Pokémon is sometimes used as a thermometer.
 Armor Class: 13
 Hit Points: 17 | Hit Dice: d6                                          Armor Class: 14
 Speed: 20ft. walking, 20ft. flying (hover)                             Hit Points: 50 | Hit Dice: d8
                                                                        Speed: 25ft. walking, 25ft. flying (hover)
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     Jumpluff #189                                                         Aipom #190
     Type: Grass/Flying                                                    Type: Normal
     Classification: Small | SR 13                                         Classification: Small | SR 3
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Fairy, Grass                                               Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Cottonweed Pokémon. Jumpluff rides warm                           The Long Tail Pokémon. It searches for prey from
     southern winds to cross the sea and fly to foreign                    the tops of trees. When it spots its favorite food,
     lands. The Pokémon descends to the ground when                        Bounsweet, Aipom gets excited and pounces.
     it encounters cold air while it is floating.
                                                                           Armor Class: 14
     Armor Class: 16                                                       Hit Points: 25 | Hit Dice: d8
     Hit Points: 107 | Hit Dice: d10                                       Speed: 30ft. walking, 30ft. climbing
     Speed: 30ft. walking, 30ft. flying (hover)
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 Sunkern #191                                                           Sunflora #192
 Type: Grass                                                            Type: Grass
 Classification: Tiny | SR 1/4                                          Classification: Small | SR 7
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Grass                                                       Egg Group: Grass
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Seed Pokémon. Sunkern tries to move as little                      The Sun Pokémon. Sunflora converts solar energy
 as it possibly can. It does so because it tries to                     into nutrition. It moves around actively in the
 conserve all the nutrients it has stored in its body                   daytime when it is warm. It stops moving as soon as
 for its evolution. It will not eat a thing, subsisting                 the sun goes down for the night.
 only on morning dew.
                                                                        Armor Class: 14
 Armor Class: 11                                                        Hit Points: 55 | Hit Dice: d10
 Hit Points: 18 | Hit Dice: d6                                          Speed: 25ft. walking
 Speed: 10ft. walking
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     Yanma #193                                                             Wooper #194
     Type: Bug/Flying                                                       Type: Water/Ground
     Classification: Small | SR 5                                           Classification: Tiny | SR 1/4
     Minimum Level Found: 5                                                 Minimum Level Found: 1
     Egg Group: Bug                                                         Egg Group: Water 1, Field
     Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
     The Clear Wing Pokémon. Yanma is capable of                            The Water Fish Pokémon. Wooper usually lives in
     seeing 360 degrees without having to move its                          water. However, it occasionally comes out onto land
     eyes. It is a great flier that is adept at making sudden               in search of food. On land, it coats its body with a
     stops and turning midair. This Pokémon uses its                        gooey, toxic film.
     flying ability to quickly chase down targeted prey.
                                                                            Armor Class: 11
     Armor Class: 13                                                        Hit Points: 17 | Hit Dice: d6
     Hit Points: 58 | Hit Dice: d10                                         Speed: 20ft. walking, 20ft. swimming
     Speed: 15ft. walking, 40ft. flying
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 Quagsire #195                                                          Espeon #196
 Type: Water/Ground                                                     Type: Psychic
 Classification: Medium | SR 6                                          Classification: Small | SR 8
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Water 1, Field                                              Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Water Fish Pokémon. Quagsire hunts for food                        The Sun Pokémon. Espeon is extremely loyal to any
 by leaving its mouth wide open in water and waiting                    Trainer it considers to be worthy. It is said that this
 for its prey to blunder in unaware. Because the                        Pokémon developed its precognitive powers to
 Pokémon does not move, it does not get very                            protect its Trainer from harm.
 hungry.
                                                                        Armor Class: 16
 Armor Class: 14                                                        Hit Points: 45 | Hit Dice: d10
 Hit Points: 45 | Hit Dice: d12                                         Speed: 30ft. walking
 Speed: 30ft. walking, 30ft. swimming
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      Umbreon #197                                                          Murkrow #198
      Type: Dark                                                            Type: Dark/Flying
      Classification: Small | SR 8                                          Classification: Tiny | SR 2
      Minimum Level Found: 5                                                Minimum Level Found: 1
      Egg Group: Field                                                      Egg Group: Flying
      Gender Rate: 87% M / 13% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
      The Moonlight Pokémon. Umbreon evolved as a                           The Darkness Pokémon. Murkrow was feared and
      result of exposure to the moon's waves. It hides                      loathed as the alleged bearer of ill fortune. This
      silently in darkness and waits for its foes to make a                 Pokémon shows strong interest in anything that
      move. The rings on its body glow when it leaps to                     sparkles or glitters. It will even try to steal rings from
      attack.                                                               women.
        STR       DEX      CON      INT       WIS     CHA                      STR       DEX       CON       INT          WIS   CHA
      17 (+3) 16 (+3) 12 (+1) 6 (-2) 15 (+2) 14 (+2)                         12 (+1) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 8 (-1)
      Synchronize: If this Pokémon becomes burned,                          Insomnia: This Pokémon is immune to sleep.
      paralyzed, or poisoned, its attacker receives the
      negative status condition as well (if not immune).                    Super Luck: This Pokémon increases its critical hit
                                                                            range by 1 (20 to 19+, etc.)
      Hidden Ability                                                        Hidden Ability
      Inner Focus: This Pokémon is immune to flinching.
                                                                            Prankster: Once per short rest, this Pokémon can
                                                                            move to the top of initiative order in a single round,
      Starting Moves: Helping Hand, Pursuit, Tackle, Tail                   but must use a status-affecting move on its turn.
      Whip, Sand Attack, Baby-Doll Eyes, Quick Attack
      Level 6: Confuse Ray, Feint Attack
                                                                            Evolution: Murkrow can evolve into Honchkrow at
      Level 10: Assurance, Screech
                                                                            level 10 and above with the help of a Dusk Stone.
      Level 14: Moonlight, Last Resort
                                                                            When it evolves, its health increases by double its
      Level 18: Mean Look, Guard Swap
                                                                            level, and it gains 8 points to add to its ability scores
      TM: 01, 06, 10, 11, 12, 15, 17, 18, 21, 27, 29, 30,                   (max 20).
      32, 41, 42, 44, 45, 48, 49, 66, 68, 77, 85, 87, 88,
      90, 95, 97, 100                                                       Starting Moves: Astonish, Peck
                                                                            Level 2: Pursuit, Haze
                                                                            Level 6: Wing Attack, Night Shade
                                                                            Level 10: Assurance, Taunt
                                                                            Level 14: Feint Attack, Mean Look
                                                                            Level 18: Foul Play, Tailwind, Sucker Punch,
                                                                            Torment, Quash
                                                                            TM: 04, 06, 10, 11, 12, 17, 18, 19, 21, 27, 29, 30,
                                                                            32, 40, 41, 42, 44, 45, 46, 48, 51, 60, 63, 66, 73,
                                                                            76, 77, 85, 87, 88, 90, 95, 97, 100
                                                                            Egg Moves: Confuse Ray, Drill Peck, Feint Attack,
                                                                            Feather Dance, Flatter, Mirror Move, Perish Song,
                                                                            Psycho Shift, Screech, Sky Attack, Whirlwind, Wing
                                                                            Attack
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 Slowking #199                                                          Misdreavus #200
 Type: Water/Psychic                                                    Type: Ghost
 Classification: Medium | SR 11                                         Classification: Small | SR 7
 Minimum Level Found: 8                                                 Minimum Level Found: 5
 Egg Group: Monster, Water 1                                            Egg Group: Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Royal Pokémon. Slowking undertakes research                        The Screech Pokémon. Misdreavus frightens people
 every day in an effort to solve the mysteries of the                   with a creepy, sobbing cry. The Pokémon apparently
 world. However, this Pokémon apparently forgets                        uses its red spheres to absorb the fearful feelings of
 everything it has learned if the Shellder on its head                  foes and turn them into nutrition.
 comes off.
                                                                        Armor Class: 15
 Armor Class: 16                                                        Hit Points: 40 | Hit Dice: d8
 Hit Points: 97 | Hit Dice: d10                                         Speed: 30ft. flying (hover)
 Speed: 30ft. walking, 30ft. swimming
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      Unown #201                                                            Wobbuffet #202
      Type: Psychic                                                         Type: Psychic
      Classification: Tiny | SR 1                                           Classification: Medium | SR 6
      Minimum Level Found: 1                                                Minimum Level Found: 5
      Egg Group: Undiscovered                                               Egg Group: Amorphous
      Gender Rate: Genderless                                               Gender Rate: 50% M / 50% F
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/2 | 3 ASI
      The Symbol Pokémon. This Pokémon is shaped like                       The Patient Pokémon. Wobbuffet does nothing but
      ancient writing. It is a mystery as to which came                     endure attacks-it won't attack on its own. However,
      first, the ancient writings or the various Unown.                     it won't endure an attack on its tail. When that
      Research into this topic is ongoing but nothing is                    happens, the Pokémon will try to take the foe with it
      known.                                                                using Destiny Bond.
        STR       DEX      CON       INT    WIS       CHA                      STR      DEX      CON       INT     WIS        CHA
      12 (+1) 12 (+1) 12 (+1) 6 (-2) 14 (+2) 10 (+0)                         13 (+1) 9 (-1) 18 (+4) 6 (-2) 14 (+2) 10 (+0)
      Levitate: This Pokémon is immune to ground moves.                     Shadow Tag: Creatures within 50 feet of this
                                                                            Pokémon may not flee or switch out, except by
      Starting Moves: Hidden Power                                          item, Move, or ability.
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 Girafarig #203                                                         Pineco #204
 Type: Normal/Psychic                                                   Type: Bug
 Classification: Medium | SR 6                                          Classification: Tiny | SR 1
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Long Neck Pokémon. Girafarig's rear head                           The Bagworm Pokémon. Pineco hangs from a tree
 contains a tiny brain that is too small for thinking.                  branch and patiently waits for prey to come along. If
 However, the rear head doesn't need to sleep, so it                    the Pokémon is disturbed while eating by someone
 can keep watch over its surroundings 24 hours a                        shaking its tree, it drops down to the ground and
 day.                                                                   explodes with no warning.
   STR       DEX       CON       INT    WIS       CHA                      STR      DEX      CON        INT    WIS       CHA
 15 (+2) 17 (+3) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                          12 (+1) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 10 (+0)
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      Forretress #205                                                       Dunsparce #206
      Type: Bug/Steel                                                       Type: Normal
      Classification: Small | SR 12                                         Classification: Medium | SR 2
      Minimum Level Found: 8                                                Minimum Level Found: 1
      Egg Group: Bug                                                        Egg Group: Field
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Bagworm Pokémon. Forretress conceals itself                       The Land Snake Pokémon. Dunsparce has a drill for
      inside its hardened steel shell. The shell is opened                  its tail. It uses this tail to burrow into the ground
      when the Pokémon is catching prey, but it does so                     backward. This Pokémon is known to make its nest
      at such a quick pace that the shell's inside cannot                   in complex shapes deep under the ground.
      be seen.
                                                                            Armor Class: 14
      Armor Class: 16                                                       Hit Points: 20 | Hit Dice: d10
      Hit Points: 109 | Hit Dice: d12                                       Speed: 30ft. walking, 20ft. burrowing, 10ft. flying
      Speed: 20ft. walking
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 Gligar #207                                                            Steelix #208
 Type: Ground/Flying                                                    Type: Steel/Ground
 Classification: Small | SR 3                                           Classification: Huge | SR 14
 Minimum Level Found: 1                                                 Minimum Level Found: 10
 Egg Group: Bug                                                         Egg Group: Mineral
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Fly Scorpion Pokémon. Gligar glides through                        The Iron Snake Pokémon. Steelix lives even further
 the air without a sound as if it were sliding. This                    underground than Onix. This Pokémon is known to
 Pokémon hangs on to the face of its foe using its                      dig toward the earth's core. There are records of this
 clawed hind legs and the large pincers on its                          Pokémon reaching a depth of over six-tenths of a
 forelegs, then injects the prey with its poison barb.                  mile underground.
   STR       DEX      CON       INT       WIS     CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                          20 (+5) 15 (+2) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
 Evolution: Gligar can evolve into Gliscor at level 10                  Starting Moves: Bind, Fire Fang, Harden, Ice Fang,
 and above while holding a Razor Fang at night.                         Mud Sport, Tackle, Thunder Fang, Curse, Rock
 When it evolves, its health increases by double its                    Throw, Rock Tomb, Rage, Stealth Rock, Autotomize,
 level, and it gains 9 points to add to its ability scores              Gyro Ball, Smack Down, Dragon Breath, Slam,
 (max 20).                                                              Screech
                                                                        Level 14: Rock Slide, Crunch, Iron Tail
 Starting Moves: Poison Sting, Sand Attack                              Level 18: Dig, Stone Edge, Double-Edge, Sandstorm
 Level 2: Harden, Knock Off, Quick Attack                               TM: 05, 06, 10, 11, 12, 15, 17, 21, 23, 26, 27, 32,
 Level 6: Fury Cutter, Feint Attack, Acrobatics                         37, 39, 41, 42, 44, 45, 48, 59, 64, 66, 68, 69, 71,
 Level 10: Slash, U-Turn                                                74, 77, 78, 80, 82, 87, 88, 90, 91, 96, 97, 100
 Level 14: Screech, X-Scissor, Sky Uppercut
 Level 18: Swords Dance, Guillotine
 TM: 06, 09, 10, 11, 12, 17, 18, 19, 21, 26, 27, 31,
 32, 36, 37, 39, 40, 41, 42, 44, 45, 46, 48, 51, 54,
 56, 62, 66, 69, 71, 75, 78, 80, 81, 84, 87, 88, 89,
 90, 97, 100
 Egg Moves: Agility, Baton Pass, Counter, Cross
 Poison, Double-Edge, Feint, Metal Claw, Night Slash,
 Poison Tail, Power Trick, Razor Wind, Rock Climb,
 Sand Tomb, Wing Attack
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      Snubbull #209                                                         Granbull #210
      Type: Fairy                                                           Type: Fairy
      Classification: Tiny | SR 1                                           Classification: Medium | SR 5
      Minimum Level Found: 1                                                Minimum Level Found: 5
      Egg Group: Field, Fairy                                               Egg Group: Field, Fairy
      Gender Rate: 25% M / 75% F                                            Gender Rate: 25% M / 75% F
      Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
      The Fairy Pokémon. By baring its fangs and making a                   The Fairy Pokémon. Granbull has a particularly well-
      scary face, Snubbull sends smaller Pokémon                            developed lower jaw. The enormous fangs are heavy,
      scurrying away in terror. However, this Pokémon                       causing the Pokémon to tip its head back for
      seems a little sad at making its foes flee.                           balance. Unless it is startled, it will not try to bite
                                                                            indiscriminately.
      Armor Class: 12
      Hit Points: 16 | Hit Dice: d6                                         Armor Class: 14
      Speed: 30ft. walking                                                  Hit Points: 45 | Hit Dice: d12
                                                                            Speed: 35ft. walking
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 Qwilfish #211                                                          Scizor #212
 Type: Water/Poison                                                     Type: Bug/Steel
 Classification: Tiny | SR 5                                            Classification: Medium | SR 14
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Water 2                                                     Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Balloon Pokémon. Qwilfish sucks in water,                          The Pincer Pokémon. Scizor has a body with the
 inflating itself. This Pokémon uses the pressure of                    hardness of steel. It is not easily fazed by ordinary
 the water it swallowed to shoot toxic quills all at                    sorts of attacks. This Pokémon flaps its wings to
 once from all over its body. It finds swimming                         regulate its body temperature.
 somewhat challenging.
                                                                        Armor Class: 19
 Armor Class: 15                                                        Hit Points: 120 | Hit Dice: d12
 Hit Points: 20 | Hit Dice: d6                                          Speed: 30ft. walking, 30ft. flying
 Speed: 5ft. walking, 30ft. swimming
 Poison Point: When this Pokémon is hit with a                          Swarm: This Pokémon adds doubles its STAB bonus
 melee attack, roll a 1d4. On a result of 4, the                        when it has 25% or less of its maximum health.
 attacker takes an amount of poison damage equal to
 this Pokémon’s proficiency modifier.                                   Technician: For damaging moves activated by this
                                                                        Pokémon with 15 max PP or more, they may roll the
 Swift Swim: This Pokémon's swim speed is doubled                       damage twice and choose either total.
 in rainy conditions.
                                                                        Hidden Ability
 Hidden Ability                                                         Light Metal: This Pokémon is especially light for its
 Intimidate: Once per short rest, you can impose                        species. Once per long rest, it may impose
 disadvantage on an enemy attack roll of your choice.                   disadvantage on an attack roll against it.
 Starting Moves: Poison Sting, Spikes, Tackle, Water                    Starting Moves: Bullet Punch, Leer, Quick Attack,
 Gun, Harden, Minimize, Bubble                                          Focus Energy, Pursuit, False Swipe, Agility, Metal
 Level 6: Rollout, Toxic Spikes                                         Claw, Fury Cutter, Slash
 Level 10: Spit Up, Stockpile, Revenge                                  Level 14: Razor Wind, Iron Defense, X-Scissor
 Level 14: Brine, Pin Missile, Take Down                                Level 18: Night Slash, Double Hit, Iron Head, Swords
 Level 18: Aqua Tail, Poison Jab, Destiny Bond, Hydro                   Dance, Feint
 Pump, Fell Stinger
                                                                        TM: 06, 09, 10, 11, 15, 16, 17, 18, 19, 20, 21, 27,
 TM: 06, 07, 09, 10, 12, 13, 14, 17, 18, 21, 27, 30,                    31, 32, 37, 40, 42, 44, 45, 46, 48, 51, 54, 56, 59,
 32, 34, 36, 42, 44, 45, 48, 55, 64, 66, 73, 74, 84,                    62, 68, 75, 81, 87, 88, 89, 90, 91, 100
 87, 88, 90, 94, 98, 100
 Egg Moves: Acid Spray, Aqua Jet, Astonish, Brine,
 Bubble Beam, Flail, Haze, Poison Jab, Signal Beam,
 Supersonic, Water Pulse
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      Shuckle #213                                                          Heracross #214
      Type: Bug/Rock                                                        Type: Bug/Fighting
      Classification: Tiny | SR 4                                           Classification: Medium | SR 9
      Minimum Level Found: 5                                                Minimum Level Found: 5
      Egg Group: Bug                                                        Egg Group: Bug
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Mold Pokémon. Shuckle quietly hides itself                        The Single Horn Pokémon. Heracross charges in a
      under rocks, keeping its body concealed inside its                    straight line at its foe, slips beneath the foe's grasp,
      hard shell while eating berries it has stored away.                   and then scoops up and hurls the opponent with its
      The berries mix with its body fluids to become a                      mighty horn. This Pokémon even has enough power
      juice.                                                                to topple a massive tree.
        STR      DEX     CON          INT   WIS       CHA                      STR       DEX      CON       INT      WIS      CHA
      10 (+0) 8 (-1) 12 (+1) 6 (-2) 16 (+3) 10 (+0)                          18 (+4) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
      Sturdy: When taking damage equal to half or more of                   Swarm: This Pokémon adds doubles its STAB bonus
      your current HP, roll a d4. On a result of 3 of 4,                    when it has 25% or less of its maximum health.
      halve the damage dealt.
                                                                            Guts: When this Pokémon is burned or poisoned,
      Gluttony: This Pokémon must eat its held berry                        they are not affected by the disadvantage or reduced
      when it falls below ½ of its maximum HP.                              damage effects. They still take damage at the end of
                                                                            each of their turns.
      Hidden Ability
      Contrary: Moves that affect this Pokémon's stats                      Hidden Ability
      have the opposite effect. (For example, Defense                       Moxie: Upon causing an opponent to faint, this
      Curl would lower AC by 4. Growl would increase its                    Pokémon may immediately take another action.
      attack by +1)
                                                                            Starting Moves: Arm Thrust, Bullet Seed, Endure,
      Starting Moves: Bide, Constrict, Rollout, Withdraw,                   Horn Attack, Leer, Night Slash, Tackle, Feint, Aerial
      Encore, Wrap, Struggle Bug                                            Ace
      Level 6: Safeguard, Rest                                              Level 6: Chip Away, Counter, Fury Attack
      Level 10: Rock Throw, Gastro Acid, Power Trick                        Level 10: Brick Break, Pin Missile
      Level 14: Shell Smash, Rock Slide                                     Level 14: Take Down, Megahorn
      Level 18: Bug Bite, Guard Split, Power Split, Stone                   Level 18: Close Combat, Reversal
      Edge, Sticky Web
                                                                            TM: 01, 06, 08, 09, 10, 11, 15, 17, 18, 21, 23, 26,
      TM: 06, 09, 10, 11, 17, 20, 21, 23, 26, 27, 32, 34,                   27, 31, 32, 39, 40, 42, 44, 45, 46, 48, 52, 54, 56,
      36, 37, 39, 42, 44, 45, 48, 69, 71, 74, 78, 80, 83,                   65, 68, 71, 75, 78, 80, 87, 88, 90, 100
      87, 88, 90, 100
                                                                            Egg Moves: Bide, Double-Edge, False Swipe, Flail,
      Egg Moves: Acid, Acupressure, Final Gambit,                           Focus Punch, Harden, Megahorn, Pursuit, Revenge,
      Helping Hand, Knock Off, Mud-Slap, Rock Blast,                        Rock Blast, Seismic Toss
      Sand Tomb, Sweet Scent
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 Sneasel #215                                                           Teddiursa #216
 Type: Dark/Ice                                                         Type: Normal
 Classification: Small | SR 4                                           Classification: Tiny | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Sharp Claw Pokémon. Sneasel scales trees by                        The Little Bear Pokémon. This Pokémon likes to lick
 punching its hooked claws into the bark. This                          its palms that are sweetened by being soaked in
 Pokémon seeks out unguarded nests and steals                           honey. Teddiursa concocts its own honey by
 eggs for food while the parents are away.                              blending fruits and pollen collected by Beedrill.
   STR       DEX      CON       INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)                          13 (+1) 11 (+0) 11 (+0) 6 (-2) 10 (+0) 12 (+1)
 Proficient Skills: Stealth, Deception, Sleight of Hand                 Proficient Skills: Persuasion, Medicine
 Saving Throws: Dexterity                                               Saving Throws: Charisma
 Vulnerabilities: Bug, Fairy, Fighting, Fire, Rock, Steel               Vulnerabilities: Fighting
 Resistances: Dark, Ghost, Ice                                          Resistances: None
 Immunities: Psychic                                                    Immunities: Ghost
 Senses: Darkvision 40ft
                                                                        Pickup: If an opponent uses a consumable held item
 Inner Focus: This Pokémon is immune to flinching.                      in battle, this Pokémon gains a copy of it if it is not
                                                                        currently holding an item.
 Keen Eye: This Pokémon ignores disadvantage when
 it relates to sight.                                                   Quick Feet: When suffering from a negative status
                                                                        condition, this Pokémon’s speed increases by 15 ft.
 Hidden Ability
 Pickpocket: As a bonus action, this Pokémon can                        Hidden Ability
 make a DEX check contested by the opponent’s                           Honey Gather: At the end of each battle, this
 WIS to attempt to steal a held item. After the first                   Pokémon may roll a d20. On a result of 20, its
 attempt, all other attempts against the same                           trainer adds a Honey to its inventory.
 opponent are rolled at disadvantage.
                                                                        Evolution: Teddiursa can evolve into Ursaring at level
 Evolution: Sneasel can evolve into Weavile at level                    8 and above. When it evolves, its health increases by
 10 and above while holding a Razor Claw at night.                      double its level, and it gains 9 points to add to its
 When it evolves, its health increases by double its                    ability scores (max 20).
 level, and it gains 12 points to add to its ability
 scores (max 20).                                                       Starting Moves: Baby-Doll Eyes, Covet, Fake Tears,
                                                                        Lick, Scratch
 Starting Moves: Leer, Scratch, Taunt, Quick Attack,                    Level 2: Fury Swipes, Play Nice
 Feint Attack                                                           Level 6: Feint Attack, Sweet Scent
 Level 6: Icy Wind, Fury Swipes, Agility, Metal Claw                    Level 10: Slash
 Level 10: Hone Claws, Beat Up, Screech                                 Level 14: Charm
 Level 14: Slash, Snatch                                                Level 18: Rest, Snore, Thrash, Fling
 Level 18: Punishment, Ice Shard
                                                                        TM: 01, 05, 06, 08, 10, 11, 12, 17, 18, 21, 26, 27,
 TM: 04, 06, 07, 10, 11, 12, 13, 14, 17, 18, 21, 27,                    31, 32, 39, 40, 41, 42, 44, 45, 46, 48, 56, 65, 75,
 30, 31, 32, 33, 40, 41, 42, 44, 45, 46, 47, 48, 54,                    78, 80, 87, 88, 90, 100
 56, 63, 65, 66, 75, 77, 81, 84, 85, 87, 88, 90, 94,
                                                                        Egg Moves: Belly Drum, Chip Away, Close Combat,
 95, 97, 100
                                                                        Counter, Cross Chop, Crunch, Double-Edge, Fake
 Egg Moves: Assist, Avalanche, Bite, Counter, Crush                     Tears, Metal Claw, Night Slash, Play Rough, Seismic
 Claw, Double Hit, Fake Out, Feint, Foresight, Ice                      Toss, Sleep Talk, Take Down, Yawn
 Punch, Ice Shard, Icicle Crash, Punishment, Pursuit,
 Reflect, Spite
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      Ursaring #217                                                          Slugma #218
      Type: Normal                                                           Type: Fire
      Classification: Medium | SR 6                                          Classification: Small | SR 1/8
      Minimum Level Found: 5                                                 Minimum Level Found: 1
      Egg Group: Field                                                       Egg Group: Amorphous
      Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
      Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
      The Hibernator Pokémon. In the forests inhabited                       The Lava Pokémon. Molten magma courses
      by Ursaring, it is said that there are many streams                    throughout Slugma's circulatory system. If this
      and towering trees where they gather food. This                        Pokémon is chilled, the magma cools and hardens.
      Pokémon walks through its forest gathering food                        Its body turns brittle and chunks fall off, reducing its
      every day.                                                             size.
        STR       DEX       CON      INT     WIS       CHA                      STR      DEX      CON        INT    WIS         CHA
      17 (+3) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 9 (-1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
      Starting Moves: Covet, Fake Tears, Leer, Lick,                         Evolution: Slugma can evolve into Magcargo at level
      Scratch, Fury Swipes, Play Nice                                        10 and above. When it evolves, its health increases
      Level 6: Feint Attack, Sweet Scent                                     by double its level, and it gains 12 points to add to
      Level 10: Slash                                                        its ability scores (max 20).
      Level 14: Scary Face, Rest
      Level 18: Snore, Thrash, Hammer Arm                                    Starting Moves: Smog, Yawn
      TM: 01, 05, 06, 08, 10, 11, 12, 15, 17, 18, 21, 23,                    Level 2: Ember, Rock Throw, Harden
      26, 27, 31, 32, 39, 40, 41, 42, 44, 45, 46, 48, 52,                    Level 6: Incinerate, Clear Smog, Ancient Power
      56, 65, 66, 68, 71, 75, 78, 80, 87, 88, 90, 100                        Level 10: Flame Burst, Rock Slide
                                                                             Level 14: Lava Plume, Amnesia, Body Slam
                                                                             Level 18: Recover, Flamethrower, Earth Power
                                                                             TM: 06, 10, 11, 16, 17, 21, 27, 32, 33, 35, 38, 39,
                                                                             42, 43, 44, 45, 48, 50, 61, 80, 83, 87, 88, 90, 96,
                                                                             100
                                                                             Egg Moves: Acid Armor, Curse, Earth Power, Guard
                                                                             Swap, Heat Wave, Inferno, Memento, Rollout,
                                                                             Smokescreen, Spit Up, Stockpile, Swallow
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 Magcargo #219                                                          Swinub #220
 Type: Fire/Rock                                                        Type: Ice/Ground
 Classification: Small | SR 10                                          Classification: Tiny | SR 1/4
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Amorphous                                                   Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Lava Pokémon. Magcargo's body temperature is                       The Pig Pokémon. Swinub roots for food by rubbing
 approximately 18,000 degrees Fahrenheit. Water is                      its snout against the ground. Its favorite food is a
 vaporized on contact. If this Pokémon is caught in                     mushroom that grows under the cover of dead
 the rain, the raindrops instantly turn into steam,                     grass. This Pokémon occasionally roots out hot
 cloaking the area in a thick fog.                                      springs.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 17 (+3) 11 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 11 (+0) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
 Magma Armor: This Pokémon is immune to freezing.                       Oblivious: This Pokémon is immune to moves that
                                                                        attempt to charm or taunt it.
 Flame Body: The flames from this Pokémon's body
 shine dim light in a 15 ft radius. In addition, when                   Snow Cloak: This Pokémon is immune to Hail
 hit by a melee attack, roll a d10. On a 10, the                        damage. It's AC is increased by 2 in arctic
 attacker is burned.                                                    conditions, or when it is snowing or hailing.
 Hidden Ability                                                         Hidden Ability
 Weak Armor: When an attack hits this Pokémon, its                      Thick Fat: This Pokemon takes half the damage it
 speed increases by 5 feet, but its AC is temporarily                   otherwise would from Ice and Fire damage.
 reduced by 1 until the end of battle (for a maximum
 reduction of -5).
                                                                        Evolution: Swinub can evolve into Piloswine at level
                                                                        9 and above. When it evolves, its health increases by
 Starting Moves: Shell Smash, Smog, Yawn, Ember,                        double its level, and it gains 9 points to add to its
 Rock Throw, Harden, Incinerate, Clear Smog,                            ability scores (max 20).
 Ancient Power
 Level 10: Flame Burst, Rock Slide                                      Starting Moves: Odor Sleuth, Tackle
 Level 14: Lava Plume, Amnesia, Body Slam                               Level 2: Mud Sport, Powder Snow, Mud-Slap
 Level 18: Recover, Flamethrower, Earth Power                           Level 6: Endure, Mud Bomb, Icy Wind
 TM: 06, 10, 11, 15, 16, 17, 21, 22, 23, 26, 27, 32,                    Level 10: Ice Shard, Take Down, Mist
 33, 35, 37, 38, 39, 42, 43, 44, 45, 48, 50, 61, 64,                    Level 14: Earthquake, Flail
 68, 69, 71, 74, 78, 80, 83, 87, 88, 90, 96, 100                        Level 18: Blizzard, Amnesia
                                                                        TM: 05, 06, 07, 10, 13, 14, 16, 17, 18, 21, 26, 27,
                                                                        32, 33, 37, 39, 42, 44, 45, 48, 78, 80, 87, 88, 90,
                                                                        100
                                                                        Egg Moves: Ancient Power, Avalanche, Bite, Body
                                                                        Slam, Curse, Double-Edge, Fissure, Freeze-Dry, Icicle
                                                                        Crash, Icicle Spear, Mud Shot, Rock Slide, Stealth
                                                                        Rock, Take Down
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      Piloswine #221                                                        Corsola #222
      Type: Ice/Ground                                                      Type: Water/Rock
      Classification: Small | SR 8                                          Classification: Tiny | SR 3
      Minimum Level Found: 8                                                Minimum Level Found: 1
      Egg Group: Field                                                      Egg Group: Water 1, Water 3
      Gender Rate: 50% M / 50% F                                            Gender Rate: 25% M / 75% F
      Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Swine Pokémon. Piloswine is covered by a thick                    The Coral Pokémon. Corsola's branches glitter very
      coat of long hair that enables it to endure the                       beautifully in seven colors when they catch sunlight.
      freezing cold. This Pokémon uses its tusks to dig up                  If any branch breaks off, this Pokémon grows it back
      food that has been buried under ice.                                  in just one night.
        STR       DEX      CON       INT     WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
      16 (+3) 13 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                         14 (+2) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
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 Remoraid #223                                                          Octillery #224
 Type: Water                                                            Type: Water
 Classification: Small | SR 1/4                                         Classification: Small | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Water 1, Water 2                                            Egg Group: Water 1, Water 2
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Jet Pokémon. This Pokémon clings to Mantine                        The Jet Pokémon. The ink it spits when escaping is
 and shares in its prosperity. When its Mantine is                      special. It contains a substance that dulls the sense
 attacked, Remoraid will fight alongside it!                            of smell, so Pokémon with keen noses get lost.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 10 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                          16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
 Hustle: When you score a critical hit, you may                         Suction Cups: This Pokémon cannot be forced out of
 immediately gain an additional action on your turn.                    battle by an opponent’s moves.
 If this action is used to make an attack, you have
 disadvantage on the roll. You may only ever have                       Sniper: On a critical hit made by this Pokémon,
 one additional action per round.                                       triple the dice roll instead of doubling it.
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      Delibird #225                                                          Mantine #226
      Type: Ice/Flying                                                       Type: Water/Flying
      Classification: Small | SR 1                                           Classification: Medium | SR 11
      Minimum Level Found: 1                                                 Minimum Level Found: 8
      Egg Group: Water 1, Field                                              Egg Group: Water 1
      Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
      Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 2/2 | 3 ASI
      The Delivery Pokémon. It shares its food with                          The Kite Pokémon. Many people have taken up
      people who are stranded. Because Delibird is                           surfing because they admire how magnificently
      omnivorous, sometimes it gives those people bug                        Mantine swims.
      Pokémon.
                                                                             Armor Class: 17
      Armor Class: 13                                                        Hit Points: 72 | Hit Dice: d10
      Hit Points: 16 | Hit Dice: d6                                          Speed: 5ft. walking, 30ft. swimming, 30ft. flying
      Speed: 30ft. walking
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 Skarmory #227                                                          Houndour #228
 Type: Steel/Flying                                                     Type: Dark/Fire
 Classification: Large | SR 10                                          Classification: Tiny | SR 1/2
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Flying                                                      Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Armor Bird Pokémon. he wing feathers it sheds                      The Dark Pokémon. It cooperates with others
 can be processed and made into knives whose                            skillfully. When it becomes your partner, it’s very
 sharpness is recognized by the finest chefs.                           loyal to you as its Trainer and will obey your orders.
   STR       DEX      CON       INT     WIS        CHA                     STR       DEX      CON       INT     WIS       CHA
 19 (+4) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                          11 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
 Keen Eye: This Pokémon ignores disadvantage when                       Early Bird: This Pokémon has advantage on rolls to
 it relates to sight.                                                   wake from sleep.
 Sturdy: When taking damage equal to half or more of                    Flash Fire: This Pokémon takes no damage from fire
 your current HP, roll a d4. On a result of 3 of 4,                     or fire-type attacks. Instead, immediately after taking
 halve the damage dealt.                                                a hit from a fire-type move, or in open flames,
                                                                        double the STAB bonus on the next fire-type move.
 Hidden Ability
 Weak Armor: When an attack hits this Pokémon, its                      Hidden Ability
 speed increases by 5 feet, but its AC is temporarily                   Unnerve: Opponents in combat with this Pokémon
 reduced by 1 until the end of battle (for a maximum                    cannot eat held berries.
 reduction of -5).
                                                                        Evolution: Houndour can evolve into Houndoom at
 Starting Moves: Leer, Peck, Sand Attack, Metal Claw,                   level 7 and above. When it evolves, its health
 Air Cutter, Fury Attack, Feint                                         increases by double its level, and it gains 9 points to
 Level 10: Swift, Spikes, Agility                                       add to its ability scores (max 20).
 Level 14: Steel Wing, Slash
 Level 18: Metal Sound, Air Slash, Autotomize, Night                    Starting Moves: Ember, Leer, Howl
 Slash                                                                  Level 2: Smog, Roar
 TM: 05, 06, 10, 11, 12, 17, 19, 21, 27, 32, 37, 39,                    Level 6: Bite, Odor Sleuth
 40, 41, 42, 44, 45, 46, 48, 51, 58, 66, 75, 76, 80,                    Level 10: Beat Up, Fire Fang, Feint Attack
 81, 87, 88, 90, 91, 97, 100                                            Level 14: Embargo, Foul Play
                                                                        Level 18: Flamethrower, Crunch, Nasty Plot, Inferno
 Egg Moves: Assurance, Brave Bird, Curse, Drill Peck,
 Endure, Guard Swap, Pursuit, Sky Attack, Stealth                       TM: 05, 06, 10, 11, 12, 17, 21, 22, 27, 30, 32, 35,
 Rock, Whirlwind                                                        36, 38, 41, 42, 43, 44, 45, 46, 48, 50, 61, 63, 66,
                                                                        85, 87, 88, 90, 95, 97, 100
                                                                        Egg Moves: Beat Up, Counter, Destiny Bond, Feint,
                                                                        Fire Fang, Fire Spin, Nasty Plot, Punishment, Pursuit,
                                                                        Rage, Reversal, Spite, Thunder Fang, Will-O-Wisp
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      Houndoom #229                                                         Kingdra #230
      Type: Dark/Fire                                                       Type: Water/Dragon
      Classification: Medium | SR 8                                         Classification: Medium | SR 12
      Minimum Level Found: 5                                                Minimum Level Found: 10
      Egg Group: Field                                                      Egg Group: Water 1, Dragon
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 3/3 | 2 ASI
      The Dark Pokémon. They spew flames mixed with                         The Dragon Pokémon. Kingdra lives at extreme
      poison to finish off their opponents. They divvy up                   ocean depths that are otherwise uninhabited. It has
      their prey evenly among the members of their pack.                    long been believed that the yawning of this
                                                                            Pokémon creates spiraling ocean currents.
      Armor Class: 17
      Hit Points: 45 | Hit Dice: d10                                        Armor Class: 17
      Speed: 35ft. walking                                                  Hit Points: 99 | Hit Dice: d12
                                                                            Speed: 10ft. walking, 40ft. swimming
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 Phanpy #231                                                            Donphan #232
 Type: Ground                                                           Type: Ground
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 7
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Long Nose Pokémon. For its nest, Phanpy digs a                     The Armor Pokémon. Donphan's favorite attack is
 vertical pit in the ground at the edge of a river. It                  curling its body into a ball, then charging at its foe
 marks the area around its nest with its trunk to let                   while rolling at high speed. Once it starts rolling,
 the others know that the area has been claimed.                        this Pokémon can't stop very easily.
   STR       DEX       CON       INT      WIS     CHA                      STR       DEX      CON       INT      WIS      CHA
 13 (+1) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 12 (+1)                          16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
 Pickup: If an opponent uses a consumable held item                     Sturdy: When taking damage equal to half or more of
 in battle, this Pokémon gains a copy of it if it is not                your current HP, roll a d4. On a result of 3 of 4,
 currently holding an item.                                             halve the damage dealt.
 Evolution: Phanpy can evolve into Donphan at level                     Starting Moves: Bulldoze, Defense Curl, Fire Fang,
 7 and above. When it evolves, its health increases by                  Fury Attack, Growl, Horn Attack, Thunder Fang,
 double its level, and it gains 9 points to add to its                  Rapid Spin, Rollout
 ability scores (max 20).                                               Level 6: Assurance, Knock Off
                                                                        Level 10: Slam, Magnitude
 Starting Moves: Defense Curl, Growl, Odor Sleuth,                      Level 14: Scary Face
 Tackle                                                                 Level 18: Earthquake, Giga Impact
 Level 2: Flail, Rollout                                                TM: 05, 06, 10, 11, 15, 17, 21, 26, 27, 32, 37, 39,
 Level 6: Natural Gift, Endure                                          42, 44, 45, 48, 49, 59, 68, 69, 71, 74, 78, 80, 84,
 Level 10: Slam, Take Down                                              87, 88, 90, 100
 Level 14: Charm, Last Resort
 Level 18: Double-Edge
 TM: 05, 06, 10, 11, 17, 21, 26, 27, 32, 37, 39, 42,
 44, 45, 48, 49, 78, 80, 87, 88, 90, 100
 Egg Moves: Ancient Power, Body Slam, Counter,
 Endeavor, Fissure, Focus Energy, Head Smash, Slam,
 Ice Shard, Mud-Slap, Play Rough, Snore
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      Porygon2 #233                                                         Stantler #234
      Type: Normal                                                          Type: Normal
      Classification: Small | SR 12                                         Classification: Medium | SR 5
      Minimum Level Found: 8                                                Minimum Level Found: 5
      Egg Group: Gender Unknown                                             Egg Group: Field
      Gender Rate: Genderless                                               Gender Rate: 50% M / 50% F
      Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Virtual Pokémon. Porygon2 was created by                          The Big Horn Pokémon. Stantler's magnificent
      humans using the power of science. The man-made                       antlers were traded at high prices as works of art. As
      Pokémon has been endowed with artificial                              a result, this Pokémon was hunted close to
      intelligence that enables it to learn new gestures                    extinction by those who were after the priceless
      and emotions on its own.                                              antlers.
        STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
      16 (+3) 15 (+2) 18 (+4) 6 (-2) 14 (+2) 12 (+1)                         15 (+2) 17 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
      Trace: This Pokémon copies a random ability of an                     Intimidate: Once per short rest, you can impose
      opponent when entering battle. The ability cannot                     disadvantage on an enemy attack roll of your choice.
      be Flower Gift, Forecast, Illusion, Imposter,
      Multitype, Trace, Wonder Guard, or Zen Mode.                          Frisk: Upon entering a battle, a single opponent’s
                                                                            held item is revealed, if it has one.
      Download: Once per short rest, this Pokémon can
      choose a different damage type for one of their                       Hidden Ability
      normal attacks.                                                       Sap Sipper: This Pokémon takes no damage from
                                                                            grass-type attacks. If hit by a grass type move, it
      Hidden Ability                                                        takes no damage and instead absorbs the energy,
      Analytic: After this Pokémon misses an attack, its                    granting advantage on its next attack.
      next attack is done at advantage.
                                                                            Starting Moves: Tackle, Leer, Astonish, Hypnosis,
      Evolution: Porygon2 can evolve into Porygon-Z at                      Stomp
      level 14 and above while holding a Dubious Disc.                      Level 6: Sand Attack, Take Down
      When it evolves, its health increases by double its                   Level 10: Confuse Ray, Calm Mind
      level, and it gains 10 points to add to its ability                   Level 14: Role Play, Zen Headbutt
      scores (max 20).                                                      Level 18: Jump Kick, Imprison, Captivate, Me First
                                                                            TM: 01, 03, 04, 05, 06, 10, 11, 16, 17, 18, 21, 22,
      Starting Moves: Conversion, Conversion 2, Defense                     24, 25, 26, 27, 29, 30, 32, 33, 42, 44, 45, 46, 48,
      Curl, Tackle, Psybeam, Agility, Recover                               53, 57, 68, 73, 77, 78, 85, 87, 88, 90, 92, 93, 100
      Level 10: Signal Beam, Recycle
      Level 14: Discharge, Lock-On, Tri Attack                              Egg Moves: Bite, Disable, Double Kick, Extrasensory,
      Level 18: Magic Coat, Zap Cannon, Hyper Beam                          Me First, Megahorn, Mud Sport, Psych Up, Rage,
                                                                            Spite, Swagger, Thrash, Zen Headbutt
      TM: 03, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 24,
      25, 27, 29, 30, 32, 40, 42, 44, 46, 48, 57, 68, 73,
      77, 85, 87, 88, 90, 92, 100
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 Smeargle #235                                                          Tyrogue #236
 Type: Normal                                                           Type: Fighting
 Classification: Small | SR 1                                           Classification: Small | SR 1/4
 Minimum Level Found: 1                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Undiscovered
 Gender Rate: 50% M / 50% F                                             Gender Rate: 100% M / 0% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Painter Pokémon. Smeargle marks the                                The Scuffle Pokémon. Tyrogue becomes stressed
 boundaries of its territory using a body fluid that                    out if it does not get to train every day. When raising
 leaks out from the tip of its tail. Over 5,000                         this Pokémon, the Trainer must establish and
 different marks left by this Pokémon have been                         uphold various training methods.
 found.
                                                                        Armor Class: 11
 Armor Class: 12                                                        Hit Points: 17 | Hit Dice: d6
 Hit Points: 18 | Hit Dice: d8                                          Speed: 25ft. walking
 Speed: 30ft. walking
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      Hitmontop #237                                                        Smoochum #238
      Type: Fighting                                                        Type: Ice/Psychic
      Classification: Medium | SR 6                                         Classification: Tiny | SR 2
      Minimum Level Found: 5                                                Minimum Level Found: 1
      Egg Group: Human-Like                                                 Egg Group: Undiscovered
      Gender Rate: 100% M / 0% F                                            Gender Rate: 0% M / 100% F
      Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
      The Handstand Pokémon. Hitmontop spins on its                         The Kiss Pokémon. Smoochum actively runs about,
      head at high speed, all the while delivering kicks.                   but also falls quite often. Whenever the chance
      This technique is a remarkable mix of both offense                    arrives, it will look for its reflection to make sure its
      and defense at the same time. The Pokémon travels                     face hasn't become dirty.
      faster spinning than it does walking.
                                                                            Armor Class: 12
      Armor Class: 16                                                       Hit Points: 24 | Hit Dice: d8
      Hit Points: 45 | Hit Dice: d10                                        Speed: 25ft. walking
      Speed: 30ft. walking
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 Elekid #239                                                            Magby #240
 Type: Electric                                                         Type: Fire
 Classification: Tiny | SR 2                                            Classification: Tiny | SR 2
 Minimum Level Found: 1                                                 Minimum Level Found: 1
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: 75% M / 25% F                                             Gender Rate: 75% M / 25% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Electric Pokémon. Elekid stores electricity in its                 The Live Coal Pokémon. Magby's state of health is
 body. If it touches metal and accidentally discharges                  determined by observing the fire it breathes. If the
 all its built-up electricity, this Pokémon begins                      Pokémon is spouting yellow flames from its mouth,
 swinging its arms in circles to recharge itself.                       it is in good health. When it is fatigued, black smoke
                                                                        will be mixed in with the flames.
 Armor Class: 13
 Hit Points: 26 | Hit Dice: d8                                          Armor Class: 13
 Speed: 25ft. walking                                                   Hit Points: 26 | Hit Dice: d8
                                                                        Speed: 25ft. walking
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      Miltank #241                                                          Blissey #242
      Type: Normal                                                          Type: Normal
      Classification: Medium | SR 10                                        Classification: Medium | SR 14
      Minimum Level Found: 8                                                Minimum Level Found: 10
      Egg Group: Field                                                      Egg Group: Fairy
      Gender Rate: 0% M / 100% F                                            Gender Rate: 0% M / 100% F
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 3/3 | 2 ASI
      The Milk Cow Pokémon. Miltank gives over five                         The Happiness Pokémon. Blissey senses sadness
      gallons of milk on a daily basis. Its sweet milk is                   with its fluffy coat of fur. If it does so, this Pokémon
      enjoyed by children and grown-ups alike. People                       will rush over to a sad person, no matter how far
      who can't drink milk turn it into yogurt and eat it                   away, to share a Lucky Egg that brings a smile to any
      instead.                                                              face.
        STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
      17 (+3) 17 (+3) 14 (+2) 6 (-2) 14 (+2) 11 (+0)                         14 (+2) 13 (+1) 20 (+5) 6 (-2) 14 (+2) 16 (+3)
      Thick Fat: This Pokemon takes half the damage it                      Natural Cure: This Pokémon is cured of negative
      otherwise would from Ice and Fire damage.                             status ailments upon returning to its Pokeball.
      Scrappy: This Pokémon's Normal and Fighting type                      Serene Grace: The DC to avoid a negative status
      moves hit Ghost type Pokémon.                                         condition from this Pokémon is increased by 1.
      Hidden Ability                                                        Hidden Ability
      Sap Sipper: This Pokémon takes no damage from                         Healer: As an action, this Pokemon may touch a
      grass-type attacks. If hit by a grass type move, it                   creature to heal poison, burn, or paralysis. When it
      takes no damage and instead absorbs the energy,                       uses this ability, roll a d4. On the a result of 1 or 2,
      granting advantage on its next attack.                                the status effect is moved to itself.
      Starting Moves: Tackle, Growl, Defense Curl, Stomp,                   Starting Moves: Defense Curl, Growl, Pound, Tail
      Milk Drink, Bide, Rollout                                             Whip, Refresh, Double Slap, Soft-Boiled, Bestow,
      Level 10: Body Slam, Zen Headbutt                                     Minimize, Take Down, Sing
      Level 14: Captivate, Gyro Ball                                        Level 14: Fling, Heal Pulse
      Level 18: Heal Bell, Wake-Up Slap                                     Level 18: Egg Bomb, Light Screen, Healing Wish,
                                                                            Double-Edge
      TM: 01, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 24,
      25, 26, 27, 30, 31, 32, 37, 39, 42, 44, 45, 48, 49,                   TM: 01, 04, 06, 07, 10, 11, 13, 14, 15, 16, 17, 18,
      52, 56, 68, 73, 74, 77, 78, 80, 87, 88, 90, 94, 100                   20, 21, 22, 24, 25, 26, 27, 29, 30, 31, 32, 35, 37,
                                                                            38, 39, 42, 44, 45, 48, 49, 52, 56, 57, 68, 73, 77,
      Egg Moves: Belch, Curse, Dizzy Punch, Double-Edge,
                                                                            78, 80, 85, 86, 87, 88, 90, 93, 99, 100
      Endure, Hammer Arm, Heart Stamp, Helping Hand,
      Natural Gift, Present, Psych Up, Punishment,
      Reversal, Seismic Toss, Sleep Talk
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 Raikou #243                                                            Entei #244
 Type: Electric                                                         Type: Fire
 Classification: Large | SR 15                                          Classification: Large | SR 15
 Minimum Level Found: 15                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Thunder Pokémon. Raikou embodies the speed                         The Volcano Pokémon. Entei embodies the passion
 of lightning. The roars of this Pokémon send shock                     of magma. This Pokémon is thought to have been
 waves shuddering through the air and shake the                         born in the eruption of a volcano. It sends up
 ground as if lightning bolts had come crashing                         massive bursts of fire that utterly consume all that
 down.                                                                  they touch.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS        CHA
 18 (+4) 20 (+5) 15 (+2) 6 (-2) 12 (+1) 14 (+2)                          18 (+4) 19 (+4) 16 (+3) 6 (-2) 12 (+1) 14 (+2)
 Pressure: Any move targeting this Pokémon directly                     Pressure: Any move targeting this Pokémon directly
 (non-area of effect moves) reduces its PP by two                       (non-area of effect moves) reduces its PP by two
 when activated.                                                        when activated.
 Starting Moves: Bite, Leer, Thunder Shock, Roar,                       Starting Moves: Ember, Leer, Sacred Fire, Roar, Fire
 Quick Attack, Spark, Reflect, Crunch, Discharge                        Spin, Stomp, Flamethrower, Swagger
 Level 18: Thunder Fang, Extrasensory, Rain Dance,                      Level 18: Fire Fang, Lava Plume, Extrasensory, Fire
 Calm Mind, Thunder                                                     Blast, Calm Mind, Eruption
 TM: 04, 05, 06, 10, 11, 15, 16, 17, 18, 21, 24, 25,                    TM: 04, 05, 06, 10, 11, 15, 17, 18, 21, 22, 27, 30,
 27, 30, 32, 33, 37, 42, 44, 48, 57, 60, 68, 72, 73,                    32, 33, 35, 37, 38, 42, 43, 44, 48, 50, 60, 61, 68,
 77, 78, 87, 88, 90, 93, 95, 100                                        71, 77, 78, 87, 88, 90, 95, 100
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      Suicune #245                                                          Larvitar #246
      Type: Water                                                           Type: Rock/Ground
      Classification: Large | SR 15                                         Classification: Tiny | SR 1
      Minimum Level Found: 15                                               Minimum Level Found: 1
      Egg Group: Undiscovered                                               Egg Group: Monster
      Gender Rate: Genderless                                               Gender Rate: 50% M / 50% F
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/3 | 2 ASI
      The Aurora Pokémon. Suicune embodies the                              The Rock Skin Pokémon. Larvitar is born deep under
      compassion of a pure spring of water. It runs across                  the ground. To come up to the surface, this
      the land with gracefulness. This Pokémon has the                      Pokémon must eat its way through the soil above.
      power to purify dirty water.                                          Until it does so, Larvitar cannot see its parents.
        STR       DEX       CON       INT     WIS     CHA                      STR       DEX      CON       INT     WIS       CHA
      20 (+5) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 14 (+2)                         13 (+1) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
                                                                            Hidden Ability
      Starting Moves: Bite, Leer, Sheer Cold, Bubble Beam,
                                                                            Sand Veil: This Pokémon is immune to Sandstorm
      Rain Dance, Gust, Aurora Beam, Mist, Mirror Coat
                                                                            damage. In addition, its AC increases by 2 in desert
      Level 18: Ice Fang, Tailwind, Extrasensory, Hydro
                                                                            terrain, or during a Sandstorm.
      Pump, Calm Mind, Blizzard
      TM: 04, 05, 06, 07, 10, 11, 13, 14, 15, 17, 18, 21,                   Evolution: Larvitar can evolve into Pupitar at level 8
      27, 30, 32, 33, 37, 42, 44, 48, 55, 60, 68, 77, 78,                   and above. When it evolves, its health increases by
      87, 88, 90, 94, 95, 98, 100                                           double its level, and it gains 5 points to add to its
                                                                            ability scores (max 20).
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 Pupitar #247                                                           Tyranitar #248
 Type: Rock/Ground                                                      Type: Rock/Dark
 Classification: Small | SR 7                                           Classification: Large | SR 14
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Monster                                                     Egg Group: Monster
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Hard Shell Pokémon. Pupitar creates a gas                          The Armor Pokémon. Tyranitar is so overwhelmingly
 inside its body that it compresses and forcefully                      powerful, it can bring down a whole mountain to
 ejects to propel itself like a jet. The body is very                   make its nest. This Pokémon wanders about in
 durable-it avoids damage even if it hits solid steel.                  mountains seeking new opponents to fight.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 15 (+2) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          20 (+5) 17 (+3) 20 (+5) 6 (-2) 14 (+2) 10 (+0)
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      Lugia #249                                                            Ho-oh #250
      Type: Psychic/Flying                                                  Type: Fire/Flying
      Classification: Huge | SR 15                                          Classification: Huge | SR 15
      Minimum Level Found: 20                                               Minimum Level Found: 20
      Egg Group: Undiscovered                                               Egg Group: Undiscovered
      Gender Rate: Genderless                                               Gender Rate: Genderless
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Diving Pokémon. Lugia's wings pack                                The Rainbow Pokémon. Ho-Oh's feathers glow in
      devastating power-a light fluttering of its wings can                 seven colors depending on the angle at which they
      blow apart regular houses. As a result, this Pokémon                  are struck by light. These feathers are said to bring
      chooses to live out of sight deep under the sea.                      happiness to the bearers. This Pokémon is said to
                                                                            live at the foot of a rainbow.
      Armor Class: 21
      Hit Points: 524 | Hit Dice: d20                                       Armor Class: 19
      Speed: 30ft. walking, 60ft. flying                                    Hit Points: 486 | Hit Dice: d20
                                                                            Speed: 30ft. walking, 60ft. flying
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 Celebi #251
 Type: Grass/Psychic
 Classification: Tiny | SR 15
 Minimum Level Found: 15
 Egg Group: Undiscovered
 Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI
 Armor Class: 18
 Hit Points: 232 | Hit Dice: d12
 Speed: 30ft. walking, 30ft. flying
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                Pokémon 5e - Gen III & IV Monster Manual
                          Stat blocks for all 242 Generation III and IV Pokémon
                                             Homebrew created by @JOEtheDM
  The following pages contain the stat blocks of all 242 Generation III and IV Pokémon to use with the Pokémon 5e ruleset by
JOEtheDM. The Monster Manuals have been split into multiple PDFs to conserve space and improve functionality within each file.
                        Links to the original manual and other Monster Manuals can be found below.
                                                      Disclaimer
                                         Based on the original game by Satoshi Taijiri
                                            © Game Freak © Nintendo Company Inc.
     We do not claim ownership of anything related to Pokémon or Dungeons and Dragons. Please support the original source
                                    No profits are made from the release of this supplement
      Most images in this supplement are free, non-commercial use from FreePNG.com, PNGimg.com, FreePNGLogos.com
                                               All others are credited below image.
           Pokémon images in Stat Block section come from bulbapedia.bulbagarden.net and are owned by Nintendo
       Inspiration and Ideas from: Pokémon Tabletop United, Pokérole, Sakutian from trulyoutofcharacter.wordpress.com
                                                  Special Thanks
         To the members of the You Meet in a Tavern and Pokémon 5e Discord for your support, ideas, and playtesting
  To Varnell, RaverEAlice, R1bs99, John K. Walz Jr., Eschatonic, Ryan Wilkinson, FireWaterSound, Chancela Merkel, Hugh Berry,
               Kolkyboi, Lindseyrie, and Tactical_Groot for all their behind the scenes work in creating this manual.
                                                       Made with GM Binder
                                        Ideas/Concerns/Questions?
                 Join our Subreddit (https://reddit.com/r/Pokémon5e) or Discord! (https://discord.gg/DA9gQAa)
                                                                                                                                 1
    Treecko #252                                                          Grovyle #253
    Type: Grass                                                           Type: Grass
    Classification: Tiny | SR 1/2                                         Classification: Small | SR 5
    Minimum Level Found: 1                                                Minimum Level Found: 5
    Egg Group: Monster, Dragon                                            Egg Group: Monster, Dragon
    Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
    Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
    The Wood Gecko Pokémon. Treecko has small                             The Wood Gecko Pokémon. The leaves growing out
    hooks on the bottom of its feet that enable it to                     of Grovyle's body are convenient for camouflaging it
    scale vertical walls. This Pokémon attacks by                         from enemies in the forest. This Pokémon is a
    slamming foes with its thick tail.                                    master at climbing trees in jungles.
      STR       DEX       CON      INT      WIS       CHA                    STR       DEX      CON       INT     WIS       CHA
    12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)                         13 (+1) 17 (+3) 11 (+0) 6 (-2) 12 (+1) 10 (+0)
    Overgrow: When this Pokémon falls below 25% of                        Overgrow: When this Pokémon falls below 25% of
    its maximum HP, double the STAB damage for its                        its maximum HP, double the STAB damage for its
    grass-type moves.                                                     grass-type moves.
    Evolution: Treecko can evolve into Grovyle at level 6                 Evolution: Grovyle can evolve into Sceptile at level
    and above. When it evolves, its health increases by                   14 and above. When it evolves, its health increases
    double its level, and it gains 6 points to add to its                 by double its level, and it gains 10 points to add to
    ability scores (max 20).                                              its ability scores (max 20).
    Starting Moves: Leer, Pound                                           Starting Moves: Fury Cutter, Leer, Pound, Absorb,
    Level 2: Absorb, Quick Attack                                         Quick Attack
    Level 6: Mega Drain, Pursuit                                          Level 6: Mega Drain, Pursuit, Leaf Blade
    Level 10: Giga Drain, Agility                                         Level 10: Agility, Slam, Detect
    Level 14: Slam, Detect, Energy Ball, Quick Guard                      Level 14: X-Scissor, False Swipe
    Level 18: Endeavor, Screech                                           Level 18: Quick Guard, Leaf Storm, Screech
    TM: 01, 06, 10, 11, 17, 20, 21, 22, 27, 31, 32, 39,                   TM: 01, 06, 10, 11, 17, 20, 21, 22, 27, 31, 32, 39,
    40, 42, 44, 45, 48, 53, 56, 62, 75, 80, 86, 87, 88,                   40, 42, 44, 45, 47, 48, 53, 54, 56, 62, 75, 80, 81,
    90, 96, 100                                                           86, 87, 88, 90, 96, 100
    Egg Moves: Bullet Seed, Crunch, Crush Claw, Double
    Kick, Dragon Breath, Endeavor, Grass Whistle,
    Grassy Terrain, Leaf Storm, Leech Seed, Magical
    Leaf, Mud Sport, Natural Gift, Razor Wind, Synthesis,
    Worry Seed
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 Sceptile #254                                                          Torchic #255
 Type: Grass                                                            Type: Fire
 Classification: Medium | SR 13                                         Classification: Tiny | SR 1/2
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Monster, Dragon                                             Egg Group: Field
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Forest Pokémon. The leaves growing on                              The Chick Pokémon. Torchic has a place inside its
 Sceptile's body are very sharp edged. This Pokémon                     body where it keeps its flame. Give it a hug-it will be
 is very agile-it leaps all over the branches of trees                  glowing with warmth. This Pokémon is covered all
 and jumps on its foe from above or behind.                             over by a fluffy coat of down.
   STR       DEX       CON      INT      WIS       CHA                     STR       DEX      CON       INT     WIS        CHA
 17 (+3) 20 (+5) 13 (+1) 6 (-2) 14 (+2) 10 (+0)                          12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
 Overgrow: When this Pokémon falls below 25% of                         Blaze: When this Pokémon falls below 25% of its
 its maximum HP, double the STAB damage for its                         maximum HP, double the STAB damage for its fire-
 grass-type moves.                                                      type moves.
 Starting Moves: Absorb, Dual Chop, Fury Cutter,                        Evolution: Torchic can evolve into Combusken at
 Leer, Night Slash, Pound, Quick Attack, Mega Drain,                    level 6 and above. When it evolves, its health
 Pursuit, Leaf Blade, Agility                                           increases by double its level, and it gains 6 points to
 Level 14: Slam, Detect, X-Scissor                                      add to its ability scores (max 20).
 Level 18: False Swipe, Quick Guard, Leaf Storm,
 Screech                                                                Starting Moves: Growl, Scratch
 TM: 01, 02, 05, 06, 10, 11, 15, 17, 20, 21, 22, 26,                    Level 2: Ember, Sand Attack
 27, 31, 32, 39, 40, 42, 44, 45, 47, 48, 52, 53, 54,                    Level 6: Peck, Fire Spin
 59, 62, 68, 75, 78, 80, 81, 86, 87, 88, 90, 96, 100                    Level 10: Quick Attack, Flame Burst, Focus Energy
                                                                        Level 14: Slash, Mirror Move
                                                                        Level 18: Flamethrower
                                                                        TM: 01, 06, 10, 11, 17, 21, 27, 32, 35, 38, 39, 40,
                                                                        42, 43, 44, 45, 48, 49, 50, 61, 65, 75, 80, 87, 88,
                                                                        90, 100
                                                                        Egg Moves: Agility, Baton Pass, Counter, Crush Claw,
                                                                        Curse, Endure, Feather Dance, Feint, Flame Burst,
                                                                        Last Resort, Low Kick, Night Slash, Reversal, Rock
                                                                        Slide, Smelling Salts, Swagger
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    Combusken #256                                                        Blaziken #257
    Type: Fire/Fighting                                                   Type: Fire/Fighting
    Classification: Small | SR 5                                          Classification: Medium | SR 13
    Minimum Level Found: 5                                                Minimum Level Found: 10
    Egg Group: Field                                                      Egg Group: Field
    Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
    Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
    The Young Fowl Pokémon. Combusken battles with                        The Blaze Pokémon. In battle, Blaziken blows out
    the intensely hot flames it spews from its beak and                   intense flames from its wrists and attacks foes
    with outstandingly destructive kicks. This                            courageously. The stronger the foe, the more
    Pokémon's cry is very loud and distracting.                           intensely this Pokémon's wrists burn.
      STR      DEX       CON        INT   WIS         CHA                    STR       DEX      CON       INT     WIS       CHA
    14 (+2) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)                         17 (+3) 19 (+4) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
    Blaze: When this Pokémon falls below 25% of its                       Blaze: When this Pokémon falls below 25% of its
    maximum HP, double the STAB damage for its fire-                      maximum HP, double the STAB damage for its fire-
    type moves.                                                           type moves.
    Evolution: Combusken can evolve into Blaziken at                      Starting Moves: Blaze Kick, Double Kick, Ember, Fire
    level 14 and above. When it evolves, its health                       Punch, Growl, High Jump Kick, Sand Attack, Scratch,
    increases by double its level, and it gains 10 points                 Peck, Flame Charge, Quick Attack, Bulk Up
    to add to its ability scores (max 20).                                Level 14: Focus Energy, Slash
                                                                          Level 18: Brave Bird, Sky Uppercut, Flare Blitz
    Starting Moves: Double Kick, Ember, Growl, Sand                       TM: 01, 05, 06, 08, 10, 11, 15, 17, 21, 22, 26, 27,
    Attack, Scratch                                                       31, 32, 35, 38, 39, 40, 42, 43, 44, 45, 47, 48, 49,
    Level 6: Peck, Flame Charge                                           50, 52, 56, 61, 62, 65, 68, 71, 75, 78, 80, 84, 87,
    Level 10: Quick Attack, Bulk Up                                       88, 90, 100
    Level 14: Focus Energy, Slash
    Level 18: Mirror Move, Sky Uppercut, Flare Blitz
    TM: 01, 06, 08, 10, 11, 17, 21, 27, 31, 32, 35, 38,
    39, 40, 42, 43, 44, 45, 47, 48, 49, 50, 52, 56, 61,
    65, 75, 80, 84, 87, 88, 90, 100
4
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 Mudkip #258                                                            Marshtomp #259
 Type: Water                                                            Type: Water/Ground
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 5
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Monster, Water 1                                            Egg Group: Monster, Water 1
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Mud Fish Pokémon. The fin on Mudkip's head                         The Mud Fish Pokémon. The surface of
 acts as highly sensitive radar. Using this fin to sense                Marshtomp's body is enveloped by a thin, sticky film
 movements of water and air, this Pokémon can                           that enables it to live on land. This Pokémon plays in
 determine what is taking place around it without                       mud on beaches when the ocean tide is low.
 using its eyes.
                                                                        Armor Class: 14
 Armor Class: 13                                                        Hit Points: 50 | Hit Dice: d8
 Hit Points: 17 | Hit Dice: d6                                          Speed: 30ft. walking, 25ft. swimming
 Speed: 30ft. walking, 20ft. swimming
                                                                                                                                  5
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    Swampert #260                                                         Poochyena #261
    Type: Water/Ground                                                    Type: Dark
    Classification: Large | SR 13                                         Classification: Tiny | SR 1/4
    Minimum Level Found: 10                                               Minimum Level Found: 1
    Egg Group: Monster, Water 1                                           Egg Group: Field
    Gender Rate: 87% M / 13% F                                            Gender Rate: 50% M / 50% F
    Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/2 | 3 ASI
    The Mud Fish Pokémon. Swampert is very strong. It                     The Bite Pokémon. At first sight, Poochyena takes a
    has enough power to easily drag a boulder weighing                    bite at anything that moves. This Pokémon chases
    more than a ton. This Pokémon also has powerful                       after prey until the victim becomes exhausted.
    vision that lets it see even in murky water.                          However, it may turn tail if the prey strikes back.
      STR      DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
    18 (+4) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                         12 (+1) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
6
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 Mightyena #262                                                         Zigzagoon #263
 Type: Dark                                                             Type: Normal
 Classification: Small | SR 5                                           Classification: Tiny | SR 1/4
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Bite Pokémon. Mightyena gives obvious signals                      The Tiny Raccoon Pokémon. Zigzagoon restlessly
 when it is preparing to attack. It starts to growl                     wanders everywhere at all times. This Pokémon
 deeply and then flattens its body. This Pokémon will                   does so because it is very curious. It becomes
 bite savagely with its sharply pointed fangs.                          interested in anything that it happens to see.
   STR       DEX      CON       INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 15 (+2) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
 Starting Moves: Bite, Fire Fang, Howl, Ice Fang, Sand                  Evolution: Zigzagoon can evolve into Linoone at
 Attack, Snarl, Tackle, Thief, Thunder Fang, Odor                       level 6 and above. When it evolves, its health
 Sleuth                                                                 increases by double its level, and it gains 13 points
 Level 6: Roar, Swagger                                                 to add to its ability scores (max 20).
 Level 10: Assurance, Scary Face, Embargo
 Level 14: Taunt, Crunch, Yawn                                          Starting Moves: Growl, Tackle
 Level 18: Take Down, Sucker Punch, Play Rough                          Level 2: Tail Whip, Sand Attack, Headbutt, Baby-Doll
 TM: 05, 06, 10, 11, 12, 15, 17, 18, 21, 27, 30, 32,                    Eyes
 41, 42, 44, 45, 46, 48, 63, 66, 68, 87, 88, 90, 95,                    Level 6: Odor Sleuth, Mud Sport, Pin Missile
 97, 100                                                                Level 10: Covet, Bestow, Flail, Take Down
                                                                        Level 14: Rest, Belly Drum, Fling
                                                                        TM: 01, 06, 10, 11, 13, 14, 17, 18, 21, 24, 25, 27,
                                                                        30, 32, 42, 44, 45, 46, 48, 49, 56, 57, 73, 86, 87,
                                                                        88, 90, 94, 100
                                                                        Egg Moves: Charm, Helping Hand, Mud-Slap,
                                                                        Pursuit, Rock Climb, Simple Beam, Sleep Talk,
                                                                        Substitute, Tickle, Trick
                                                                                                                                  7
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    Linoone #264                                                          Wurmple #265
    Type: Normal                                                          Type: Bug
    Classification: Small | SR 7                                          Classification: Tiny | SR 1/8
    Minimum Level Found: 5                                                Minimum Level Found: 1
    Egg Group: Field                                                      Egg Group: Bug
    Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
    Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/3 | 2 ASI
    The Rushing Pokémon. Linoone always runs full                         The Worm Pokémon. Using the spikes on its rear
    speed and only in straight lines. If facing an obstacle,              end, Wurmple peels the bark off trees and feeds on
    it makes a right-angle turn to evade it. This                         the sap that oozes out. This Pokémon's feet are
    Pokémon is very challenged by gently curving roads.                   tipped with suction pads that allow it to cling to
                                                                          glass without slipping.
    Armor Class: 15
    Hit Points: 50 | Hit Dice: d10                                        Armor Class: 11
    Speed: 35ft. walking, 40ft. climbing                                  Hit Points: 16 | Hit Dice: d6
                                                                          Speed: 20ft. walking, 20ft. climbing
    Pickup: If an opponent uses a consumable held item                    Shield Dust: Once per long rest, this Pokémon can
    in battle, this Pokémon gains a copy of it if it is not               ignore a negative status condition that results from
    currently holding an item.                                            an enemy move.
    Gluttony: This Pokémon must eat its held berry                        Hidden Ability
    when it falls below ½ of its maximum HP.                              Run Away: This Pokémon cannot be the target of an
    Hidden Ability                                                        attack of opportunity.
    Quick Feet: When suffering from a negative status
    condition, this Pokémon’s speed increases by 15 ft.                   Evolution: Wurmple can evolve into Silcoon when it
                                                                          reaches level 4 and above during the day, or
                                                                          Cascoon when it reaches level 4 and above at night.
    Starting Moves: Growl, Play Rough, Sand Attack,
                                                                          When it evolves, its health increases by double its
    Switcheroo, Tackle, Tail Whip, Odor Sleuth,
                                                                          level, and it gains 6 points to add to its ability scores
    Rototiller
                                                                          (max 20).
    Level 6: Mud Sport, Fury Swipes
    Level 10: Covet, Bestow, Slash
    Level 14: Double-Edge, Rest                                           Starting Moves: String Shot, Tackle
    Level 18: Belly Drum, Fling                                           Level 2: Poison Sting
                                                                          Level 6: Bug Bite
    TM: 01, 05, 06, 10, 11, 13, 14, 15, 17, 18, 21, 24,
    25, 27, 30, 32, 42, 44, 45, 46, 48, 49, 56, 57, 65,                   TM: None
    68, 73, 86, 87, 88, 90, 94, 100
8
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 Silcoon #266                                                           Beautifly #267
 Type: Bug                                                              Type: Bug/Flying
 Classification: Small | SR 1                                           Classification: Small | SR 6
 Minimum Level Found: 2                                                 Minimum Level Found: 5
 Egg Group: Bug                                                         Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Cocoon Pokémon. Silcoon tethers itself to a                        The Butterfly Pokémon. Beautifly's favorite food is
 tree branch using silk to keep from falling. There,                    the sweet pollen of flowers. If you want to see this
 this Pokémon hangs quietly while it awaits                             Pokémon, just leave a potted flower by an open
 evolution. It peers out of the silk cocoon through a                   window. Beautifly is sure to come looking for pollen.
 small hole.
                                                                        Armor Class: 13
 Armor Class: 11                                                        Hit Points: 45 | Hit Dice: d10
 Hit Points: 29 | Hit Dice: d8                                          Speed: 10ft. walking, 10ft. climbing, 30ft. flying
 Speed: 10ft. walking
 Shed Skin: If this Pokémon is affected by a negative                   Swarm: This Pokémon adds doubles its STAB bonus
 status ailment, they can roll a d4 at the end of each                  when it has 25% or less of its maximum health.
 of their turns. On a result of 4, they are cured.
                                                                        Hidden Ability
 Evolution: Silcoon can evolve into Beautifly at level 6                Rivalry: This Pokémon adds its proficiency bonus to
 and above. When it evolves, its health increases by                    damage when attacking a Pokémon of the same
 double its level, and it gains 10 points to add to its                 type.
 ability scores (max 20).
                                                                        Starting Moves: Gust, Absorb
 Starting Moves: Harden                                                 Level 6: Stun Spore, Morning Sun, Air Cutter, Mega
                                                                        Drain
 TM: None                                                               Level 10: Silver Wind, Attract, Whirlwind, Giga Drain
                                                                        Level 14: Bug Buzz, Rage, Quiver Dance
                                                                        TM: 06, 09, 10, 11, 15, 17, 19, 20, 21, 22, 27, 29,
                                                                        30, 32, 40, 42, 44, 45, 46, 48, 53, 62, 68, 83, 87,
                                                                        88, 89, 90, 100
                                                                                                                                   9
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     Cascoon #268                                                          Dustox #269
     Type: Bug                                                             Type: Bug/Poison
     Classification: Small | SR 1                                          Classification: Medium | SR 7
     Minimum Level Found: 2                                                Minimum Level Found: 5
     Egg Group: Bug                                                        Egg Group: Bug
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Cocoon Pokémon. Cascoon makes its                                 The Poison Moth Pokémon. Dustox is instinctively
     protective cocoon by wrapping its body entirely                       drawn to light. Swarms of this Pokémon are
     with a fine silk from its mouth. Once the silk goes                   attracted by the bright lights of cities, where they
     around its body, it hardens. This Pokémon prepares                    wreak havoc by stripping the leaves off roadside
     for its evolution inside the cocoon.                                  trees for food.
       STR      DEX     CON          INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     10 (+0) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)                          12 (+1) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
10
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 Lotad #270                                                             Lombre #271
 Type: Water/Grass                                                      Type: Water/Grass
 Classification: Small | SR 1/4                                         Classification: Small | SR 4
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Water 1, Grass                                              Egg Group: Water 1, Grass
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Water Weed Pokémon. Lotad live in ponds and                        The Jolly Pokémon. Lombre is nocturnal-it will get
 lakes, where they float on the surface. It grows weak                  active after dusk. It is also a mischief maker. When
 if its broad leaf dies. On rare occasions, this                        this Pokémon spots anglers, it tugs on their fishing
 Pokémon travels on land in search of clean water.                      lines from beneath the surface and enjoys their
                                                                        consternation.
 Armor Class: 12
 Hit Points: 17 | Hit Dice: d6                                          Armor Class: 14
 Speed: 15ft. walking, 25ft. swimming                                   Hit Points: 50 | Hit Dice: d8
                                                                        Speed: 25ft. walking, 30ft. swimming
                                                                                                                                  11
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     Ludicolo #272                                                         Seedot #273
     Type: Water/Grass                                                     Type: Grass
     Classification: Medium | SR 10                                        Classification: Tiny | SR 1/4
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Water 1, Grass                                             Egg Group: Field, Grass
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Carefree Pokémon. Ludicolo begins dancing as                      The Acorn Pokémon. Seedot attaches itself to a tree
     soon as it hears cheerful, festive music. This                        branch using the top of its head. It sucks moisture
     Pokémon is said to appear when it hears the singing                   from the tree while hanging off the branch. The
     of children on hiking outings.                                        more water it drinks, the glossier this Pokémon's
                                                                           body becomes.
     Armor Class: 16
     Hit Points: 88 | Hit Dice: d12                                        Armor Class: 12
     Speed: 30ft. walking, 30ft. swimming                                  Hit Points: 17 | Hit Dice: d6
                                                                           Speed: 20ft. walking
12
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 Nuzleaf #274                                                           Shiftry #275
 Type: Grass/Dark                                                       Type: Grass/Dark
 Classification: Small | SR 4                                           Classification: Medium | SR 9
 Minimum Level Found: 5                                                 Minimum Level Found: 8
 Egg Group: Field, Grass                                                Egg Group: Field, Grass
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Wily Pokémon. Nuzleaf live in densely                              The Wicked Pokémon. Shiftry is a mysterious
 overgrown forests. They occasionally venture out of                    Pokémon that is said to live atop towering trees
 the forest to startle people. This Pokémon dislikes                    dating back over a thousand years. It creates terrific
 having its long nose pinched.                                          windstorms with the fans it holds.
   STR       DEX       CON       INT      WIS       CHA                    STR       DEX      CON       INT      WIS       CHA
 12 (+1) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                          15 (+2) 15 (+2) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
 Chlorophyll: This Pokémon’s speed is doubled in                        Chlorophyll: This Pokémon’s speed is doubled in
 harsh sunlight.                                                        harsh sunlight.
 Early Bird: This Pokémon has advantage on rolls to                     Early Bird: This Pokémon has advantage on rolls to
 wake from sleep.                                                       wake from sleep.
 Hidden Ability                                                         Hidden Ability
 Pickpocket: As a bonus action, this Pokémon can                        Pickpocket: As a bonus action, this Pokémon can
 make a DEX check contested by the opponent’s                           make a DEX check contested by the opponent’s
 WIS to attempt to steal a held item. After the first                   WIS to attempt to steal a held item. After the first
 attempt, all other attempts against the same                           attempt, all other attempts against the same
 opponent are rolled at disadvantage.                                   opponent are rolled at disadvantage.
 Evolution: Nuzleaf can evolve into Shiftry at level 10                 Starting Moves: Feint Attack, Nasty Plot, Razor Leaf,
 and above with the help of a Leaf Stone. When it                       Whirlwind, Leaf Tornado
 evolves, its health increases by double its level, and                 Level 10: Hurricane
 it gains 8 points to add to its ability scores (max                    Level 18: Leaf Storm
 20).
                                                                        TM: 06, 10, 11, 15, 17, 21, 22, 27, 30, 31, 32, 39,
                                                                        40, 41, 42, 44, 45, 46, 47, 48, 52, 53, 54, 56, 59,
 Starting Moves: Pound, Razor Leaf, Harden, Growth,                     63, 64, 66, 68, 75, 77, 80, 81, 86, 87, 88, 90, 95,
 Torment, Fake Out                                                      96, 97, 100
 Level 6: Nature Power, Razor Wind
 Level 10: Feint Attack, Leaf Blade, Swagger
 Level 14: Extrasensory
 TM: 06, 10, 11, 15, 17, 21, 22, 27, 30, 31, 32, 39,
 41, 42, 44, 45, 46, 47, 48, 53, 54, 56, 63, 64, 66,
 75, 77, 80, 86, 87, 88, 90, 95, 96, 97, 100
                                                                                                                                    13
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     Taillow #276                                                           Swellow #277
     Type: Normal/Flying                                                    Type: Normal/Flying
     Classification: Tiny | SR 1/4                                          Classification: Small | SR 6
     Minimum Level Found: 1                                                 Minimum Level Found: 5
     Egg Group: Flying                                                      Egg Group: Flying
     Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
     The Tiny Swallow Pokémon. Taillow courageously                         The Swallow Pokémon. Swellow flies high above our
     stands its ground against foes, however strong they                    heads, making graceful arcs in the sky. This
     may be. This gutsy Pokémon will remain defiant                         Pokémon dives at a steep angle as soon as it spots
     even after a loss. On the other hand, it cries loudly if               its prey. The hapless prey is tightly grasped by
     it becomes hungry.                                                     Swellow's clawed feet, preventing escape.
      STR      DEX       CON       INT      WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     9 (-1) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)                           13 (+1) 20 (+5) 10 (+0) 6 (-2) 12 (+1) 10 (+0)
     Guts: When this Pokémon is burned or poisoned,                         Guts: When this Pokémon is burned or poisoned,
     they are not affected by the disadvantage or reduced                   they are not affected by the disadvantage or reduced
     damage effects. They still take damage at the end of                   damage effects. They still take damage at the end of
     each of their turns.                                                   each of their turns.
     Evolution: Taillow can evolve into Swellow at level 7                  Starting Moves: Focus Energy, Growl, Peck, Pluck,
     and above. When it evolves, its health increases by                    Quick Attack, Wing Attack
     double its level, and it gains 11 points to add to its                 Level 6: Double Team
     ability scores (max 20).                                               Level 10: Aerial Ace, Quick Guard
                                                                            Level 14: Agility, Air Slash
     Starting Moves: Growl, Peck                                            Level 18: Endeavor, Brave Bird, Reversal
     Level 2: Focus Energy, Quick Attack, Wing Attack                       TM: 01, 06, 10, 11, 15, 17, 18, 19, 21, 27, 32, 40,
     Level 6: Double Team, Aerial Ace                                       42, 44, 45, 46, 48, 49, 51, 68, 76, 87, 88, 89, 90,
     Level 10: Quick Guard, Agility                                         100
     Level 14: Air Slash, Endeavor, Brave Bird
     Level 18: Reversal
     TM: 01, 06, 10, 11, 17, 18, 19, 21, 27, 32, 40, 42,
     44, 45, 46, 48, 49, 51, 76, 87, 88, 89, 90, 100
     Egg Moves: Boomburst, Brave Bird, Defog, Mirror
     Move, Pursuit, Rage, Refresh, Roost, Sky Attack,
     Steel Wing, Supersonic, Whirlwind
14
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 Wingull #278                                                           Pelipper #279
 Type: Water/Flying                                                     Type: Water/Flying
 Classification: Small | SR 1/4                                         Classification: Small | SR 7
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Water 1, Flying                                             Egg Group: Water 1, Flying
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Seagull Pokémon. Wingull has the habit of                          The Water Bird Pokémon. Pelipper is a flying
 carrying prey and valuables in its beak and hiding                     transporter that carries small Pokémon and eggs
 them in all sorts of locations. This Pokémon rides                     inside its massive bill. This Pokémon builds its nest
 the winds and flies as if it were skating across the                   on steep cliffs facing the sea.
 sky.
                                                                        Armor Class: 16
 Armor Class: 12                                                        Hit Points: 50 | Hit Dice: d10
 Hit Points: 16 | Hit Dice: d6                                          Speed: 10ft. walking, 35ft. flying
 Speed: 10ft. walking, 30ft. flying
                                                                                                                                  15
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     Ralts #280                                                            Kirlia #281
     Type: Psychic/Fairy                                                   Type: Psychic/Fairy
     Classification: Tiny | SR 1/4                                         Classification: Small | SR 4
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Human-Like, Amorphous                                      Egg Group: Human-Like, Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Feeling Pokémon. Ralts senses the emotions of                     The Emotion Pokémon. It is said that a Kirlia that is
     people using the horns on its head. This Pokémon                      exposed to the positive emotions of its Trainer
     rarely appears before people. But when it does, it                    grows beautiful. This Pokémon controls
     draws closer if it senses that the person has a                       psychokinetic powers with its highly developed
     positive disposition.                                                 brain.
      STR     DEX       CON          INT     WIS     CHA                      STR      DEX      CON        INT      WIS      CHA
     9 (-1) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 10 (+0)                         10 (+0) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 12 (+1)
     Synchronize: If this Pokémon becomes burned,                          Synchronize: If this Pokémon becomes burned,
     paralyzed, or poisoned, its attacker receives the                     paralyzed, or poisoned, its attacker receives the
     negative status condition as well (if not immune).                    negative status condition as well (if not immune).
     Trace: This Pokémon copies a random ability of an                     Trace: This Pokémon copies a random ability of an
     opponent when entering battle. The ability cannot                     opponent when entering battle. The ability cannot
     be Flower Gift, Forecast, Illusion, Imposter,                         be Flower Gift, Forecast, Illusion, Imposter,
     Multitype, Trace, Wonder Guard, or Zen Mode.                          Multitype, Trace, Wonder Guard, or Zen Mode.
     Hidden Ability                                                        Hidden Ability
     Telepathy: This Pokémon cannot be damaged by its                      Telepathy: This Pokémon cannot be damaged by its
     allies' attacks.                                                      allies' attacks.
     Evolution: Ralts can evolve into Kirlia at level 6 and                Evolution: A Kirlia can evolve into Gardevoir at level
     above. When it evolves, its health increases by                       12 and above. A male Kirlia can evolve into Gallade
     double its level, and it gains 7 points to add to its                 as level 12 and above while holding a Dawn Stone.
     ability scores (max 20).                                              When it evolves, its health increases by double its
                                                                           level, and it gains 11 points to add to its ability
     Starting Moves: Growl, Confusion                                      scores (max 20).
     Level 2: Double Team, Teleport, Disarming Voice
     Level 6: Lucky Chant, Magical Leaf, Heal Pulse,                       Starting Moves: Confusion, Double Team, Growl,
     Draining Kiss, Calm Mind                                              Teleport, Disarming Voice
     Level 10: Psychic, Imprison, Future Sight                             Level 6: Lucky Chant, Magical Leaf, Heal Pulse
     Level 14: Charm, Hypnosis, Dream Eater                                Level 10: Draining Kiss, Calm Mind, Psychic
     Level 18: Stored Power                                                Level 14: Imprison, Future Sight, Charm
                                                                           Level 18: Hypnosis, Dream Eater, Stored Power
     TM: 03, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 24,
     27, 29, 30, 32, 33, 41, 42, 44, 45, 46, 48, 49, 56,                   TM: 03, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 24,
     57, 61, 73, 77, 85, 86, 87, 88, 90, 92, 99, 100                       27, 29, 30, 32, 33, 41, 42, 44, 45, 46, 48, 49, 56,
                                                                           57, 61, 73, 77, 85, 86, 87, 88, 90, 92, 99, 100
     Egg Moves: Ally Switch, Confuse Ray, Destiny Bond,
     Disable, Encore, Grudge, Mean Look, Memento,
     Misty Terrain, Shadow Sneak, Skill Swap,
     Synchronoise, Will-O-Wisp
16
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 Gardevoir #282                                                         Surskit #283
 Type: Psychic/Fairy                                                    Type: Bug/Water
 Classification: Medium | SR 13                                         Classification: Tiny | SR 1/4
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Human-Like, Amorphous                                       Egg Group: Water 1, Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Embrace Pokémon. Gardevoir has the ability to                      The Pond Skater Pokémon. If Surskit senses danger,
 read the future. If it senses impending danger to its                  it secretes a thick, sugary syrup from the tip of its
 Trainer, this Pokémon is said to unleash its                           head. There are some Pokémon that love eating this
 psychokinetic energy at full power.                                    syrup.
   STR      DEX       CON       INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 14 (+2) 18 (+4) 10 (+0) 12 (+1) 16 (+3) 12 (+1)                         10 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
                                                                                                                                  17
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     Masquerain #284                                                        Shroomish #285
     Type: Bug/Flying                                                       Type: Grass
     Classification: Small | SR 7                                           Classification: Tiny | SR 1/2
     Minimum Level Found: 5                                                 Minimum Level Found: 1
     Egg Group: Water 1, Bug                                                Egg Group: Fairy, Grass
     Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
     The Eyeball Pokémon. Masquerain intimidates                            The Mushroom Pokémon. If Shroomish senses
     enemies with the eyelike patterns on its antennas.                     danger, it shakes its body and scatters spores from
     This Pokémon flaps its four wings to freely fly in any                 the top of its head. This Pokémon's spores are so
     direction-even sideways and backwards-as if it were                    toxic, they make trees and weeds wilt.
     a helicopter.
                                                                            Armor Class: 13
     Armor Class: 15                                                        Hit Points: 18 | Hit Dice: d6
     Hit Points: 50 | Hit Dice: d10                                         Speed: 25ft. walking
     Speed: 10ft. walking, 10ft. climbing, 30ft. flying
18
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                    Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Breloom #286                                                           Slakoth #287
 Type: Grass/Fighting                                                   Type: Normal
 Classification: Small | SR 7                                           Classification: Small | SR 1/4
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Fairy, Grass                                                Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Mushroom Pokémon. Breloom closes in on its                         The Slacker Pokémon. Slakoth's heart beats just
 foe with light and sprightly footwork, then throws                     once a minute. Whatever happens, it is content to
 punches with its stretchy arms. This Pokémon's                         loaf around motionless. It is rare to see this
 fighting technique puts boxers to shame.                               Pokémon in motion.
   STR       DEX       CON       INT     WIS       CHA                     STR      DEX      CON      INT      WIS       CHA
 16 (+3) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                          13 (+1) 9 (-1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
 Effect Spore: When hit by a melee attack, roll a d4.                   Truant: This Pokémon cannot use the same move in
 On a 4, deal an amount of grass damage equal to                        back to back rounds.
 your proficiency modifier to your attacker.
 Poison Heal: This Pokémon is not affected by the                       Evolution: Slakoth can evolve into Vigoroth at level 6
 effects of the Poisoned condition. In addition, when                   and above. When it evolves, its health increases by
 it is hit with a poison-type move while poisoned, it                   double its level, and it gains 9 points to add to its
 heals an amount of hp equal to its level.                              ability scores (max 20).
                                                                                                                                  19
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            Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Vigoroth #288                                                         Slaking #289
     Type: Normal                                                          Type: Normal
     Classification: Medium | SR 6                                         Classification: Large | SR 13
     Minimum Level Found: 5                                                Minimum Level Found: 10
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Wild Monkey Pokémon. Vigoroth is always                           The Lazy Pokémon. Slaking spends all day lying
     itching and agitated to go on a wild rampage. It                      down and lolling about. It eats grass growing within
     simply can't tolerate sitting still for even a minute.                its reach. If it eats all the grass it can reach, this
     This Pokémon's stress level rises if it can't be                      Pokémon reluctantly moves to another spot.
     moving constantly.
                                                                           Armor Class: 16
     Armor Class: 15                                                       Hit Points: 112 | Hit Dice: d12
     Hit Points: 50 | Hit Dice: d8                                         Speed: 30ft. walking, 30ft. climbing
     Speed: 30ft. walking, 30ft. climbing
     Evolution: Vigoroth can evolve into Slaking at level                  Starting Moves: Encore, Scratch, Slack Off, Swagger,
     14 and above. When it evolves, its health increases                   Yawn, Feint Attack, Amnesia, Covet
     by double its level, and it gains 9 points to add to its              Level 14: Counter, Flail
     ability scores (max 20).                                              Level 18: Fling, Punishment, Hammer Arm
                                                                           TM: 01, 05, 06, 08, 10, 11, 12, 13, 14, 15, 17, 18,
     Starting Moves: Encore, Focus Energy, Scratch,                        21, 22, 23, 24, 25, 26, 27, 30, 31, 32, 35, 38, 39,
     Uproar                                                                40, 42, 44, 45, 47, 48, 52, 56, 60, 65, 68, 78, 80,
     Level 6: Fury Swipes, Endure                                          87, 88, 90, 100
     Level 10: Slash, Chip Away
     Level 14: Counter, Focus Punch
     Level 18: Reversal
     TM: 01, 05, 06, 08, 10, 11, 12, 13, 14, 17, 18, 21,
     22, 24, 25, 26, 27, 30, 31, 32, 35, 38, 39, 40, 42,
     44, 45, 47, 48, 52, 56, 65, 78, 80, 87, 88, 90, 100
20
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                   Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Nincada #290                                                           Ninjask #291
 Type: Bug/Ground                                                       Type: Bug/Flying
 Classification: Tiny | SR 1/4                                          Classification: Small | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Bug                                                         Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Trainee Pokémon. Nincada lives underground                         The Ninja Pokémon. Ninjask moves around at such
 for many years in complete darkness. This Pokémon                      a high speed that it cannot be seen, even while its
 absorbs nutrients from the roots of trees. It stays                    crying can be clearly heard. For that reason, this
 motionless as it waits for evolution.                                  Pokémon was long believed to be invisible.
   STR       DEX       CON      INT      WIS      CHA                      STR       DEX      CON       INT      WIS         CHA
 10 (+0) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 10 (+0)                          13 (+1) 20 (+5) 10 (+0) 6 (-2) 12 (+1) 10 (+0)
 Compound Eyes: This Pokémon gets an additional                         Speed Boost: While this Pokémon is active and in an
 +1 to attack rolls.                                                    environment related to its type (DM Discretion), its
                                                                        trainer gets advantage on initiative rolls.
 Hidden Ability
 Run Away: This Pokémon cannot be the target of an                      Hidden Ability
 attack of opportunity.                                                 Infiltrator: This Pokémon bypasses Light Screen and
                                                                        Reflect.
 Evolution: Nincada can evolve into Ninjask at level 6
 and above. If its trainer has an empty Pokeslot and                    Starting Moves: Absorb, Bug Bite, Double Team, Fury
 Pokeball (any kind), they also acquire a Shedinja at                   Cutter, Harden, Sand Attack, Scratch, Screech, Fury
 the same level. The Shedinja has all the base                          Swipes
 statistics that are in its stat block, plus any health                 Level 6: Agility
 and Ability Score Increases it would obtain from                       Level 10: Slash, Mind Reader
 leveling up from its minimum found level. When it                      Level 14: Baton Pass, Swords Dance
 evolves, its health increases by double its level, and                 Level 18: X-Scissor
 it gains 15 points to add to its ability scores (max
 20).                                                                   TM: 06, 10, 11, 15, 17, 19, 21, 22, 27, 28, 30, 32,
                                                                        37, 40, 42, 44, 45, 46, 48, 54, 68, 75, 81, 87, 88,
                                                                        89, 90, 100
 Starting Moves: Harden, Scratch
 Level 2: Absorb, Sand Attack, Fury Swipes
 Level 6: Mud-Slap, Metal Claw
 Level 10: Mind Reader, Bide
 Level 14: False Swipe, Dig
 TM: 06, 10, 11, 17, 21, 22, 27, 28, 30, 32, 37, 40,
 42, 44, 48, 54, 81, 87, 88, 90, 100
 Egg Moves: Bug Bite, Bug Buzz, Endure, Feint Attack,
 Final Gambit, Gust, Night Slash, Silver Wind
                                                                                                                                   21
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     Shedinja #292                                                         Whismur #293
     Type: Bug/Ghost                                                       Type: Normal
     Classification: Small | SR 1                                          Classification: Small | SR 1/8
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Gender Unknown                                             Egg Group: Monster, Field
     Gender Rate: Genderless                                               Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Shed Pokémon. Shedinja's hard body doesn't                        The Whisper Pokémon. Normally, Whismur's voice
     move-not even a twitch. In fact, its body appears to                  is very quiet-it is barely audible even if one is paying
     be merely a hollow shell. It is believed that this                    close attention. However, if this Pokémon senses
     Pokémon will steal the spirit of anyone peering into                  danger, it starts crying at an earsplitting volume.
     its hollow body from its back.
                                                                           Armor Class: 10
     Armor Class: 12                                                       Hit Points: 17 | Hit Dice: d6
     Hit Points: 6 | Hit Dice: d0                                          Speed: 25ft. walking
     Speed: 30ft. flying
22
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                   Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Loudred #294                                                           Exploud #295
 Type: Normal                                                           Type: Normal
 Classification: Small | SR 5                                           Classification: Medium | SR 11
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Monster, Field                                              Egg Group: Monster, Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Big Voice Pokémon. Loudred's bellowing can                         The Loud Noise Pokémon. Exploud triggers
 completely decimate a wood-frame house. It uses                        earthquakes with the tremors it creates by
 its voice to punish its foes. This Pokémon's round                     bellowing. If this Pokémon violently inhales from
 ears serve as loudspeakers.                                            the ports on its body, it's a sign that it is preparing
                                                                        to let loose a huge bellow.
 Armor Class: 12
 Hit Points: 45 | Hit Dice: d10                                         Armor Class: 14
 Speed: 25ft. walking                                                   Hit Points: 107 | Hit Dice: d12
                                                                        Speed: 25ft. walking
                                                                                                                                  23
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     Makuhita #296                                                          Hariyama #297
     Type: Fighting                                                         Type: Fighting
     Classification: Small | SR 1                                           Classification: Large | SR 7
     Minimum Level Found: 1                                                 Minimum Level Found: 5
     Egg Group: Human-Like                                                  Egg Group: Human-Like
     Gender Rate: 75% M / 25% F                                             Gender Rate: 75% M / 25% F
     Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
     The Guts Pokémon. Makuhita is tenacious-it will                        The Arm Thrust Pokémon. Hariyama practices its
     keep getting up and attacking its foe however many                     straight-arm slaps in any number of locations. One
     times it is knocked down. Every time it gets back up,                  hit of this Pokémon's powerful, openhanded,
     this Pokémon stores more energy in its body for                        straight-arm punches could snap a telephone pole in
     evolving.                                                              two.
       STR       DEX       CON       INT       WIS    CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 10 (+0)                          15 (+2) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
     Thick Fat: This Pokemon takes half the damage it                       Thick Fat: This Pokemon takes half the damage it
     otherwise would from Ice and Fire damage.                              otherwise would from Ice and Fire damage.
     Guts: When this Pokémon is burned or poisoned,                         Guts: When this Pokémon is burned or poisoned,
     they are not affected by the disadvantage or reduced                   they are not affected by the disadvantage or reduced
     damage effects. They still take damage at the end of                   damage effects. They still take damage at the end of
     each of their turns.                                                   each of their turns.
     Hidden Ability                                                         Hidden Ability
     Sheer Force: This Pokémon adds its proficiency                         Sheer Force: This Pokémon adds its proficiency
     bonus to damage rolls while poisoned, burned,                          bonus to damage rolls while poisoned, burned,
     confused, or paralyzed.                                                confused, or paralyzed.
     Evolution: Makuhita can evolve into Hariyama at                        Starting Moves: Arm Thrust, Brine, Focus Energy,
     level 7 and above. When it evolves, its health                         Sand Attack, Tackle, Fake Out, Force Palm
     increases by double its level, and it gains 7 points to                Level 6: Whirlwind, Knock Off, Vital Throw
     add to its ability scores (max 20).                                    Level 10: Belly Drum, Smelling Salts
                                                                            Level 14: Seismic Toss, Wake-Up Slap
     Starting Moves: Focus Energy, Tackle, Sand Attack                      Level 18: Endure, Close Combat, Reversal, Heavy
     Level 2: Arm Thrust, Fake Out, Force Palm                              Slam
     Level 6: Whirlwind, Knock Off, Vital Throw                             TM: 01, 06, 08, 10, 11, 15, 17, 18, 21, 23, 26, 27,
     Level 10: Belly Drum, Smelling Salts, Seismic Toss                     31, 32, 39, 42, 44, 45, 47, 48, 52, 56, 66, 68, 71,
     Level 14: Wake-Up Slap, Endure, Close Combat                           78, 80, 84, 87, 88, 90, 94, 100
     Level 18: Reversal, Heavy Slam
     TM: 01, 06, 08, 10, 11, 17, 18, 21, 23, 26, 27, 31,
     32, 39, 42, 44, 45, 47, 48, 52, 56, 78, 80, 84, 87,
     88, 90, 94, 100
     Egg Moves: Bullet Punch, Chip Away, Counter, Cross
     Chop, Detect, Dynamic Punch, Feint Attack, Feint,
     Focus Punch, Foresight, Helping Hand, Revenge,
     Wake-Up Slap, Wide Guard
24
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                    Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Azurill #298                                                           Nosepass #299
 Type: Normal/Fairy                                                     Type: Rock
 Classification: Tiny | SR 1/8                                          Classification: Small | SR 4
 Minimum Level Found: 1                                                 Minimum Level Found: 1
 Egg Group: Undiscovered                                                Egg Group: Mineral
 Gender Rate: 25% M / 75% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Polka Dot Pokémon. Azurill spins its tail as if it                 The Compass Pokémon. Nosepass's magnetic nose
 were a lasso, then hurls it far. The momentum of the                   is always pointed to the north. If two of these
 throw sends its body flying, too. Using this unique                    Pokémon meet, they cannot turn their faces to each
 action, one of these Pokémon managed to hurl itself                    other when they are close because their magnetic
 a record 33 feet.                                                      noses repel one another.
   STR       DEX      CON         INT   WIS       CHA                      STR      DEX      CON        INT    WIS       CHA
 11 (+0) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                          16 (+3) 9 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
 Thick Fat: This Pokemon takes half the damage it                       Sturdy: When taking damage equal to half or more of
 otherwise would from Ice and Fire damage.                              your current HP, roll a d4. On a result of 3 of 4,
                                                                        halve the damage dealt.
 Huge Power: Once per short rest, this Pokémon may
 double the damage it does on a single move that                        Magnet Pull: Steel opponents in battle with this
 requires an attack roll. The player must announce                      Pokémon may not switch out or flee.
 that they are using this ability before the attack roll.
                                                                        Hidden Ability
 Hidden Ability                                                         Sand Force: During a Sandstorm, this Pokémon can
 Sap Sipper: This Pokémon takes no damage from                          double its STAB when it hits an opponent.
 grass-type attacks. If hit by a grass type move, it
 takes no damage and instead absorbs the energy,
                                                                        Evolution: Nosepass can evolve into Probopass at
 granting advantage on its next attack.
                                                                        level 12 and above. When it evolves, its health
                                                                        increases by double its level, and it gains 10 points
 Evolution: Azurill can evolve into Marill at level 3 and               to add to its ability scores (max 20).
 above. When it evolves, its health increases by
 double its level, and it gains 6 points to add to its                  Starting Moves: Tackle, Harden
 ability scores (max 20).                                               Level 2: Block, Rock Throw, Thunder Wave
                                                                        Level 6: Rest, Spark, Rock Slide
 Starting Moves: Splash, Water Gun, Tail Whip                           Level 10: Power Gem, Rock Blast, Discharge
 Level 2: Water Sport, Bubble, Charm                                    Level 14: Sandstorm, Earth Power, Stone Edge
 Level 6: Bubble Beam, Helping Hand, Slam                               Level 18: Lock-On, Zap Cannon
 Level 10: Bounce
                                                                        TM: 06, 10, 11, 12, 17, 21, 23, 24, 25, 26, 27, 32,
 TM: 01, 06, 07, 10, 13, 14, 16, 17, 18, 21, 27, 32,                    39, 41, 42, 44, 45, 48, 64, 69, 71, 72, 73, 78, 80,
 42, 44, 45, 48, 55, 87, 88, 90, 94, 98, 100                            87, 88, 90, 99, 100
 Egg Moves: Amnesia, Aqua Jet, Belly Drum, Body                         Egg Moves: Block, Double-Edge, Endure, Explosion,
 Slam, Encore, Fake Tears, Future Sight, Light Screen,                  Magnitude, Rollout, Stealth Rock, Wide Guard
 Muddy Water, Perish Song, Present, Refresh, Sing,
 Slam, Soak, Substitute, Superpower, Supersonic,
 Tickle, Water Sport
                                                                                                                                  25
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     Skitty #300                                                           Delcatty #301
     Type: Normal                                                          Type: Normal
     Classification: Tiny | SR 1/4                                         Classification: Small | SR 6
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Field, Fairy                                               Egg Group: Field, Fairy
     Gender Rate: 25% M / 75% F                                            Gender Rate: 25% M / 75% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Kitten Pokémon. Skitty has the habit of                           The Prim Pokémon. Delcatty prefers to live an
     becoming fascinated by moving objects and chasing                     unfettered existence in which it can do as it pleases
     them around. This Pokémon is known to chase after                     at its own pace. Because this Pokémon eats and
     its own tail and become dizzy.                                        sleeps whenever it decides, its daily routines are
                                                                           completely random.
     Armor Class: 12
     Hit Points: 16 | Hit Dice: d6                                         Armor Class: 14
     Speed: 30ft. walking, 30ft. climbing                                  Hit Points: 45 | Hit Dice: d8
                                                                           Speed: 35ft. walking, 35ft. climbing
26
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 Sableye #302                                                           Mawile #303
 Type: Dark/Ghost                                                       Type: Steel/Fairy
 Classification: Tiny | SR 7                                            Classification: Small | SR 7
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Human-Like                                                  Egg Group: Field, Fairy
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Darkness Pokémon. Sableye digs the ground                          The Deceiver Pokémon. Mawile's huge jaws are
 with sharpened claws to find rocks that it eats.                       actually steel horns that have been transformed. Its
 Substances in the eaten rocks crystallize and rise up                  docile-looking face serves to lull its foe into letting
 to the Pokémon's body surface.                                         down its guard. When the foe least expects it,
                                                                        Mawile chomps it with its gaping jaws.
 Armor Class: 18
 Hit Points: 35 | Hit Dice: d8                                          Armor Class: 17
 Speed: 25ft. walking                                                   Hit Points: 40 | Hit Dice: d8
                                                                        Speed: 25ft. walking
                                                                                                                                  27
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     Aron #304                                                             Lairon #305
     Type: Steel/Rock                                                      Type: Steel/Rock
     Classification: Tiny | SR 1/2                                         Classification: Small | SR 8
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Monster                                                    Egg Group: Monster
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Iron Armor Pokémon. This Pokémon has a body                       The Iron Armor Pokémon. Lairon tempers its steel
     of steel. To make its body, Aron feeds on iron ore                    body by drinking highly nutritious mineral
     that it digs from mountains. Occasionally, it causes                  springwater until it is bloated. This Pokémon makes
     major trouble by eating bridges and rails.                            its nest close to springs of delicious water.
       STR      DEX       CON        INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     13 (+1) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                         18 (+4) 11 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
     Sturdy: When taking damage equal to half or more of                   Sturdy: When taking damage equal to half or more of
     your current HP, roll a d4. On a result of 3 of 4,                    your current HP, roll a d4. On a result of 3 of 4,
     halve the damage dealt.                                               halve the damage dealt.
     Rock Head: This Pokémon takes no recoil damage.                       Rock Head: This Pokémon takes no recoil damage.
     Hidden Ability                                                        Hidden Ability
     Heavy Metal: This Pokémon is especially heavy.                        Heavy Metal: This Pokémon is especially heavy.
     Once per long rest, after being targeted by an attack,                Once per long rest, after being targeted by an attack,
     it may increase its AC by 2 if it would cause an                      it may increase its AC by 2 if it would cause an
     attack to miss.                                                       attack to miss.
     Evolution: Aron can evolve into Lairon at level 8 and                 Evolution: Lairon can evolve into Aggron at level 16
     above. When it evolves, its health increases by                       and above. When it evolves, its health increases by
     double its level, and it gains 11 points to add to its                double its level, and it gains 7 points to add to its
     ability scores (max 20).                                              ability scores (max 20).
     Starting Moves: Harden, Tackle, Mud-Slap                              Starting Moves: Harden, Headbutt, Mud-Slap, Tackle,
     Level 2: Headbutt, Metal Claw, Rock Tomb                              Metal Claw, Rock Tomb
     Level 6: Protect, Roar, Iron Head                                     Level 6: Protect, Roar, Iron Head
     Level 10: Rock Slide, Take Down, Metal Sound                          Level 10: Rock Slide, Take Down, Metal Sound
     Level 14: Iron Tail, Iron Defense, Double-Edge                        Level 14: Iron Tail, Iron Defense
     Level 18: Autotomize, Heavy Slam, Metal Burst                         Level 18: Double-Edge, Autotomize, Heavy Slam,
                                                                           Metal Burst
     TM: 05, 06, 10, 11, 17, 18, 21, 26, 27, 32, 37, 39,
     40, 42, 44, 45, 48, 65, 69, 78, 80, 87, 88, 90, 100                   TM: 05, 06, 10, 11, 17, 18, 21, 26, 27, 32, 37, 39,
                                                                           40, 42, 44, 45, 48, 65, 69, 71, 78, 80, 87, 88, 90,
     Egg Moves: Body Slam, Curse, Dragon Rush,
                                                                           100
     Endeavor, Head Smash, Iron Head, Reversal,
     Screech, Smelling Salts, Stealth Rock, Stomp,
     Superpower
28
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 Aggron #306                                                            Meditite #307
 Type: Steel/Rock                                                       Type: Fighting/Psychic
 Classification: Large | SR 14                                          Classification: Tiny | SR 1/2
 Minimum Level Found: 12                                                Minimum Level Found: 1
 Egg Group: Monster                                                     Egg Group: Human-Like
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Iron Armor Pokémon. Aggron claims an entire                        The Meditate Pokémon. Meditite heightens its inner
 mountain as its own territory. It mercilessly beats up                 energy through meditation. It survives on just one
 anything that violates its environment. This                           berry a day. Minimal eating is another aspect of this
 Pokémon vigilantly patrols its territory at all times.                 Pokémon's training.
   STR       DEX      CON       INT     WIS       CHA                     STR      DEX       CON        INT     WIS      CHA
 20 (+5) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 10 (+0)                          9 (-1) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 10 (+0)
                                                                                                                                   29
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     Medicham #308                                                         Electrike #309
     Type: Fighting/Psychic                                                Type: Electric
     Classification: Small | SR 10                                         Classification: Tiny | SR 1/4
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Human-Like                                                 Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Meditate Pokémon. It is said that through                         The Lightning Pokémon. Electrike runs faster than
     meditation, Medicham heightens energy inside its                      the human eye can follow. The friction from running
     body and sharpens its sixth sense. This Pokémon                       is converted into electricity, which is then stored in
     hides its presence by merging itself with fields and                  this Pokémon's fur.
     mountains.
                                                                           Armor Class: 12
     Armor Class: 16                                                       Hit Points: 16 | Hit Dice: d6
     Hit Points: 72 | Hit Dice: d10                                        Speed: 30ft. walking
     Speed: 30ft. walking
30
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 Manectric #310                                                         Plusle #311
 Type: Electric                                                         Type: Electric
 Classification: Small | SR 9                                           Classification: Tiny | SR 6
 Minimum Level Found: 8                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Fairy
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Discharge Pokémon. Manectric is constantly                         The Cheering Pokémon. When Plusle is cheering on
 discharging electricity from its mane. The sparks                      its partner, it flashes with electric sparks from all
 sometimes ignite forest fires. When it enters a                        over its body. If its partner loses, this Pokémon cries
 battle, this Pokémon creates thunderclouds.                            loudly.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 14 (+2) 19 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                          13 (+1) 18 (+4) 15 (+2) 6 (-2) 10 (+0) 12 (+1)
 Static: When this Pokémon is hit by a melee attack,                    Plus: This Pokémon boosts its attack and damage
 roll a d4. On a result of 4, the attacker takes an                     rolls by 2 if an ally also has a Plus or Minus ability
 amount of electric damage equal to this Pokemon's
 proficiency bonus.                                                     Hidden Ability
                                                                        Lightning Rod: If this Pokemon or an ally within 30
 Lightning Rod: If this Pokemon or an ally within 30                    feet is targeted with a direct electric-type, damage-
 feet is targeted with a direct electric-type, damage-                  dealing move, the Pokemon may use a reaction to
 dealing move, the Pokemon may use a reaction to                        redirect the target to itself and take half damage
 redirect the target to itself and take half damage                     from it if it hits.
 from it if it hits.
 Hidden Ability                                                         Starting Moves: Growl, Quick Attack, Thunder Wave,
 Minus: This Pokémon boosts its attack and damage                       Helping Hand, Spark, Encore, Bestow, Nuzzle, Play
 rolls by 2 if an ally also has a Plus or Minus ability                 Nice
                                                                        Level 6: Swift, Electro Ball, Copycat, Charm
                                                                        Level 10: Charge, Discharge
 Starting Moves: Fire Fang, Howl, Leer, Tackle,
                                                                        Level 14: Baton Pass, Agility, Last Resort
 Thunder Wave, Quick Attack, Spark, Odor Sleuth,
                                                                        Level 18: Thunder, Nasty Plot, Entrainment
 Thunder Fang
 Level 10: Bite, Discharge                                              TM: 06, 10, 16, 17, 18, 21, 24, 25, 27, 32, 42, 44,
 Level 14: Roar, Wild Charge                                            45, 48, 49, 56, 57, 72, 73, 86, 87, 88, 90, 93, 100
 Level 18: Charge, Thunder, Electric Terrain
                                                                        Egg Moves: Discharge, Lucky Chant, Sing, Substitute,
 TM: 05, 06, 10, 15, 16, 17, 18, 21, 24, 25, 27, 32,                    Sweet Kiss, Wish
 35, 42, 44, 45, 46, 48, 50, 57, 68, 72, 73, 87, 88,
 90, 93, 95, 100
                                                                                                                                  31
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     Minun #312                                                            Volbeat #313
     Type: Electric                                                        Type: Bug
     Classification: Tiny | SR 6                                           Classification: Tiny | SR 7
     Minimum Level Found: 5                                                Minimum Level Found: 5
     Egg Group: Fairy                                                      Egg Group: Bug, Human-Like
     Gender Rate: 50% M / 50% F                                            Gender Rate: 100% M / 0% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Cheering Pokémon. Minun is more concerned                         The Firefly Pokémon. Volbeat's tail glows like a
     about cheering on its partners than its own safety. It                lightbulb. With other Volbeat, it uses its tail to draw
     shorts out the electricity in its body to create                      geometric shapes in the night sky. This Pokémon
     brilliant showers of sparks to cheer on its                           loves the sweet aroma given off by Illumise.
     teammates.
                                                                           Armor Class: 16
     Armor Class: 15                                                       Hit Points: 45 | Hit Dice: d8
     Hit Points: 45 | Hit Dice: d8                                         Speed: 20ft. walking, 20ft. climbing, 25ft. flying
     Speed: 30ft. walking
32
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 Illumise #314                                                          Roselia #315
 Type: Bug                                                              Type: Grass/Poison
 Classification: Tiny | SR 7                                            Classification: Tiny | SR 5
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Bug, Human-Like                                             Egg Group: Fairy, Grass
 Gender Rate: 0% M / 100% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Firefly Pokémon. Illumise leads a flight of                        The Thorn Pokémon. Roselia shoots sharp thorns as
 illuminated Volbeat to draw signs in the night sky.                    projectiles at any opponent that tries to steal the
 This Pokémon is said to earn greater respect from                      flowers on its arms. The aroma of this Pokémon
 its peers by composing more complex designs in                         brings serenity to living things.
 the sky.
                                                                        Armor Class: 14
 Armor Class: 16                                                        Hit Points: 43 | Hit Dice: d8
 Hit Points: 45 | Hit Dice: d8                                          Speed: 25ft. walking
 Speed: 20ft. walking, 20ft. climbing, 25ft. flying
 Starting Moves: Tackle, Sweet Scent, Charm, Quick                      Evolution: Roselia can evolve into Roserade at level
 Attack, Play Nice                                                      14 and above with the help of a Shiny Stone. When
 Level 6: Struggle Bug, Moonlight, Wish                                 it evolves, its health increases by double its level,
 Level 10: Encore, Flatter                                              and it gains 12 points to add to its ability scores
 Level 14: Zen Headbutt, Helping Hand, Bug Buzz                         (max 20).
 Level 18: Play Rough, Covet, Infestation
 TM: 06, 10, 11, 16, 17, 18, 19, 21, 22, 24, 25, 27,                    Starting Moves: Absorb, Growth, Poison Sting, Stun
 30, 31, 32, 40, 42, 44, 45, 46, 48, 56, 57, 62, 73,                    Spore, Mega Drain
 77, 83, 87, 88, 89, 90, 99, 100                                        Level 6: Leech Seed, Magical Leaf, Grass Whistle
                                                                        Level 10: Giga Drain, Toxic Spikes, Sweet Scent
 Egg Moves: Baton Pass, Bug Buzz, Captivate,                            Level 14: Ingrain, Toxic, Petal Blizzard
 Confuse Ray, Encore, Fake Tears, Silver Wind, Trick                    Level 18: Aromatherapy, Synthesis, Petal Dance
                                                                        TM: 06, 09, 10, 11, 17, 18, 21, 22, 27, 30, 32, 36,
                                                                        42, 44, 45, 48, 53, 75, 77, 84, 86, 87, 88, 90, 96,
                                                                        99, 100
                                                                                                                                  33
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     Gulpin #316                                                           Swalot #317
     Type: Poison                                                          Type: Poison
     Classification: Tiny | SR 1/2                                         Classification: Medium | SR 10
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Amorphous                                                  Egg Group: Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Stomach Pokémon. Most of Gulpin's body is                         The Poison Bag Pokémon. Swalot has no teeth, so
     made up of its stomach-its heart and brain are very                   what it eats, it swallows whole, no matter what. Its
     small in comparison. This Pokémon's stomach                           cavernous mouth yawns widely. An automobile tire
     contains special enzymes that dissolve anything.                      could easily fit inside this Pokémon's mouth.
       STR      DEX       CON        INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)                         16 (+3) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
     Liquid Ooze: If an enemy uses a leeching or absorb                    Liquid Ooze: If an enemy uses a leeching or absorb
     move against this Pokémon, the Pokémon must                           move against this Pokémon, the Pokémon must
     make a DC 12 CON save or become poisoned.                             make a DC 12 CON save or become poisoned.
     Sticky Hold: Held items cannot be stolen or knocked                   Sticky Hold: Held items cannot be stolen or knocked
     away from this Pokémon.                                               away from this Pokémon.
     Hidden Ability                                                        Hidden Ability
     Gluttony: This Pokémon must eat its held berry                        Gluttony: This Pokémon must eat its held berry
     when it falls below ½ of its maximum HP.                              when it falls below ½ of its maximum HP.
     Evolution: Gulpin can evolve into Swalot at level 8                   Starting Moves: Body Slam, Poison Gas, Pound,
     and above. When it evolves, its health increases by                   Sludge, Yawn, Amnesia, Acid Spray, Encore, Venom
     double its level, and it gains 11 points to add to its                Drench
     ability scores (max 20).                                              Level 10: Toxic, Spit Up, Stockpile, Swallow
                                                                           Level 14: Sludge Bomb, Belch
     Starting Moves: Pound                                                 Level 18: Gastro Acid, Wring Out, Gunk Shot
     Level 2: Yawn, Poison Gas, Sludge                                     TM: 06, 09, 10, 11, 13, 15, 17, 18, 21, 22, 26, 27,
     Level 6: Amnesia, Acid Spray, Encore, Toxic                           30, 32, 34, 36, 42, 44, 45, 48, 64, 68, 78, 83, 85,
     Level 10: Spit Up, Stockpile, Swallow                                 87, 88, 90, 100
     Level 14: Sludge Bomb, Gastro Acid, Belch
     Level 18: Wring Out, Gunk Shot
     TM: 06, 09, 10, 11, 13, 17, 18, 21, 22, 27, 30, 32,
     34, 36, 42, 44, 45, 48, 64, 83, 85, 87, 88, 90, 100
     Egg Moves: Acid Armor, Curse, Destiny Bond, Dream
     Eater, Gunk Shot, Mud-Slap, Pain Split, Smog,
     Venom Drench
34
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 Carvanha #318                                                          Sharpedo #319
 Type: Water/Dark                                                       Type: Water/Dark
 Classification: Small | SR 1/4                                         Classification: Medium | SR 10
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Water 2                                                     Egg Group: Water 2
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Savage Pokémon. If anything invades Carvanha's                     The Brutal Pokémon. Sharpedo can swim at speeds
 territory, it will swarm and tear at the intruder with                 of up to 75 mph by jetting seawater out of its
 its pointed fangs. On its own, however, this                           backside. This Pokémon's drawback is its inability to
 Pokémon turns suddenly timid.                                          swim long distances.
   STR       DEX       CON      INT      WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
 10 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                          16 (+3) 20 (+5) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
 Rough Skin: When this Pokémon is hit by a melee                        Rough Skin: When this Pokémon is hit by a melee
 attack, it may roll a d4. On a 4, deal an amount of                    attack, it may roll a d4. On a 4, deal an amount of
 damage equal to its proficiency modifier to its                        damage equal to its proficiency modifier to its
 attacker.                                                              attacker.
 Evolution: Carvanha can evolve into Sharpedo at                        Starting Moves: Bite, Feint, Focus Energy, Leer, Rage,
 level 8 and above. When it evolves, its health                         Slash, Aqua Jet, Assurance, Screech, Swagger
 increases by double its level, and it gains 14 points                  Level 10: Ice Fang, Scary Face
 to add to its ability scores (max 20).                                 Level 14: Poison Fang, Crunch
                                                                        Level 18: Agility, Skull Bash, Taunt, Night Slash
 Starting Moves: Bite, Leer, Rage                                       TM: 05, 06, 07, 10, 12, 13, 14, 15, 17, 18, 21, 26,
 Level 2: Focus Energy, Aqua Jet                                        27, 32, 39, 41, 42, 44, 45, 46, 48, 55, 66, 68, 78,
 Level 6: Assurance, Screech, Swagger                                   84, 87, 88, 90, 94, 95, 97, 98, 100
 Level 10: Ice Fang, Scary Face, Poison Sting
 Level 14: Crunch, Agility
 Level 18: Take Down
 TM: 06, 07, 10, 12, 13, 14, 17, 18, 21, 27, 32, 41,
 42, 44, 45, 46, 48, 55, 66, 87, 88, 90, 94, 95, 97,
 98, 100
 Egg Moves: Ancient Power, Brine, Destiny Bond,
 Double-Edge, Hydro Pump, Swift, Thrash
                                                                                                                                  35
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     Wailmer #320                                                          Wailord #321
     Type: Water                                                           Type: Water
     Classification: Large | SR 3                                          Classification: Gargantuan | SR 9
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Field, Water 2                                             Egg Group: Field, Water 2
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Ball Whale Pokémon. Wailmer's nostrils are                        The Float Whale Pokémon. Wailord is the largest of
     located above its eyes. This playful Pokémon loves                    all identified Pokémon up to now. This giant
     to startle people by forcefully snorting out seawater                 Pokémon swims languorously in the vast open sea,
     it stores inside its body out of its nostrils.                        eating massive amounts of food at once with its
                                                                           enormous mouth.
     Armor Class: 12
     Hit Points: 21 | Hit Dice: d8                                         Armor Class: 13
     Speed: 5ft. walking, 40ft. swimming                                   Hit Points: 105 | Hit Dice: d12
                                                                           Speed: 5ft. walking, 50ft. swimming
36
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 Numel #322                                                             Camerupt #323
 Type: Fire/Ground                                                      Type: Fire/Ground
 Classification: Small | SR 1/4                                         Classification: Large | SR 9
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Numb Pokémon. Numel is extremely dull                              The Eruption Pokémon. Camerupt has a volcano
 witted-it doesn't notice being hit. However, it can't                  inside its body. Magma of 18,000 degrees
 stand hunger for even a second. This Pokémon's                         Fahrenheit courses through its body. Occasionally,
 body is a seething cauldron of boiling magma.                          the humps on this Pokémon's back erupt, spewing
                                                                        the superheated magma.
 Armor Class: 12
 Hit Points: 20 | Hit Dice: d8                                          Armor Class: 14
 Speed: 20ft. walking                                                   Hit Points: 97 | Hit Dice: d10
                                                                        Speed: 30ft. walking
 Evolution: Numel can evolve into Camerupt at level                     Starting Moves: Ember, Focus Energy, Growl, Rock
 9 and above. When it evolves, its health increases by                  Slide, Tackle, Magnitude, Flame Burst, Amnesia, Lava
 double its level, and it gains 13 points to add to its                 Plume
 ability scores (max 20).                                               Level 10: Earth Power, Curse, Take Down
                                                                        Level 14: Yawn
 Starting Moves: Growl, Tackle                                          Level 18: Earthquake, Eruption, Fissure
 Level 2: Ember, Focus Energy, Magnitude                                TM: 05, 06, 10, 11, 15, 17, 21, 22, 26, 27, 32, 35,
 Level 6: Flame Burst, Amnesia, Lava Plume                              37, 38, 39, 42, 43, 44, 45, 48, 49, 50, 61, 64, 68,
 Level 10: Earth Power, Curse, Take Down                                69, 71, 78, 80, 87, 88, 90, 91, 96, 100
 Level 14: Yawn, Earthquake
 Level 18: Flamethrower, Double-Edge
 TM: 06, 10, 11, 17, 21, 26, 27, 32, 35, 37, 38, 39,
 42, 43, 44, 45, 48, 49, 50, 61, 78, 80, 87, 88, 90,
 96, 100
 Egg Moves: Ancient Power, Body Slam, Defense
 Curl, Endure, Growth, Heat Wave, Howl, Iron Head,
 Mud Bomb, Rollout, Scary Face, Spit Up, Stockpile,
 Stomp, Swallow, Yawn
                                                                                                                                  37
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     Torkoal #324                                                          Spoink #325
     Type: Fire                                                            Type: Psychic
     Classification: Tiny | SR 8                                           Classification: Small | SR 1/2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Coal Pokémon. Torkoal generates energy by                         The Bounce Pokémon. Spoink keeps a pearl on top
     burning coal. It grows weaker as the fire dies down.                  of its head. The pearl functions to amplify this
     When it is preparing for battle, this Pokémon burns                   Pokémon's psychokinetic powers. It is therefore on
     more coal.                                                            a constant search for a bigger pearl.
       STR       DEX      CON       INT      WIS        CHA                   STR       DEX      CON       INT     WIS       CHA
     19 (+4) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 10 (+0)                         10 (+0) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
     White Smoke: Other Pokémon's moves or abilities                       Thick Fat: This Pokemon takes half the damage it
     cannot lower this Pokémon stats.                                      otherwise would from Ice and Fire damage.
     Drought: When this Pokémon enters an outside                          Own Tempo: This Pokémon is immune to becoming
     battle, the weather immediately changes to bright                     confused.
     sunlight for 5 rounds. In the case of another
     Pokémon with a similar weather ability, the tie goes                  Hidden Ability
     to the Pokémon with the highest DEX score.                            Gluttony: This Pokémon must eat its held berry
                                                                           when it falls below ½ of its maximum HP.
     Hidden Ability
     Shell Armor: This Pokémon is immune to extra
                                                                           Evolution: Spoink can evolve into Grumpig at level 9
     damage dealt by a Critical Hit.
                                                                           and above. When it evolves, its health increases by
                                                                           double its level, and it gains 13 points to add to its
     Starting Moves: Ember, Smog, Withdraw, Rapid Spin,                    ability scores (max 20).
     Fire Spin
     Level 6: Smokescreen, Flame Wheel, Curse                              Starting Moves: Splash
     Level 10: Lava Plume, Body Slam, Protect                              Level 2: Psywave, Odor Sleuth
     Level 14: Flamethrower, Iron Defense, Amnesia                         Level 6: Psybeam, Psych Up, Confuse Ray
     Level 18: Flail, Heat Wave, Shell Smash, Inferno                      Level 10: Magic Coat, Zen Headbutt, Power Gem,
     TM: 06, 10, 11, 15, 17, 21, 22, 26, 27, 32, 35, 36,                   Rest
     38, 39, 42, 43, 44, 45, 48, 50, 61, 64, 68, 71, 74,                   Level 14: Snore, Psyshock, Payback
     78, 80, 87, 88, 90, 96, 100                                           Level 18: Psychic, Bounce
     Egg Moves: Clear Smog, Earthquake, Endure,                            TM: 03, 04, 06, 10, 11, 12, 16, 17, 18, 21, 27, 29,
     Eruption, Fissure, Flame Burst, Skull Bash, Sleep                     30, 32, 33, 41, 42, 44, 45, 46, 48, 57, 66, 73, 77,
     Talk, Superpower, Yawn                                                85, 86, 87, 88, 90, 92, 100
                                                                           Egg Moves: Amnesia, Endure, Extrasensory, Future
                                                                           Sight, Lucky Chant, Mirror Coat, Simple Beam, Skill
                                                                           Swap, Substitute, Trick, Whirlwind, Zen Headbutt
38
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 Grumpig #326                                                           Spinda #327
 Type: Psychic                                                          Type: Normal
 Classification: Small | SR 11                                          Classification: Small | SR 2
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Field, Human-Like
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Manipulate Pokémon. Grumpig uses the black                         The Spot Panda Pokémon. All the Spinda that exist
 pearls on its body to wield its fantastic powers.                      in the world are said to have utterly unique spot
 When it is doing so, it dances bizarrely. This                         patterns. The shaky, tottering steps of this Pokémon
 Pokémon's black pearls are valuable as works of art.                   give it the appearance of dancing.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
                                                                                                                                  39
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     Trapinch #328                                                         Vibrava #329
     Type: Ground                                                          Type: Ground/Dragon
     Classification: Small | SR 1/4                                        Classification: Medium | SR 7
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Bug, Dragon                                                Egg Group: Bug, Dragon
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Ant Pit Pokémon. Trapinch is a patient hunter. It                 The Vibration Pokémon. Vibrava's wings have not
     digs an inescapable pit in a desert and waits for its                 yet completed the process of growing. Rather than
     prey to come tumbling down. This Pokémon can go                       flying long distances, they are more useful for
     a whole week without access to any water.                             generating ultrasonic waves by vibrating.
       STR      DEX     CON          INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     15 (+2) 8 (-1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                          14 (+2) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
40
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 Flygon #330                                                            Cacnea #331
 Type: Ground/Dragon                                                    Type: Grass
 Classification: Large | SR 14                                          Classification: Tiny | SR 1/4
 Minimum Level Found: 12                                                Minimum Level Found: 1
 Egg Group: Bug, Dragon                                                 Egg Group: Grass, Human-Like
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Mystic Pokémon. Flygon is nicknamed the                            The Cactus Pokémon. The more arid and harsh the
 elemental spirit of the desert. Because its flapping                   environment, the more pretty and fragrant a flower
 wings whip up a cloud of sand, this Pokémon is                         Cacnea grows. This Pokémon battles by wildly
 always enveloped in a sandstorm while flying.                          swinging its thorny arms.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 17 (+3) 19 (+4) 17 (+3) 6 (-2) 14 (+2) 10 (+0)                          12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
 Levitate: This Pokémon is immune to ground moves.                      Sand Veil: This Pokémon is immune to Sandstorm
                                                                        damage. In addition, its AC increases by 2 in desert
 Starting Moves: Bide, Dragon Breath, Dragon Claw,                      terrain, or during a Sandstorm.
 Dragon Dance, Feint Attack, Sand Attack, Sonic
 Boom, Mud-Slap, Bulldoze, Sand Tomb, Rock Slide,
                                                                        Hidden Ability
 Supersonic, Screech, Earth Power, Dragon Tail                          Water Absorb: This Pokémon takes no damage from
 Level 14: Earthquake, Sandstorm, Uproar                                water or water-type attacks. Instead, half of any
 Level 18: Hyper Beam, Dragon Rush                                      water damage done is absorbed, restoring the
                                                                        Pokémon's HP.
 TM: 02, 06, 10, 11, 15, 17, 19, 21, 22, 26, 27, 32,
 35, 37, 38, 39, 40, 42, 44, 45, 48, 51, 59, 68, 71,                    Evolution: Cacnea can evolve into Cacturne at level 9
 76, 78, 80, 82, 87, 88, 89, 90, 100                                    and above. When it evolves, its health increases by
                                                                        double its level, and it gains 9 points to add to its
                                                                        ability scores (max 20).
                                                                                                                                  41
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     Cacturne #332                                                          Swablu #333
     Type: Grass/Dark                                                       Type: Normal/Flying
     Classification: Medium | SR 8                                          Classification: Tiny | SR 1/2
     Minimum Level Found: 8                                                 Minimum Level Found: 1
     Egg Group: Grass, Human-Like                                           Egg Group: Flying, Dragon
     Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
     The Scarecrow Pokémon. During the daytime,                             The Cotton Bird Pokémon. Swablu has light and
     Cacturne remains unmoving so that it does not lose                     fluffy wings that are like cottony clouds. This
     any moisture to the harsh desert sun. This Pokémon                     Pokémon is not frightened of people. It lands on the
     becomes active at night when the temperature                           heads of people and sits there like a cotton-fluff hat.
     drops.
                                                                            Armor Class: 14
     Armor Class: 14                                                        Hit Points: 18 | Hit Dice: d6
     Hit Points: 72 | Hit Dice: d10                                         Speed: 5ft. walking, 25ft. flying
     Speed: 25ft. walking
42
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 Altaria #334                                                           Zangoose #335
 Type: Dragon/Flying                                                    Type: Normal
 Classification: Small | SR 12                                          Classification: Small | SR 6
 Minimum Level Found: 8                                                 Minimum Level Found: 5
 Egg Group: Flying, Dragon                                              Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Humming Pokémon. Altaria sings in a gorgeous                       The Cat Ferret Pokémon. Memories of battling its
 soprano. Its wings are like cotton clouds. This                        archrival Seviper are etched into every cell of
 Pokémon catches updrafts with its buoyant wings                        Zangoose's body. This Pokémon adroitly dodges
 and soars way up into the wild blue yonder.                            attacks with incredible agility.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 18 (+4) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          15 (+2) 17 (+3) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
 Natural Cure: This Pokémon is cured of negative                        Immunity: This Pokémon is immune to becoming
 status ailments upon returning to its Pokeball.                        poisoned.
                                                                                                                                  43
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     Seviper #336                                                          Lunatone #337
     Type: Poison                                                          Type: Rock/Psychic
     Classification: Small | SR 5                                          Classification: Small | SR 8
     Minimum Level Found: 5                                                Minimum Level Found: 5
     Egg Group: Field, Dragon                                              Egg Group: Gender Unknown
     Gender Rate: 50% M / 50% F                                            Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Fang Snake Pokémon. Seviper shares a                              The Meteorite Pokémon. Lunatone was discovered
     generations-long feud with Zangoose. The scars on                     at a location where a meteoroid fell. As a result,
     its body are evidence of vicious battles. This                        some people theorize that this Pokémon came from
     Pokémon attacks using its sword-edged tail.                           space. However, no one has been able to prove this
                                                                           theory so far.
     Armor Class: 14
     Hit Points: 38 | Hit Dice: d10                                        Armor Class: 15
     Speed: 25ft. walking                                                  Hit Points: 40 | Hit Dice: d10
                                                                           Speed: 25ft. flying
44
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 Solrock #338                                                           Barboach #339
 Type: Rock/Psychic                                                     Type: Water/Ground
 Classification: Small | SR 8                                           Classification: Tiny | SR 1/4
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Gender Unknown                                              Egg Group: Water 2
 Gender Rate: Genderless                                                Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Meteorite Pokémon. Solrock is a new species of                     The Whiskers Pokémon. Barboach's sensitive
 Pokémon that is said to have fallen from space. It                     whiskers serve as a superb radar system. This
 floats in air and moves silently. In battle, this                      Pokémon hides in mud, leaving only its two
 Pokémon releases intensely bright light.                               whiskers exposed while it waits for prey to come
                                                                        along.
 Armor Class: 15
 Hit Points: 40 | Hit Dice: d10                                         Armor Class: 12
 Speed: 25ft. flying                                                    Hit Points: 17 | Hit Dice: d6
                                                                        Speed: 5ft. walking, 30ft. swimming
 Levitate: This Pokémon is immune to ground moves.                      Oblivious: This Pokémon is immune to moves that
                                                                        attempt to charm or taunt it.
 Starting Moves: Confusion, Flare Blitz, Harden, Rock                   Anticipation: When this Pokémon enters the battle,
 Throw, Tackle, Fire Spin, Rock Polish, Psywave                         an opponent must reveal if it has a move that the
 Level 6: Embargo, Rock Slide                                           Pokémon is vulnerable to. The move does not have
 Level 10: Cosmic Power, Psychic                                        to be revealed - only that there is such a move.
 Level 14: Heal Block, Stone Edge, Solar Beam
 Level 18: Explosion, Wonder Room                                       Hidden Ability
                                                                        Hydration: This Pokémon is unaffected by negative
 TM: 03, 04, 06, 10, 11, 15, 16, 17, 20, 21, 22, 23,                    status ailments in water or during rainy conditions.
 26, 27, 29, 30, 32, 33, 35, 37, 38, 39, 42, 44, 48,
 50, 57, 61, 62, 63, 64, 68, 69, 71, 74, 77, 78, 80,
 85, 86, 87, 88, 90, 92, 100                                            Evolution: Barboach can evolve into Whiscash at
                                                                        level 8 and above. When it evolves, its health
                                                                        increases by double its level, and it gains 10 points
                                                                        to add to its ability scores (max 20).
                                                                                                                                  45
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     Whiscash #340                                                         Corphish #341
     Type: Water/Ground                                                    Type: Water
     Classification: Small | SR 6                                          Classification: Tiny | SR 1/4
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Water 2                                                    Egg Group: Water 1, Water 3
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Whiskers Pokémon. If Whiscash goes on a wild                      The Ruffian Pokémon. Corphish catches prey with
     rampage, it sets off a quake-like tremor with a radius                its sharp claws. It has no likes or dislikes when it
     of over three miles. This Pokémon has the ability to                  comes to food-it will eat anything. This Pokémon
     predict real earthquakes.                                             has no trouble living in filthy water.
       STR      DEX      CON       INT        WIS    CHA                      STR       DEX      CON       INT     WIS       CHA
     13 (+1) 12 (+1) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                         13 (+1) 10 (+0) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
46
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 Crawdaunt #342                                                         Baltoy #343
 Type: Water/Dark                                                       Type: Ground/Psychic
 Classification: Small | SR 5                                           Classification: Tiny | SR 1
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Water 1, Water 3                                            Egg Group: Gender Unknown
 Gender Rate: 50% M / 50% F                                             Gender Rate: Genderless
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Rogue Pokémon. Crawdaunt molts (sheds) its                         The Clay Doll Pokémon. Baltoy moves while
 shell regularly. Immediately after molting, its shell is               spinning around on its one foot. Primitive wall
 soft and tender. Until the shell hardens, this                         paintings depicting this Pokémon living among
 Pokémon hides in its streambed burrow to avoid                         people were discovered in some ancient ruins.
 attack from its foes.
                                                                        Armor Class: 14
 Armor Class: 14                                                        Hit Points: 17 | Hit Dice: d6
 Hit Points: 50 | Hit Dice: d8                                          Speed: 25ft. flying (hover)
 Speed: 20ft. walking, 35ft. swimming
 Hyper Cutter: This Pokémon’s attack or damage                          Levitate: This Pokémon is immune to ground moves.
 bonuses cannot be decreased by an opponent’s
 moves.                                                                 Evolution: Baltoy can evolve into Claydol at level 10
 Shell Armor: This Pokémon is immune to extra                           and above. When it evolves, its health increases by
 damage dealt by a Critical Hit.                                        double its level, and it gains 11 points to add to its
                                                                        ability scores (max 20).
 Hidden Ability
 Adaptability: When this Pokémon uses a move of its                     Starting Moves: Confusion, Harden, Rapid Spin
 own type, it may roll the damage twice and choose                      Level 2: Mud-Slap, Heal Block, Rock Tomb
 either total.                                                          Level 6: Psybeam, Ancient Power, Cosmic Power
                                                                        Level 10: Power Trick, Self-Destruct, Extrasensory
 Starting Moves: Bubble, Harden, Leer, Swift, Vice                      Level 14: Guard Split, Power Split, Earth Power,
 Grip                                                                   Sandstorm
 Level 6: Bubble Beam, Protect, Double Hit                              Level 18: Imprison, Explosion
 Level 10: Knock Off, Night Slash, Razor Shell
 Level 14: Taunt, Swords Dance                                          TM: 03, 04, 06, 10, 11, 13, 16, 17, 18, 20, 21, 22,
 Level 18: Crunch, Crabhammer, Guillotine                               23, 26, 27, 29, 30, 32, 33, 37, 39, 42, 44, 48, 57,
                                                                        64, 69, 74, 77, 78, 80, 85, 86, 87, 88, 90, 92, 99,
 TM: 06, 07, 10, 12, 13, 14, 15, 17, 18, 21, 27, 31,                    100
 32, 34, 36, 39, 40, 42, 44, 45, 48, 54, 55, 56, 66,
 75, 80, 81, 87, 88, 90, 94, 95, 96, 97, 98, 100
                                                                                                                                  47
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     Claydol #344                                                          Lileep #345
     Type: Ground/Psychic                                                  Type: Rock/Grass
     Classification: Medium | SR 11                                        Classification: Small | SR 2
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Gender Unknown                                             Egg Group: Water 3
     Gender Rate: Genderless                                               Gender Rate: 87% M / 13% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Clay Doll Pokémon. Claydol are said to be dolls                   The Sea Lily Pokémon. Lileep is an ancient Pokémon
     of mud made by primitive humans and brought to                        that was regenerated from a fossil. It remains
     life by exposure to a mysterious ray. This Pokémon                    permanently anchored to a rock. From its immobile
     moves about while levitating.                                         perch, this Pokémon intently scans for prey with its
                                                                           two eyes.
     Armor Class: 18
     Hit Points: 88 | Hit Dice: d10                                        Armor Class: 15
     Speed: 25ft. flying (hover)                                           Hit Points: 21 | Hit Dice: d8
                                                                           Speed: 20ft. walking
     Levitate: This Pokémon is immune to ground moves.                     Suction Cups: This Pokémon cannot be forced out of
                                                                           battle by an opponent’s moves.
     Starting Moves: Confusion, Harden, Hyper Beam,
     Rapid Spin, Teleport, Mud-Slap, Heal Block, Rock
                                                                           Hidden Ability
     Tomb, Psybeam, Ancient Power, Cosmic Power                            Storm Drain: If this Pokemon or an ally within 30
     Level 10: Power Trick, Self-Destruct, Extrasensory                    feet is targeted with a direct water-type, damage-
     Level 14: Guard Split, Power Split, Earth Power                       dealing move, the Pokemon may use a reaction to
     Level 18: Sandstorm, Imprison, Explosion                              redirect the target to itself and take half damage
                                                                           from it if it hits.
     TM: 03, 04, 06, 10, 11, 13, 15, 16, 17, 18, 20, 21,
     22, 23, 26, 27, 29, 30, 32, 33, 37, 39, 42, 44, 48,                   Evolution: Lileep can evolve into Cradily at level 10
     57, 64, 68, 69, 71, 74, 77, 78, 80, 85, 86, 87, 88,                   and above. When it evolves, its health increases by
     90, 92, 99, 100                                                       double its level, and it gains 10 points to add to its
                                                                           ability scores (max 20).
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 Cradily #346                                                           Anorith #347
 Type: Rock/Grass                                                       Type: Rock/Bug
 Classification: Medium | SR 11                                         Classification: Small | SR 2
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Water 3                                                     Egg Group: Water 3
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Barnacle Pokémon. Cradily's body serves as an                      The Old Shrimp Pokémon. Anorith was regenerated
 anchor, preventing it from being washed away in                        from a prehistoric fossil. This primitive Pokémon
 rough seas. This Pokémon secretes a strong                             once lived in warm seas. It grips its prey firmly
 digestive fluid from its tentacles.                                    between its two large claws.
   STR       DEX       CON      INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 18 (+4) 13 (+1) 19 (+4) 6 (-2) 12 (+1) 10 (+0)                          13 (+1) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
 Suction Cups: This Pokémon cannot be forced out of                     Battle Armor: This Pokémon is immune to extra
 battle by an opponent’s moves.                                         damage dealt by a Critical Hit.
                                                                                                                                   49
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     Armaldo #348                                                          Feebas #349
     Type: Rock/Bug                                                        Type: Water
     Classification: Medium | SR 10                                        Classification: Tiny | SR 1/4
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Water 3                                                    Egg Group: Water 1, Dragon
     Gender Rate: 87% M / 13% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Plate Pokémon. Armaldo is a Pokémon species                       The Fish Pokémon. Feebas's fins are ragged and
     that became extinct in prehistoric times. This                        tattered from the start of its life. Because of its
     Pokémon is said to have walked on its hind legs,                      shoddy appearance, this Pokémon is largely ignored.
     which would have been more convenient for life on                     It is capable of living in both the sea and in rivers.
     land.
                                                                           Armor Class: 12
     Armor Class: 16                                                       Hit Points: 16 | Hit Dice: d6
     Hit Points: 80 | Hit Dice: d10                                        Speed: 5ft. walking, 30ft. swimming
     Speed: 30ft. walking, 30ft. swimming
50
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 Milotic #350                                                           Castform #351
 Type: Water                                                            Type: Normal
 Classification: Large | SR 10                                          Classification: Tiny | SR 5
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Water 1, Dragon                                             Egg Group: Fairy, Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Tender Pokémon. Milotic is said to be the most                     The Weather Pokémon. Castform's appearance
 beautiful of all the Pokémon. It has the power to                      changes with the weather. This Pokémon gained the
 becalm such emotions as anger and hostility to                         ability to use the vast power of nature to protect its
 quell bitter feuding.                                                  tiny body.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 15 (+2) 18 (+4) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          13 (+1) 13 (+1) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
 Marvel Scale: This Pokémon's AC increase by 2 when                     Forecast: This Pokémon changes form with the
 suffering from a negative status condition.                            weather. In rain it becomes water-type, in harsh
                                                                        sunlight it becomes fire-type, in cold and snowy
 Competitive: This Pokémon adds its proficiency                         conditions it becomes ice-type. In all other
 bonus to damage rolls while poisoned, burned,                          conditions it is normal-type. Its STAB, resistance,
 confused, or paralyzed.                                                immunities, and vulnerabilities change to match the
 Hidden Ability                                                         form it takes.
 Cute Charm: Once per short rest, you can impose
 disadvantage on an enemy attack roll of your choice.                   Starting Moves: Tackle
                                                                        Level 2: Ember, Powder Snow, Water Gun
                                                                        Level 6: Headbutt, Hail, Rain Dance, Sunny Day
 Starting Moves: Refresh, Water Gun, Water Pulse,                       Level 10: Weather Ball
 Water Sport, Wrap, Disarming Voice, Twister, Aqua                      Level 14: Blizzard, Fire Blast, Hydro Pump
 Ring, Captivate                                                        Level 18: Hurricane
 Level 10: Dragon Tail, Recover, Aqua Tail
 Level 14: Attract, Safeguard, Coil                                     TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24,
 Level 18: Hydro Pump, Rain Dance                                       25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53,
                                                                        55, 73, 77, 87, 88, 90, 100
 TM: 06, 07, 10, 13, 14, 15, 16, 17, 18, 20, 21, 27,
 32, 42, 44, 45, 48, 55, 59, 68, 77, 78, 82, 87, 88,                    Egg Moves: Amnesia, Clear Smog, Cosmic Power,
 90, 94, 98, 100                                                        Disable, Future Sight, Guard Swap, Hex, Lucky
                                                                        Chant, Ominous Wind, Psych Up, Reflect Type
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     Sunny Castform #351                                                   Rainy Castform #351
     Type: Fire                                                            Type: Water
     Classification: Tiny | SR 5                                           Classification: Tiny | SR 5
     Minimum Level Found: 1                                                Minimum Level Found: 1
     Egg Group: Fairy, Amorphous                                           Egg Group: Fairy, Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Weather Pokémon. Castform's appearance                            The Weather Pokémon. Castform's appearance
     changes with the weather. This Pokémon gained the                     changes with the weather. This Pokémon gained the
     ability to use the vast power of nature to protect its                ability to use the vast power of nature to protect its
     tiny body.                                                            tiny body.
       STR       DEX      CON        INT     WIS        CHA                   STR       DEX      CON       INT     WIS       CHA
     13 (+1) 13 (+1) 13 (+1) 8 (-1) 13 (+1) 13 (+1)                         13 (+1) 13 (+1) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
     Forecast: This Pokémon changes form with the                          Forecast: This Pokémon changes form with the
     weather. In rain it becomes water-type, in harsh                      weather. In rain it becomes water-type, in harsh
     sunlight it becomes fire-type, in cold and snowy                      sunlight it becomes fire-type, in cold and snowy
     conditions it becomes ice-type. In all other                          conditions it becomes ice-type. In all other
     conditions it is normal-type. Its STAB, resistance,                   conditions it is normal-type. Its STAB, resistance,
     immunities, and vulnerabilities change to match the                   immunities, and vulnerabilities change to match the
     form it takes.                                                        form it takes.
52
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 Snowy Castform #351                                                    Kecleon #352
 Type: Ice                                                              Type: Normal
 Classification: Tiny | SR 5                                            Classification: Small | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Fairy, Amorphous                                            Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Weather Pokémon. Castform's appearance                             The Color Swap Pokémon. Kecleon is capable of
 changes with the weather. This Pokémon gained the                      changing its body colors at will to blend in with its
 ability to use the vast power of nature to protect its                 surroundings. There is one exception-this Pokémon
 tiny body.                                                             can't change the zigzag pattern on its belly.
   STR       DEX       CON       INT     WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 13 (+1) 13 (+1) 8 (-1) 13 (+1) 13 (+1)                          15 (+2) 10 (+0) 15 (+2) 6 (-2) 14 (+2) 10 (+0)
                                                                                                                                  53
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     Shuppet #353                                                          Banette #354
     Type: Ghost                                                           Type: Ghost
     Classification: Tiny | SR 1                                           Classification: Small | SR 9
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Amorphous                                                  Egg Group: Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Puppet Pokémon. Shuppet grows by feeding on                       The Marionette Pokémon. Banette generates energy
     dark emotions, such as vengefulness and envy, in                      for laying strong curses by sticking pins into its own
     the hearts of people. It roams through cities in                      body. This Pokémon was originally a pitiful plush
     search of grudges that taint people.                                  doll that was thrown away.
       STR       DEX      CON        INT     WIS     CHA                      STR       DEX      CON       INT     WIS       CHA
     10 (+0) 12 (+1) 11 (+0) 8 (-1) 12 (+1) 10 (+0)                         16 (+3) 15 (+2) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
     Insomnia: This Pokémon is immune to sleep.                            Insomnia: This Pokémon is immune to sleep.
     Frisk: Upon entering a battle, a single opponent’s                    Frisk: Upon entering a battle, a single opponent’s
     held item is revealed, if it has one.                                 held item is revealed, if it has one.
     Hidden Ability                                                        Hidden Ability
     Cursed Body: When hit by a melee attack, this                         Cursed Body: When hit by a melee attack, this
     Pokémon may roll 1d4. On a result of 4, the                           Pokémon may roll 1d4. On a result of 4, the
     opponent who made the attack cannot use the                           opponent who made the attack cannot use the
     same move on its next turn.                                           same move on its next turn.
     Evolution: Shuppet can evolve into Banette at level                   Starting Moves: Knock Off, Night Shade, Screech,
     10 and above. When it evolves, its health increases                   Spite, Shadow Sneak, Will-O-Wisp, Feint Attack, Hex
     by double its level, and it gains 14 points to add to                 Level 10: Curse, Shadow Ball
     its ability scores (max 20).                                          Level 14: Embargo, Sucker Punch
                                                                           Level 18: Snatch, Grudge, Trick, Phantom Force
     Starting Moves: Knock Off, Screech                                    TM: 04, 06, 10, 11, 12, 15, 17, 18, 21, 24, 25, 27,
     Level 2: Night Shade, Spite, Shadow Sneak                             29, 30, 32, 41, 42, 44, 45, 46, 48, 56, 57, 61, 63,
     Level 6: Will-O-Wisp, Feint Attack, Hex                               65, 66, 68, 73, 77, 83, 85, 87, 88, 90, 92, 97, 99,
     Level 10: Curse, Shadow Ball                                          100
     Level 14: Embargo, Sucker Punch
     Level 18: Snatch, Grudge, Trick, Phantom Force
     TM: 04, 06, 10, 11, 12, 17, 18, 21, 24, 25, 27, 29,
     30, 32, 41, 42, 44, 45, 46, 48, 57, 61, 63, 66, 73,
     77, 85, 87, 88, 90, 92, 97, 99, 100
     Egg Moves: Astonish, Confuse Ray, Destiny Bond,
     Disable, Foresight, Gunk Shot, Imprison, Ominous
     Wind, Payback, Phantom Force, Pursuit, Shadow
     Sneak
54
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 Duskull #355                                                           Dusclops #356
 Type: Ghost                                                            Type: Ghost
 Classification: Small | SR 1                                           Classification: Medium | SR 12
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Amorphous                                                   Egg Group: Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Requiem Pokémon. Duskull can pass through                          The Beckon Pokémon. Dusclops's body is
 any wall no matter how thick it may be. Once this                      completely hollow-there is nothing at all inside. It is
 Pokémon chooses a target, it will doggedly pursue                      said that its body is like a black hole. This Pokémon
 the intended victim until the break of dawn.                           will absorb anything into its body, but nothing will
                                                                        ever come back out.
 Armor Class: 13
 Hit Points: 18 | Hit Dice: d6                                          Armor Class: 18
 Speed: 25ft. flying (hover)                                            Hit Points: 80 | Hit Dice: d8
                                                                        Speed: 25ft. flying (hover)
                                                                                                                                    55
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     Tropius #357                                                          Chimecho #358
     Type: Grass/Flying                                                    Type: Psychic
     Classification: Large | SR 11                                         Classification: Tiny | SR 11
     Minimum Level Found: 8                                                Minimum Level Found: 8
     Egg Group: Monster, Grass                                             Egg Group: Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Fruit Pokémon. Children of the southern tropics                   The Wind Chime Pokémon. Chimecho makes its
     eat as snacks the fruit that grows in bunches around                  cries echo inside its hollow body. When this
     the neck of Tropius. This Pokémon flies by flapping                   Pokémon becomes enraged, its cries result in
     the leaves on its back as if they were wings.                         ultrasonic waves that have the power to knock foes
                                                                           flying.
     Armor Class: 15
     Hit Points: 82 | Hit Dice: d10                                        Armor Class: 16
     Speed: 25ft. walking, 35ft. flying                                    Hit Points: 83 | Hit Dice: d8
                                                                           Speed: 30ft. flying (hover)
56
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 Absol #359                                                             Wynaut #360
 Type: Dark                                                             Type: Psychic
 Classification: Small | SR 12                                          Classification: Tiny | SR 1/4
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Undiscovered
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Disaster Pokémon. Every time Absol appears                         The Bright Pokémon. Wynaut can always be seen
 before people, it is followed by a disaster such as an                 with a big, happy smile on its face. Look at its tail to
 earthquake or a tidal wave. As a result, it came to be                 determine if it is angry. When angered, this
 known as the disaster Pokémon.                                         Pokémon will be slapping the ground with its tail.
   STR       DEX      CON       INT      WIS      CHA                      STR      DEX      CON        INT    WIS       CHA
 15 (+2) 20 (+5) 15 (+2) 8 (-1) 16 (+3) 10 (+0)                          10 (+0) 8 (-1) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
 TM: 04, 06, 07, 10, 11, 12, 13, 14, 15, 17, 18, 21,
 24, 25, 27, 30, 32, 35, 37, 38, 39, 40, 41, 42, 44,
 45, 46, 48, 49, 54, 57, 59, 61, 65, 66, 68, 71, 73,
 75, 77, 80, 81, 85, 87, 88, 90, 95, 97, 100
 Egg Moves: Assurance, Baton Pass, Curse, Double-
 Edge, Feint Attack, Hex, Magic Coat, Me First, Mean
 Look, Megahorn, Play Rough, Punishment,
 Substitute, Sucker Punch, Zen Headbutt
                                                                                                                                   57
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     Snorunt #361                                                          Glalie #362
     Type: Ice                                                             Type: Ice
     Classification: Tiny | SR 1/4                                         Classification: Medium | SR 11
     Minimum Level Found: 1                                                Minimum Level Found: 10
     Egg Group: Fairy, Mineral                                             Egg Group: Fairy, Mineral
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Snow Hat Pokémon. Snorunt survives by eating                      The Face Pokémon. Glalie has a body made of rock,
     only snow and ice. Old folklore claims that a house                   which it hardens with an armor of ice. This
     visited by this Pokémon is sure to prosper for many                   Pokémon has the ability to freeze moisture in the
     generations to come.                                                  atmosphere into any shape it desires.
       STR       DEX       CON       INT     WIS     CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                         16 (+3) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
     Inner Focus: This Pokémon is immune to flinching.                     Inner Focus: This Pokémon is immune to flinching.
     Ice Body: While it is snowing or hailing, this                        Ice Body: While it is snowing or hailing, this
     Pokémon heals for an amount of HP equal to its                        Pokémon heals for an amount of HP equal to its
     proficiency modifier at the end of each of its turns.                 proficiency modifier at the end of each of its turns.
     Hidden Ability                                                        Hidden Ability
     Moody: At the end of each long rest, this Pokémon                     Moody: At the end of each long rest, this Pokémon
     rerolls on the nature table, replacing its nature with                rerolls on the nature table, replacing its nature with
     the result until the next long rest.                                  the result until the next long rest.
     Evolution: A Snorunt can evolve into Glalie at level                  Starting Moves: Double Team, Ice Shard, Leer,
     14 and above naturally. A female Snorunt can evolve                   Powder Snow, Icy Wind, Bite, Ice Fang, Headbutt,
     into a Froslass at level 14 and above with the help                   Protect, Freeze-Dry
     of a Dawn Stone. When it evolves, its health                          Level 14: Frost Breath, Crunch
     increases by double its level, and it gains 13 points                 Level 18: Blizzard, Hail, Sheer Cold
     to add to its ability scores (max 20).
                                                                           TM: 06, 07, 10, 12, 13, 14, 15, 16, 17, 18, 20, 21,
                                                                           26, 27, 30, 32, 41, 42, 44, 45, 48, 64, 66, 68, 74,
     Starting Moves: Leer, Powder Snow                                     78, 79, 87, 88, 90, 97, 100
     Level 2: Double Team, Ice Shard
     Level 6: Icy Wind, Bite
     Level 10: Ice Fang, Headbutt, Protect
     Level 14: Frost Breath, Crunch
     Level 18: Blizzard, Hail
     TM: 06, 07, 10, 13, 14, 16, 17, 18, 20, 21, 27, 30,
     32, 42, 44, 45, 48, 79, 87, 88, 90, 100
     Egg Moves: Avalanche, Bide, Block, Disable, Fake
     Tears, Hex, Rollout, Spikes, Switcheroo, Weather
     Ball
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 Spheal #363                                                            Sealeo #364
 Type: Ice/Water                                                        Type: Ice/Water
 Classification: Small | SR 1/4                                         Classification: Medium | SR 9
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Water 1, Field                                              Egg Group: Water 1, Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Clap Pokémon. Spheal always travels by rolling                     The Ball Roll Pokémon. Sealeo has the habit of
 around on its ball-like body. When the season for ice                  always juggling on the tip of its nose anything it
 floes arrives, this Pokémon can be seen rolling                        sees for the first time. This Pokémon occasionally
 about on ice and crossing the sea.                                     entertains itself by balancing and rolling a Spheal on
                                                                        its nose.
 Armor Class: 12
 Hit Points: 20 | Hit Dice: d8                                          Armor Class: 14
 Speed: 10ft. walking, 30ft. swimming                                   Hit Points: 89 | Hit Dice: d12
                                                                        Speed: 15ft. walking, 30ft. swimming
                                                                                                                                  59
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     Walrein #365                                                          Clamperl #366
     Type: Ice/Water                                                       Type: Water
     Classification: Medium | SR 14                                        Classification: Tiny | SR 1
     Minimum Level Found: 12                                               Minimum Level Found: 1
     Egg Group: Water 1, Field                                             Egg Group: Water 1
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Ice Break Pokémon. Walrein swims all over in                      The Bivalve Pokémon. Clamperl's sturdy shell is not
     frigid seawater while crushing icebergs with its                      only good for protection-it is also used for clamping
     grand, imposing tusks. Its thick layer of blubber                     and catching prey. A fully grown Clamperl's shell will
     makes enemy attacks bounce off harmlessly.                            be scored with nicks and scratches all over.
       STR       DEX      CON       INT     WIS         CHA                   STR       DEX      CON       INT     WIS       CHA
     18 (+4) 15 (+2) 20 (+5) 6 (-2) 14 (+2) 10 (+0)                         13 (+1) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
     Thick Fat: This Pokemon takes half the damage it                      Shell Armor: This Pokémon is immune to extra
     otherwise would from Ice and Fire damage.                             damage dealt by a Critical Hit.
     Ice Body: While it is snowing or hailing, this                        Hidden Ability
     Pokémon heals for an amount of HP equal to its                        Rattled: When this Pokémon is hit by a damaging
     proficiency modifier at the end of each of its turns.                 Dark, Bug, or Ghost move, it makes its next attack at
     Hidden Ability                                                        advantage.
     Oblivious: This Pokémon is immune to moves that
     attempt to charm or taunt it.                                         Evolution: Clamperl can evolve into Huntail at level 8
                                                                           and above while holding a Deep Sea Tooth, or
                                                                           Gorebyss at level 8 and above while holding a Deep
     Starting Moves: Crunch, Defense Curl, Growl, Ice
                                                                           Sea Scale. When it evolves, its health increases by
     Fang, Powder Snow, Swagger, Water Gun, Encore,
                                                                           double its level, and it gains 10 points to add to its
     Rollout, Ice Ball, Aurora Beam, Brine, Body Slam,
                                                                           ability scores (max 20).
     Rest, Snore
     Level 14: Hail
     Level 18: Blizzard, Sheer Cold                                        Starting Moves: Clamp, Iron Defense, Water Gun,
                                                                           Whirlpool
     TM: 05, 06, 07, 10, 13, 14, 15, 17, 18, 21, 26, 27,                   Level 18: Shell Smash
     32, 39, 42, 44, 45, 48, 49, 68, 78, 79, 80, 87, 88,
     90, 94, 98, 100                                                       TM: 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42, 44,
                                                                           45, 48, 55, 87, 88, 90, 94, 98, 100
                                                                           Egg Moves: Aqua Ring, Barrier, Body Slam, Brine,
                                                                           Confuse Ray, Endure, Mud Sport, Muddy Water,
                                                                           Refresh, Supersonic, Water Pulse
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 Huntail #367                                                           Gorebyss #368
 Type: Water                                                            Type: Water
 Classification: Medium | SR 8                                          Classification: Medium | SR 8
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Water 1                                                     Egg Group: Water 1
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Deep Sea Pokémon. Huntail's tail is shaped like                    The South Sea Pokémon. Although Gorebyss is the
 a fish. It uses the tail to attract prey, then swallows                very picture of elegance and beauty while
 the prey whole with its large, gaping mouth. This                      swimming, it is also cruel. When it spots prey, this
 Pokémon swims by wiggling its slender body like a                      Pokémon inserts its thin mouth into the prey's body
 snake.                                                                 and drains the prey of its body fluids.
   STR       DEX      CON       INT       WIS     CHA                      STR       DEX      CON       INT       WIS     CHA
 17 (+3) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                          16 (+3) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
 Swift Swim: This Pokémon's swim speed is doubled                       Swift Swim: This Pokémon's swim speed is doubled
 in rainy conditions.                                                   in rainy conditions.
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     Relicanth #369                                                        Luvdisc #370
     Type: Water/Rock                                                      Type: Water
     Classification: Small | SR 8                                          Classification: Tiny | SR 5
     Minimum Level Found: 5                                                Minimum Level Found: 5
     Egg Group: Water 1, Water 2                                           Egg Group: Water 2
     Gender Rate: 87% M / 13% F                                            Gender Rate: 25% M / 75% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Longevity Pokémon. Relicanth is a Pokémon                         The Rendezvous Pokémon. Luvdisc live in shallow
     species that existed for a hundred million years                      seas in the tropics. This heart-shaped Pokémon
     without ever changing its form. This ancient                          earned its name by swimming after loving couples it
     Pokémon feeds on microscopic organisms with its                       spotted in the ocean's waves.
     toothless mouth.
                                                                           Armor Class: 14
     Armor Class: 16                                                       Hit Points: 38 | Hit Dice: d8
     Hit Points: 42 | Hit Dice: d10                                        Speed: 5ft. walking, 35ft. swimming
     Speed: 5ft. walking, 20ft. swimming
62
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 Bagon #371                                                             Shelgon #372
 Type: Dragon                                                           Type: Dragon
 Classification: Tiny | SR 1                                            Classification: Small | SR 7
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Dragon                                                      Egg Group: Dragon
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Rock Head Pokémon. Bagon has a dream of one                        The Endurance Pokémon. Covering Shelgon's body
 day soaring in the sky. In doomed efforts to fly, this                 are outgrowths much like bones. The shell is very
 Pokémon hurls itself off cliffs. As a result of its                    hard and bounces off enemy attacks. When awaiting
 dives, its head has grown tough and as hard as                         evolution, this Pokémon hides away in a cavern.
 tempered steel.
                                                                        Armor Class: 15
 Armor Class: 12                                                        Hit Points: 55 | Hit Dice: d8
 Hit Points: 17 | Hit Dice: d6                                          Speed: 25ft. walking
 Speed: 25ft. walking
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     Salamence #373                                                        Beldum #374
     Type: Dragon/Flying                                                   Type: Steel/Psychic
     Classification: Large | SR 14                                         Classification: Tiny | SR 3
     Minimum Level Found: 12                                               Minimum Level Found: 1
     Egg Group: Dragon                                                     Egg Group: Gender Unknown
     Gender Rate: 50% M / 50% F                                            Gender Rate: Genderless
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Dragon Pokémon. By evolving into Salamence,                       The Iron Ball Pokémon. Instead of blood, a powerful
     this Pokémon finally realizes its long-held dream of                  magnetic force courses throughout Beldum's body.
     growing wings. To express its joy, it flies and wheels                This Pokémon communicates with others by
     all over the sky while spouting flames from its                       sending controlled pulses of magnetism.
     mouth.
                                                                           Armor Class: 14
     Armor Class: 16                                                       Hit Points: 18 | Hit Dice: d6
     Hit Points: 121 | Hit Dice: d12                                       Speed: 25ft. flying (hover)
     Speed: 30ft. walking, 40ft. flying
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 Metang #375                                                            Metagross #376
 Type: Steel/Psychic                                                    Type: Steel/Psychic
 Classification: Small | SR 9                                           Classification: Large | SR 14
 Minimum Level Found: 5                                                 Minimum Level Found: 12
 Egg Group: Gender Unknown                                              Egg Group: Gender Unknown
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Iron Claw Pokémon. When two Beldum fuse                            The Iron Leg Pokémon. Metagross has four brains in
 together, Metang is formed. The brains of the                          total. Combined, the four brains can breeze through
 Beldum are joined by a magnetic nervous system.                        difficult calculations faster than a supercomputer.
 This Pokémon turns its arms to the rear for traveling                  This Pokémon can float in the air by tucking in its
 at high speed.                                                         four legs.
   STR      DEX       CON       INT      WIS      CHA                      STR      DEX      CON        INT      WIS      CHA
 17 (+3) 12 (+1) 15 (+2) 12 (+1) 14 (+2) 10 (+0)                         20 (+5) 15 (+2) 18 (+4) 16 (+3) 16 (+3) 10 (+0)
 Clear Body: Other Pokémon's moves or abilities                         Clear Body: Other Pokémon's moves or abilities
 cannot lower this Pokémon stats.                                       cannot lower this Pokémon stats.
 Evolution: Metang can evolve into Metagross at level                   Starting Moves: Confusion, Hammer Arm, Magnet
 15 and above. When it evolves, its health increases                    Rise, Metal Claw, Take Down, Pursuit, Bullet Punch,
 by double its level, and it gains 13 points to add to                  Miracle Eye, Zen Headbutt
 its ability scores (max 20).                                           Level 14: Scary Face, Psychic, Agility
                                                                        Level 18: Meteor Mash, Iron Defense, Hyper Beam
 Starting Moves: Confusion, Magnet Rise, Metal Claw,                    TM: 03, 06, 10, 11, 15, 16, 17, 18, 21, 26, 27, 29,
 Take Down                                                              30, 31, 32, 33, 36, 37, 39, 40, 42, 44, 48, 64, 68,
 Level 10: Pursuit, Bullet Punch, Miracle Eye, Zen                      69, 74, 77, 78, 80, 86, 87, 88, 90, 91, 100
 Headbutt
 Level 14: Scary Face, Psychic, Agility
 Level 18: Meteor Mash, Iron Defense, Hyper Beam
 TM: 03, 06, 10, 11, 15, 16, 17, 18, 21, 26, 27, 29,
 30, 31, 32, 33, 36, 37, 39, 40, 42, 44, 48, 64, 69,
 74, 77, 78, 80, 86, 87, 88, 90, 91, 100
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     Regirock #377                                                         Regice #378
     Type: Rock                                                            Type: Ice
     Classification: Medium | SR 14                                        Classification: Medium | SR 14
     Minimum Level Found: 15                                               Minimum Level Found: 15
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Rock Peak Pokémon. Regirock was sealed away                       The Iceberg Pokémon. Regice's body was made
     by people long ago. If this Pokémon's body is                         during an ice age. The deep-frozen body can't be
     damaged in battle, it is said to seek out suitable                    melted, even by fire. This Pokémon controls frigid
     rocks on its own to repair itself.                                    air of -328 degrees Fahrenheit.
       STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     20 (+5) 18 (+4) 20 (+5) 8 (-1) 14 (+2) 10 (+0)                         18 (+4) 20 (+5) 18 (+4) 8 (-1) 16 (+3) 10 (+0)
     Clear Body: Other Pokémon's moves or abilities                        Clear Body: Other Pokémon's moves or abilities
     cannot lower this Pokémon stats.                                      cannot lower this Pokémon stats.
     Starting Moves: Bulldoze, Charge Beam, Explosion,                     Starting Moves: Bulldoze, Charge Beam, Explosion,
     Rock Throw, Stomp, Curse, Ancient Power, Iron                         Icy Wind, Stomp, Curse, Ancient Power, Amnesia,
     Defense, Stone Edge, Lock-On                                          Ice Beam, Lock-On
     Level 18: Hammer Arm, Zap Cannon, Superpower,                         Level 18: Hammer Arm, Zap Cannon, Superpower,
     Hyper Beam                                                            Hyper Beam
     TM: 06, 10, 11, 15, 17, 20, 21, 23, 24, 25, 26, 27,                   TM: 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 24, 25,
     31, 32, 37, 39, 42, 44, 48, 52, 56, 57, 64, 68, 69,                   26, 27, 31, 32, 39, 42, 44, 48, 52, 56, 57, 64, 68,
     71, 73, 77, 78, 80, 87, 88, 90, 100                                   69, 70, 73, 77, 78, 79, 80, 87, 88, 90, 91, 100
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 Registeel #379                                                         Latias #380
 Type: Steel                                                            Type: Dragon/Psychic
 Classification: Medium | SR 14                                         Classification: Medium | SR 15
 Minimum Level Found: 15                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: 0% M / 100% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Iron Pokémon. Registeel has a body that is                         The Eon Pokémon. Latias is highly sensitive to the
 harder than any kind of metal. Its body is apparently                  emotions of people. If it senses any hostility, this
 hollow. No one has any idea what this Pokémon                          Pokémon ruffles the feathers all over its body and
 eats.                                                                  cries shrilly to intimidate the foe.
   STR       DEX      CON       INT     WIS       CHA                      STR      DEX      CON        INT      WIS      CHA
 18 (+4) 20 (+5) 20 (+5) 8 (-1) 14 (+2) 10 (+0)                          18 (+4) 20 (+5) 20 (+5) 10 (+0) 18 (+4) 14 (+2)
 Starting Moves: Bulldoze, Charge Beam, Explosion,                      TM: 02, 03, 04, 05, 06, 10, 11, 13, 15, 16, 17, 18,
 Metal Claw, Stomp, Curse, Ancient Power, Amnesia,                      19, 20, 21, 22, 24, 25, 26, 27, 29, 30, 32, 33, 37,
 Iron Defense, Lock-On                                                  40, 42, 44, 45, 48, 51, 53, 57, 65, 68, 73, 76, 77,
 Level 18: Flash Cannon, Iron Head, Hammer Arm,                         78, 85, 86, 87, 88, 90, 94, 98, 100
 Zap Cannon, Superpower, Hyper Beam
 TM: 06, 10, 11, 15, 17, 18, 20, 21, 24, 25, 26, 27,
 31, 32, 37, 39, 40, 42, 44, 48, 52, 56, 57, 64, 65,
 68, 69, 73, 77, 78, 80, 87, 88, 90, 91, 100
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     Latios #381                                                           Kyogre #382
     Type: Dragon/Psychic                                                  Type: Water
     Classification: Medium | SR 15                                        Classification: Huge | SR 15
     Minimum Level Found: 15                                               Minimum Level Found: 15
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: 100% M / 0% F                                            Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Eon Pokémon. Latios has the ability to make                       The Sea Basin Pokémon. Through Primal Reversion
     others see an image of what it has seen or imagines                   and with nature's full power, it will take back its true
     in its head. This Pokémon is intelligent and                          form. It can summon storms that cause the sea
     understands human speech.                                             levels to rise.
       STR      DEX      CON        INT      WIS      CHA                     STR      DEX      CON        INT      WIS      CHA
     18 (+4) 20 (+5) 18 (+4) 10 (+0) 18 (+4) 14 (+2)                        24 (+7) 18 (+4) 20 (+5) 10 (+0) 18 (+4) 16 (+3)
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 Groudon #383                                                           Rayquaza #384
 Type: Ground                                                           Type: Dragon/Flying
 Classification: Huge | SR 15                                           Classification: Huge | SR 15
 Minimum Level Found: 15                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Continent Pokémon. Groudon is said to be the                       The Sky High Pokémon. Rayquaza is said to have
 personification of the land itself. Legends tell of its                lived for hundreds of millions of years. Legends
 many clashes against Kyogre, as each sought to gain                    remain of how it put to rest the clash between
 the power of nature.                                                   Kyogre and Groudon.
   STR       DEX      CON        INT      WIS      CHA                     STR      DEX      CON        INT      WIS      CHA
 24 (+7) 22 (+6) 20 (+5) 10 (+0) 18 (+4) 12 (+1)                         22 (+6) 24 (+7) 20 (+5) 12 (+1) 16 (+3) 12 (+1)
 Proficient Skills: Athletics, Survival, History                        Proficient Skills: Athletics, Survival, History
 Saving Throws: Strength, Constitution                                  Saving Throws: Dexterity, Constitution
 Vulnerabilities: Grass, Ice, Water                                     Vulnerabilities: Dragon, Fairy, Ice, Rock
 Resistances: Poison, Rock                                              Resistances: Bug, Fire, Fighting, Grass, Water
 Immunities: Electric                                                   Immunities: Ground
 Senses: Darkvision 60ft                                                Senses: Darkvision 60ft
 Drought: When this Pokémon enters an outside                           Air Lock: While this Pokémon is in battle, weather-
 battle, the weather immediately changes to bright                      related abilities have no effect on the Pokémon that
 sunlight for 5 rounds. In the case of another                          have them.
 Pokémon with a similar weather ability, the tie goes
 to the Pokémon with the highest DEX score.                             Starting Moves: Twister, Scary Face, Ancient Power,
                                                                        Crunch, Air Slash, Rest, Extreme Speed, Dragon
 Starting Moves: Ancient Power, Mud Shot, Scary                         Dance, Fly
 Face, Earth Power, Lava Plume, Rest, Earthquake,                       Level 18: Dragon Pulse, Hyper Voice, Outrage,
 Bulk Up, Solar Beam, Fissure                                           Hyper Beam, Dragon Ascent
 Level 18: Fire Blast, Hammer Arm, Eruption,
 Precipice Blades                                                       TM: 02, 05, 06, 08, 10, 11, 13, 14, 15, 17, 18, 21,
                                                                        22, 24, 25, 26, 27, 31, 32, 35, 37, 38, 39, 40, 42,
 TM: 02, 05, 06, 08, 10, 11, 15, 17, 20, 21, 22, 23,                    44, 48, 49, 50, 52, 53, 56, 58, 59, 65, 68, 71, 73,
 24, 25, 26, 27, 31, 32, 35, 37, 38, 39, 40, 42, 44,                    74, 75, 76, 77, 78, 80, 82, 87, 88, 90, 94, 98, 100
 48, 50, 52, 56, 59, 65, 68, 69, 71, 73, 75, 77, 78,
 80, 82, 87, 88, 90, 100
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     Jirachi #385                                                          Deoxys #386
     Type: Steel/Psychic                                                   Type: Psychic
     Classification: Tiny | SR 15                                          Classification: Medium | SR 15
     Minimum Level Found: 15                                               Minimum Level Found: 15
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Wish Pokémon. Jirachi will awaken from its                        The DNA Pokémon. The DNA of a space virus
     sleep of a thousand years if you sing to it in a voice                underwent a sudden mutation upon exposure to a
     of purity. It is said to make true any wish that people               laser beam and resulted in Deoxys. The crystalline
     desire.                                                               organ on this Pokémon's chest appears to be its
                                                                           brain.
     Armor Class: 18
     Hit Points: 246 | Hit Dice: d12                                       Armor Class: 15
     Speed: 15ft. walking, 40ft. flying                                    Hit Points: 232 | Hit Dice: d12
                                                                           Speed: 40ft. walking, 35ft. flying
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 Turtwig #387                                                           Grotle #388
 Type: Grass                                                            Type: Grass
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 5
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Monster, Grass                                              Egg Group: Monster, Grass
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Tiny Leaf Pokémon. Made from soil, the shell on                    The Grove Pokémon. It lives along water in forests.
 its back hardens when it drinks water. It lives along                  In the daytime, it leaves the forest to sunbathe its
 lakes.                                                                 treed shell.
   STR       DEX       CON      INT      WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
 13 (+1) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                          15 (+2) 11 (+0) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
 Overgrow: When this Pokémon falls below 25% of                         Overgrow: When this Pokémon falls below 25% of
 its maximum HP, double the STAB damage for its                         its maximum HP, double the STAB damage for its
 grass-type moves.                                                      grass-type moves.
 Evolution: Turtwig can evolve into Grotle at level 6                   Evolution: Grotle can evolve into Torterra at level 14
 and above. When it evolves, its health increases by                    and above. When it evolves, its health increases by
 double its level, and it gains 6 points to add to its                  double its level, and it gains 10 points to add to its
 ability scores (max 20).                                               ability scores (max 20).
 Starting Moves: Tackle                                                 Starting Moves: Absorb, Tackle, Withdraw, Razor Leaf
 Level 2: Withdraw, Absorb, Razor Leaf                                  Level 6: Curse, Bite
 Level 6: Curse, Bite                                                   Level 10: Mega Drain, Leech Seed
 Level 10: Mega Drain, Leech Seed                                       Level 14: Synthesis, Crunch
 Level 14: Synthesis, Crunch, Giga Drain                                Level 18: Giga Drain, Leaf Storm
 Level 18: Leaf Storm
                                                                        TM: 01, 06, 10, 11, 16, 17, 20, 21, 22, 27, 32, 33,
 TM: 01, 06, 10, 11, 16, 17, 20, 21, 22, 27, 32, 33,                    42, 44, 45, 48, 53, 75, 86, 87, 88, 90, 96, 100
 42, 44, 45, 48, 53, 75, 86, 87, 88, 90, 96, 100
 Egg Moves: Amnesia, Body Slam, Double-Edge, Earth
 Power, Grassy Terrain, Growth, Sand Tomb, Seed
 Bomb, Spit Up, Stockpile, Superpower, Swallow,
 Thrash, Tickle, Wide Guard, Worry Seed
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     Torterra #389                                                         Chimchar #390
     Type: Grass/Ground                                                    Type: Fire
     Classification: Medium | SR 13                                        Classification: Tiny | SR 1/2
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Monster, Grass                                             Egg Group: Field, Human-Like
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Continent Pokémon. Small Pokémon                                  The Chimp Pokémon. It agilely scales sheer cliffs to
     occasionally gather on its unmoving back to begin                     live atop craggy mountains. Its fire is put out when
     building their nests.                                                 it sleeps.
       STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS        CHA
     18 (+4) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 10 (+0)                         11 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
     Starting Moves: Absorb, Earthquake, Razor Leaf,                       Evolution: Chimchar can evolve into Monferno at
     Tackle, Withdraw, Wood Hammer, Curse, Bite, Mega                      level 6 and above. When it evolves, its health
     Drain                                                                 increases by double its level, and it gains 6 points to
     Level 14: Leech Seed, Synthesis                                       add to its ability scores (max 20).
     Level 18: Crunch, Giga Drain, Leaf Storm
     TM: 01, 05, 06, 10, 11, 15, 16, 17, 20, 21, 22, 26,                   Starting Moves: Leer, Scratch
     27, 32, 33, 37, 39, 42, 44, 45, 48, 53, 68, 69, 71,                   Level 2: Ember, Taunt
     75, 78, 80, 86, 87, 88, 90, 96, 100                                   Level 6: Fury Swipes, Flame Wheel
                                                                           Level 10: Nasty Plot, Torment, Facade
                                                                           Level 14: Fire Spin, Acrobatics, Slack Off
                                                                           Level 18: Flamethrower
                                                                           TM: 01, 06, 08, 10, 11, 12, 17, 21, 27, 31, 32, 35,
                                                                           38, 40, 41, 42, 43, 44, 45, 47, 48, 50, 56, 61, 62,
                                                                           65, 75, 86, 87, 88, 89, 90, 100
                                                                           Egg Moves: Assist, Blaze Kick, Counter, Double Kick,
                                                                           Encore, Fake Out, Quick Guard, Fire Punch, Focus
                                                                           Energy, Focus Punch, Heat Wave, Helping Hand,
                                                                           Submission, Thunder Punch
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 Monferno #391                                                          Infernape #392
 Type: Fire/Fighting                                                    Type: Fire/Fighting
 Classification: Small | SR 5                                           Classification: Small | SR 12
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Field, Human-Like                                           Egg Group: Field, Human-Like
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Playful Pokémon. To intimidate attackers, it                       The Flame Pokémon. It uses a special kind of martial
 stretches the fire on its tail to make itself appear                   arts involving all its limbs. Its fire never goes out.
 bigger.
                                                                        Armor Class: 15
 Armor Class: 14                                                        Hit Points: 102 | Hit Dice: d12
 Hit Points: 45 | Hit Dice: d8                                          Speed: 35ft. walking, 40ft. climbing
 Speed: 30ft. walking, 30ft. climbing
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     Piplup #393                                                           Prinplup #394
     Type: Water                                                           Type: Water
     Classification: Tiny | SR 1/2                                         Classification: Small | SR 5
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Water 1, Field                                             Egg Group: Water 1, Field
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Penguin Pokémon. Because it is very proud, it                     The Penguin Pokémon. It lives alone, away from
     hates accepting food from people. Its thick down                      others. Apparently, every one of them believes it is
     guards it from cold.                                                  the most important.
       STR       DEX      CON       INT     WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                         14 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
     Torrent: When this Pokémon falls below 25% of its                     Torrent: When this Pokémon falls below 25% of its
     maximum hp, double the STAB damage for its                            maximum hp, double the STAB damage for its
     water-type moves.                                                     water-type moves.
     Evolution: Piplup can evolve into Prinplup at level 6                 Evolution: Prinplup can evolve into Empoleon at
     and above. When it evolves, its health increases by                   level 14 and above. When it evolves, its health
     double its level, and it gains 6 points to add to its                 increases by double its level, and it gains 10 points
     ability scores (max 20).                                              to add to its ability scores (max 20).
     Starting Moves: Pound, Growl                                          Starting Moves: Bubble, Growl, Metal Claw, Tackle,
     Level 2: Bubble, Water Sport                                          Water Sport
     Level 6: Peck, Bubble Beam, Bide                                      Level 6: Peck, Bubble Beam
     Level 10: Fury Attack, Brine, Whirlpool                               Level 10: Bide, Fury Attack
     Level 14: Mist, Drill Peck                                            Level 14: Brine, Whirlpool
     Level 18: Hydro Pump                                                  Level 18: Mist, Drill Peck, Hydro Pump
     TM: 01, 06, 07, 10, 13, 14, 17, 18, 21, 27, 31, 32,                   TM: 01, 06, 07, 10, 13, 14, 17, 18, 21, 27, 31, 32,
     39, 40, 42, 44, 45, 48, 49, 55, 56, 60, 86, 87, 88,                   39, 40, 42, 44, 45, 48, 49, 55, 56, 60, 65, 86, 87,
     90, 94, 98, 100                                                       88, 90, 94, 98, 100
     Egg Moves: Agility, Aqua Ring, Bide, Double Hit,
     Flail, Hydro Pump, Mud Sport, Mud-Slap, Snore,
     Supersonic, Yawn
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 Empoleon #395                                                          Starly #396
 Type: Water/Steel                                                      Type: Normal/Flying
 Classification: Medium | SR 13                                         Classification: Tiny | SR 1/8
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Water 1, Field                                              Egg Group: Flying
 Gender Rate: 87% M / 13% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Emperor Pokémon. The three horns that extend                       The Starling Pokémon. They flock in great numbers.
 from its beak attest to its power. The leader has the                  Though small, they flap their wings with great
 biggest horns.                                                         power.
   STR       DEX      CON       INT     WIS       CHA                     STR      DEX       CON      INT      WIS       CHA
 17 (+3) 15 (+2) 18 (+4) 6 (-2) 14 (+2) 10 (+0)                          9 (-1) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
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     Staravia #397                                                          Staraptor #398
     Type: Normal/Flying                                                    Type: Normal/Flying
     Classification: Tiny | SR 3                                            Classification: Small | SR 12
     Minimum Level Found: 5                                                 Minimum Level Found: 10
     Egg Group: Flying                                                      Egg Group: Flying
     Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
     The Starling Pokémon. It flies around forests and                      The Predator Pokémon. It has a savage nature. It will
     fields in search of bug Pokémon. It stays within a                     courageously challenge foes that are much larger.
     huge flock.
                                                                            Armor Class: 15
     Armor Class: 13                                                        Hit Points: 107 | Hit Dice: d12
     Hit Points: 45 | Hit Dice: d8                                          Speed: 25ft. walking, 35ft. flying
     Speed: 25ft. walking, 30ft. flying
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 Bidoof #399                                                            Bibarel #400
 Type: Normal                                                           Type: Normal/Water
 Classification: Tiny | SR 1/4                                          Classification: Small | SR 7
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Water 1, Field                                              Egg Group: Water 1, Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Plump Mouse Pokémon. With nerves of steel,                         The Beaver Pokémon. It makes its nest by damming
 nothing can perturb it. It is more agile and active                    streams with bark and mud. It is known as an
 than it appears.                                                       industrious worker.
    STR     DEX      CON       INT      WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 10 (+0) 9 (-1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                           14 (+2) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
 Simple: Once per short rest, you may double this                       Simple: Once per short rest, you may double this
 Pokémon's Move modifier for a single attack or                         Pokémon's Move modifier for a single attack or
 damage roll.                                                           damage roll.
 Unaware: When this Pokémon attacks an opponent,                        Unaware: When this Pokémon attacks an opponent,
 it ignores any stat boosts the opponent has been                       it ignores any stat boosts the opponent has been
 affected with after the start of battle. This includes                 affected with after the start of battle. This includes
 boosts to AC or saving throws the Pokémon has to                       boosts to AC or saving throws the Pokémon has to
 make.                                                                  make.
 Hidden Ability                                                         Hidden Ability
 Moody: At the end of each long rest, this Pokémon                      Moody: At the end of each long rest, this Pokémon
 rerolls on the nature table, replacing its nature with                 rerolls on the nature table, replacing its nature with
 the result until the next long rest.                                   the result until the next long rest.
 Evolution: Bidoof can evolve into Bibarel at level 5                   Starting Moves: Aqua Jet, Growl, Tackle, Water Gun,
 and above. When it evolves, its health increases by                    Defense Curl, Rollout, Headbutt, Rototiller
 double its level, and it gains 15 points to add to its                 Level 6: Hyper Fang
 ability scores (max 20).                                               Level 10: Yawn, Crunch
                                                                        Level 14: Take Down, Super Fang
 Starting Moves: Growl, Tackle                                          Level 18: Swords Dance, Amnesia, Superpower,
 Level 2: Defense Curl, Rollout, Headbutt                               Curse
 Level 6: Hyper Fang, Yawn                                              TM: 01, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21, 24,
 Level 10: Crunch, Take Down                                            25, 27, 30, 32, 42, 44, 45, 46, 48, 49, 55, 56, 57,
 Level 14: Super Fang, Swords Dance, Amnesia                            68, 73, 75, 78, 86, 87, 88, 90, 94, 98, 100
 Level 18: Superpower, Curse
 TM: 01, 06, 10, 11, 12, 13, 14, 17, 18, 21, 24, 25,
 27, 30, 32, 42, 44, 45, 46, 48, 49, 57, 73, 75, 86,
 87, 88, 90, 100
 Egg Moves: Aqua Tail, Defense Curl, Double-Edge,
 Endure, Fury Swipes, Odor Sleuth, Quick Attack,
 Rock Climb, Rollout, Skull Bash, Sleep Talk, Water
 Sport
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     Kricketot #401                                                        Kricketune #402
     Type: Bug                                                             Type: Bug
     Classification: Tiny | SR 1/4                                         Classification: Small | SR 5
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Bug                                                        Egg Group: Bug
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Cricket Pokémon. It shakes its head back to                       The Cricket Pokémon. It crosses its knifelike arms in
     front, causing its antennae to hit each other and                     front of its chest when it cries. It can compose
     sound like a xylophone.                                               melodies ad lib.
       STR      DEX     CON          INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     10 (+0) 8 (-1) 10 (+0) 6 (-2) 10 (+0) 14 (+2)                          12 (+1) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 16 (+3)
     Shed Skin: If this Pokémon is affected by a negative                  Swarm: This Pokémon adds doubles its STAB bonus
     status ailment, they can roll a d4 at the end of each                 when it has 25% or less of its maximum health.
     of their turns. On a result of 4, they are cured.
                                                                           Hidden Ability
     Hidden Ability                                                        Technician: For damaging moves activated by this
     Run Away: This Pokémon cannot be the target of an                     Pokémon with 15 max PP or more, they may roll the
     attack of opportunity.                                                damage twice and choose either total.
     Evolution: Kricketot can evolve into Kricketune at                    Starting Moves: Bide, Fury Cutter, Growl
     level 4 and above. When it evolves, its health                        Level 6: Absorb, Sing, Focus Energy
     increases by double its level, and it gains 14 points                 Level 10: Slash, X-Scissor, Screech
     to add to its ability scores (max 20).                                Level 14: Taunt, Night Slash, Fell Stinger
                                                                           Level 18: Bug Buzz, Perish Song, Sticky Web
     Starting Moves: Bide, Growl                                           TM: 06, 10, 11, 12, 15, 17, 18, 21, 27, 28, 31, 32,
     Level 2: Struggle Bug                                                 40, 42, 44, 45, 48, 49, 54, 68, 75, 81, 83, 87, 88,
     Level 6: Bug Bite                                                     90, 100
     TM: None
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 Shinx #403                                                             Luxio #404
 Type: Electric                                                         Type: Electric
 Classification: Tiny | SR 1/4                                          Classification: Small | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Flash Pokémon. All of its fur dazzles if danger is                 The Spark Pokémon. Its claws loose electricity with
 sensed. It flees while the foe is momentarily blinded.                 enough amperage to cause fainting. They live in
                                                                        small groups.
 Armor Class: 11
 Hit Points: 16 | Hit Dice: d6                                          Armor Class: 13
 Speed: 25ft. walking                                                   Hit Points: 50 | Hit Dice: d8
                                                                        Speed: 30ft. walking
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     Luxray #405                                                           Budew #406
     Type: Electric                                                        Type: Grass/Poison
     Classification: Medium | SR 13                                        Classification: Tiny | SR 1/4
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Undiscovered
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Gleam Eyes Pokémon. It has eyes that can see                      The Bud Pokémon. Over the winter, it closes its bud
     through anything. It spots and captures prey hiding                   and endures the cold. In spring, the bud opens and
     behind objects.                                                       releases pollen.
       STR       DEX      CON      INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     14 (+2) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 16 (+3)                         10 (+0) 11 (+0) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
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 Roserade #407                                                          Cranidos #408
 Type: Grass/Poison                                                     Type: Rock
 Classification: Small | SR 12                                          Classification: Small | SR 2
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Fairy, Grass                                                Egg Group: Monster
 Gender Rate: 50% M / 50% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Bouquet Pokémon. It attracts prey with a sweet                     The Head Butt Pokémon. It lived in jungles around
 aroma, then downs it with thorny whips hidden in                       100 million years ago. Its skull is as hard as iron.
 its arms.
                                                                        Armor Class: 12
 Armor Class: 16                                                        Hit Points: 20 | Hit Dice: d8
 Hit Points: 70 | Hit Dice: d10                                         Speed: 25ft. walking
 Speed: 30ft. walking
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     Rampardos #409                                                        Shieldon #410
     Type: Rock                                                            Type: Rock/Steel
     Classification: Medium | SR 8                                         Classification: Tiny | SR 3
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Monster                                                    Egg Group: Monster
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Head Butt Pokémon. Its powerful head butt has                     The Shield Pokémon. A Pokémon that lived in
     enough power to shatter even the most durable                         jungles around 100 million years ago. Its facial hide
     things upon impact.                                                   is extremely hard.
       STR      DEX       CON      INT     WIS       CHA                      STR      DEX      CON        INT    WIS        CHA
     17 (+3) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                         17 (+3) 9 (-1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
     Starting Moves: Endeavor, Focus Energy, Headbutt,                     Evolution: Shieldon can evolve into Bastiodon at
     Leer, Pursuit                                                         level 8 and above. When it evolves, its health
     Level 6: Take Down, Scary Face                                        increases by double its level, and it gains 13 points
     Level 10: Assurance, Chip Away                                        to add to its ability scores (max 20).
     Level 14: Ancient Power
     Level 18: Zen Headbutt, Screech, Head Smash                           Starting Moves: Protect, Tackle
     TM: 05, 06, 10, 11, 13, 14, 15, 17, 18, 21, 23, 24,                   Level 2: Taunt, Metal Sound
     25, 26, 27, 31, 32, 35, 37, 38, 39, 42, 44, 45, 46,                   Level 6: Take Down, Iron Defense
     48, 52, 56, 66, 68, 69, 71, 75, 78, 80, 82, 87, 88,                   Level 10: Swagger, Ancient Power
     90, 94, 100                                                           Level 14: Endure, Metal Burst
                                                                           Level 18: Iron Head, Heavy Slam
                                                                           TM: 05, 06, 10, 11, 12, 13, 14, 17, 18, 21, 23, 24,
                                                                           25, 26, 27, 32, 35, 37, 38, 39, 41, 42, 44, 45, 48,
                                                                           69, 71, 78, 80, 87, 88, 90, 91, 100
                                                                           Egg Moves: Body Slam, Counter, Curse, Double-
                                                                           Edge, Fissure, Focus Energy, Guard Split, Headbutt,
                                                                           Rock Blast, Scary Face, Screech, Stealth Rock, Wide
                                                                           Guard
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 Bastiodon #411                                                         Burmy #412
 Type: Rock/Steel                                                       Type: Bug
 Classification: Small | SR 11                                          Classification: Tiny | SR 1/4
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Monster                                                     Egg Group: Bug
 Gender Rate: 87% M / 13% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Shield Pokémon. Any frontal attack is repulsed.                    The Bagworm Pokémon. To shelter itself from cold,
 It is a docile Pokémon that feeds on grass and                         wintry winds, it covers itself with a cloak made of
 berries.                                                               twigs and leaves.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 20 (+5) 10 (+0) 20 (+5) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 10 (+0) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
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     Wormadam Plant Cloak                                                  Wormadam Sand Cloak
     #413                                                                  #413
     Type: Bug/Grass                                                       Type: Bug/Ground
     Classification: Tiny | SR 6                                           Classification: Tiny | SR 6
     Minimum Level Found: 5                                                Minimum Level Found: 5
     Egg Group: Bug                                                        Egg Group: Bug
     Gender Rate: 0% M / 100% F                                            Gender Rate: 0% M / 100% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Bagworm Pokémon. When Burmy evolved, its                          The Bagworm Pokémon. When Burmy evolved, its
     cloak became a part of this Pokémon’s body. The                       cloak became a part of this Pokémon’s body. The
     cloak is never shed.                                                  cloak is never shed.
       STR      DEX      CON       INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 12 (+1) 15 (+2) 6 (-2) 14 (+2) 10 (+0)                         12 (+1) 11 (+0) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
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 Wormadam Trash Cloak                                                   Mothim #414
                                                                        Type: Bug/Flying
 #413                                                                   Classification: Small | SR 4
 Type: Bug/Steel                                                        Minimum Level Found: 5
 Classification: Tiny | SR 6                                            Egg Group: Bug
 Minimum Level Found: 5                                                 Gender Rate: 100% M / 0% F
 Egg Group: Bug                                                         Evolution Stage: 2/2 | 3 ASI
 Gender Rate: 0% M / 100% F
 Evolution Stage: 2/2 | 3 ASI                                           The Moth Pokémon. It loves the honey of flowers
                                                                        and steals honey collected by Combee.
 The Bagworm Pokémon. When Burmy evolved, its
 cloak became a part of this Pokémon’s body. The                        Armor Class: 13
 cloak is never shed.                                                   Hit Points: 45 | Hit Dice: d10
                                                                        Speed: 15ft. walking, 15ft. climbing, 30ft. flying
 Armor Class: 15
 Hit Points: 50 | Hit Dice: d10
 Speed: 15ft. walking, 15ft. climbing                                      STR       DEX      CON       INT      WIS         CHA
                                                                         13 (+1) 15 (+2) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
   STR       DEX      CON       INT     WIS       CHA
                                                                        Proficient Skills: Nature, Survival
 12 (+1) 13 (+1) 14 (+2) 6 (-2) 14 (+2) 10 (+0)                         Saving Throws: Dexterity
                                                                        Vulnerabilities: Electric, Fire, Flying, Ice, Rock
 Proficient Skills: Nature, Survival                                    Resistances: Bug, Fighting, Grass
 Saving Throws: Constitution                                            Immunities: Ground
 Vulnerabilities: Fire                                                  Senses: Darkvision 50ft
 Resistances: Bug, Dragon, Fairy, Grass, Ice, Normal,
   Psychic, Steel                                                       Swarm: This Pokémon adds doubles its STAB bonus
 Immunities: Poison                                                     when it has 25% or less of its maximum health.
 Senses: Darkvision 30ft
                                                                        Hidden Ability
 Anticipation: When this Pokémon enters the battle,                     Tinted Lens: This Pokémon’s moves ignore
 an opponent must reveal if it has a move that the                      resistances.
 Pokémon is vulnerable to. The move does not have
 to be revealed - only that there is such a move.
                                                                        Starting Moves: Bug Bite, Protect, Quiver Dance,
 Hidden Ability                                                         Tackle
                                                                        Level 6: Hidden Power, Confusion
 Overcoat: This Pokémon does not take damage from                       Level 10: Gust, Poison Powder, Psybeam
 weather-related moves like Hail, Weather Ball, etc.                    Level 14: Camouflage, Silver Wind, Air Slash
                                                                        Level 18: Psychic, Bug Buzz, Lunge
 Starting Moves: Metal Burst, Bug Bite, Protect,
 Quiver Dance, Sucker Punch, Tackle                                     TM: 06, 09, 10, 11, 15, 17, 18, 19, 20, 21, 22, 27,
 Level 6: Hidden Power, Confusion                                       29, 30, 32, 40, 42, 44, 45, 46, 48, 53, 62, 68, 77,
 Level 10: Mirror Shot, Metal Sound, Psybeam                            83, 85, 87, 88, 89, 90, 100
 Level 14: Captivate, Flail, Attract
 Level 18: Psychic, Iron Head, Bug Buzz
 TM: 06, 09, 10, 11, 15, 17, 18, 20, 21, 22, 27, 29,
 30, 32, 42, 44, 45, 46, 48, 53, 68, 77, 83, 85, 86,
 87, 88, 90, 100
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     Combee #415                                                            Vespiquen #416
     Type: Bug/Flying                                                       Type: Bug/Flying
     Classification: Tiny | SR 1/4                                          Classification: Small | SR 8
     Minimum Level Found: 1                                                 Minimum Level Found: 5
     Egg Group: Bug                                                         Egg Group: Bug
     Gender Rate: 87% M / 13% F                                             Gender Rate: 0% M / 100% F
     Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
     The Tiny Bee Pokémon. A Pokémon formed by three                        The Beehive Pokémon. Its abdomen is a honeycomb
     others. It busily carries sweet floral honey to                        for grubs. It raises its grubs on honey collected by
     Vespiquen.                                                             Combee.
       STR       DEX       CON       INT      WIS         CHA                  STR       DEX      CON       INT      WIS         CHA
     10 (+0) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)                          16 (+3) 15 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
     Honey Gather: At the end of each battle, this                          Pressure: Any move targeting this Pokémon directly
     Pokémon may roll a d20. On a result of 20, its                         (non-area of effect moves) reduces its PP by two
     trainer adds a Honey to its inventory.                                 when activated.
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 Pachirisu #417                                                         Buizel #418
 Type: Electric                                                         Type: Water
 Classification: Tiny | SR 6                                            Classification: Small | SR 1/2
 Minimum Level Found: 1                                                 Minimum Level Found: 1
 Egg Group: Field, Fairy                                                Egg Group: Water 1, Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The EleSquirrel Pokémon. It makes fur balls that                       The Sea Weasel Pokémon. It has a flotation sac that
 crackle with static electricity. It stores them with                   is like an inflatable collar. It floats on water with its
 berries in tree holes.                                                 head out.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
 Run Away: This Pokémon cannot be the target of an                      Swift Swim: This Pokémon's swim speed is doubled
 attack of opportunity.                                                 in rainy conditions.
 Pickup: If an opponent uses a consumable held item                     Hidden Ability
 in battle, this Pokémon gains a copy of it if it is not                Water Veil: This Pokémon is immune to burning.
 currently holding an item.
 Hidden Ability                                                         Evolution: Buizel can evolve into Floatzel at level 8
 Volt Absorb: This Pokémon takes no damage from                         and above. When it evolves, its health increases by
 electricity or electric-type attacks. Instead, half of                 double its level, and it gains 14 points to add to its
 any electric damage done is absorbed, restoring the                    ability scores (max 20).
 Pokémon's HP.
                                                                        Starting Moves: Quick Attack, Growl
 Starting Moves: Bide, Growl                                            Level 2: Water Sport, Water Gun
 Level 2: Quick Attack, Charm, Spark                                    Level 6: Pursuit, Swift, Sonic Boom
 Level 6: Endure, Swift, Nuzzle                                         Level 10: Aqua Jet, Double Hit, Whirlpool
 Level 10: Electro Ball, Sweet Kiss, Thunder Wave                       Level 14: Razor Wind, Aqua Tail, Agility
 Level 14: Super Fang, Discharge                                        Level 18: Hydro Pump
 Level 18: Last Resort, Hyper Fang
                                                                        TM: 06, 07, 08, 10, 13, 14, 17, 18, 21, 27, 31, 32,
 TM: 06, 10, 16, 17, 18, 21, 24, 25, 27, 32, 42, 44,                    39, 42, 44, 45, 48, 49, 55, 87, 88, 90, 94, 98, 100
 45, 48, 49, 56, 57, 72, 73, 86, 87, 88, 89, 90, 100
                                                                        Egg Moves: Aqua Ring, Aqua Tail, Baton Pass,
 Egg Moves: Bestow, Bite, Charge, Covet, Defense                        Double Slap, Fury Cutter, Fury Swipes, Headbutt, Me
 Curl, Fake Tears, Flail, Flatter, Follow Me, Ion Deluge,               First, Mud-Slap, Odor Sleuth, Slash, Soak,
 Iron Tail, Rollout, Tail Whip                                          Switcheroo, Tail Slap
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     Floatzel #419                                                         Cherubi #420
     Type: Water                                                           Type: Grass
     Classification: Small | SR 8                                          Classification: Tiny | SR 1/4
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Water 1, Field                                             Egg Group: Fairy, Grass
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Sea Weasel Pokémon. It floats using its well-                     The Cherry Pokémon. The small ball holds the
     developed flotation sac. It assists in the rescues of                 nutrients needed for evolution. Apparently, it is very
     drowning people.                                                      sweet and tasty.
       STR       DEX      CON       INT      WIS     CHA                      STR       DEX      CON       INT     WIS       CHA
     14 (+2) 20 (+5) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                         11 (+0) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
     Swift Swim: This Pokémon's swim speed is doubled                      Chlorophyll: This Pokémon’s speed is doubled in
     in rainy conditions.                                                  harsh sunlight.
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 Cherrim #421                                                           Shellos #422
 Type: Grass                                                            Type: Water
 Classification: Tiny | SR 8                                            Classification: Tiny | SR 2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Fairy, Grass                                                Egg Group: Water 1, Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Blossom Pokémon. It blooms during times of                         The Sea Slug Pokémon. Its colors and shapes differ
 strong sunlight. It tries to make up for everything it                 from region to region. In the Sinnoh region, two
 endured as a bud.                                                      types are confirmed.
   STR       DEX       CON      INT      WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
 14 (+2) 16 (+3) 17 (+3) 6 (-2) 12 (+1) 10 (+0)                          13 (+1) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
 Flower Gift: During harsh sunlight, ally Pokémon                       Sticky Hold: Held items cannot be stolen or knocked
 within 30 feet of this Pokémon add their                               away from this Pokémon.
 proficiency bonus to damage rolls.
                                                                        Storm Drain: If this Pokemon or an ally within 30
                                                                        feet is targeted with a direct water-type, damage-
 Form Change: Cherrim changes appearance                                dealing move, the Pokemon may use a reaction to
 depending on the weather. In strong sunlight, it                       redirect the target to itself and take half damage
 blossoms into Sunshine Form.                                           from it if it hits.
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     Gastrodon #423                                                        Ambipom #424
     Type: Water/Ground                                                    Type: Normal
     Classification: Small | SR 9                                          Classification: Small | SR 11
     Minimum Level Found: 5                                                Minimum Level Found: 8
     Egg Group: Water 1, Amorphous                                         Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Sea Slug Pokémon. It has a pliable body without                   The Long Tail Pokémon. To eat, it deftly shucks nuts
     any bones. If any part of its body is torn off, it grows              with its two tails. It rarely uses its arms now.
     right back.
                                                                           Armor Class: 15
     Armor Class: 14                                                       Hit Points: 94 | Hit Dice: d10
     Hit Points: 71 | Hit Dice: d12                                        Speed: 30ft. walking, 40ft. climbing
     Speed: 20ft. walking, 15ft. climbing, 20ft. swimming
     Starting Moves: Harden, Mud-Slap, Mud Sport, Water                    Starting Moves: Astonish, Dual Chop, Sand Attack,
     Pulse, Mud Bomb                                                       Scratch, Tail Whip, Baton Pass, Tickle, Fury Swipes,
     Level 6: Hidden Power, Rain Dance                                     Swift
     Level 10: Body Slam                                                   Level 10: Screech, Agility, Double Hit
     Level 14: Muddy Water                                                 Level 14: Fling, Nasty Plot
     Level 18: Recover                                                     Level 18: Last Resort
     TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 26, 27, 32,                   TM: 01, 06, 10, 11, 12, 15, 17, 18, 21, 22, 24, 25,
     34, 36, 37, 39, 42, 44, 45, 48, 55, 68, 71, 78, 80,                   27, 30, 31, 32, 40, 42, 44, 45, 46, 47, 48, 56, 62,
     83, 87, 88, 90, 94, 98, 100                                           65, 66, 68, 73, 85, 86, 87, 88, 89, 90, 100
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 Drifloon #425                                                          Drifblim #426
 Type: Ghost/Flying                                                     Type: Ghost/Flying
 Classification: Tiny | SR 2                                            Classification: Small | SR 9
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Amorphous                                                   Egg Group: Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Balloon Pokémon. A Pokémon formed by the                           The Blimp Pokémon. It’s drowzy in daytime, but
 spirits of people and Pokémon. It loves damp,                          flies off in the evening in big groups. No one knows
 humid seasons.                                                         where they go.
   STR       DEX      CON       INT     WIS          CHA                   STR       DEX      CON       INT     WIS         CHA
 10 (+0) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 10 (+0)                          13 (+1) 16 (+3) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
 Aftermath: This Pokémon deals damage to an                             Aftermath: This Pokémon deals damage to an
 attacker equal to half of the damage received when                     attacker equal to half of the damage received when
 knocked out by a melee move.                                           knocked out by a melee move.
 Unburden: While this Pokémon is active and not                         Unburden: While this Pokémon is active and not
 holding an item, its trainer gets advantage on                         holding an item, its trainer gets advantage on
 initiative rolls.                                                      initiative rolls.
 Hidden Ability                                                         Hidden Ability
 Flare Boost: This Pokémon adds proficiency to its                      Flare Boost: This Pokémon adds proficiency to its
 damage rolls while burned.                                             damage rolls while burned.
 Evolution: Drifloon can evolve into Drifblim at level                  Starting Moves: Astonish, Constrict, Gust, Minimize,
 8 and above. When it evolves, its health increases by                  Focus Energy
 double its level, and it gains 11 points to add to its                 Level 6: Payback, Ominous Wind
 ability scores (max 20).                                               Level 10: Stockpile, Hex
                                                                        Level 14: Spit Up, Swallow, Shadow Ball
 Starting Moves: Constrict, Minimize, Astonish                          Level 18: Amnesia, Baton Pass, Explosion
 Level 2: Gust, Focus Energy                                            TM: 04, 06, 10, 11, 15, 17, 18, 21, 24, 25, 27, 29,
 Level 6: Payback, Ominous Wind                                         30, 32, 42, 44, 45, 46, 48, 57, 61, 62, 63, 64, 66,
 Level 10: Stockpile, Hex, Spit Up, Swallow                             68, 73, 74, 76, 77, 85, 87, 88, 90, 100
 Level 14: Shadow Ball, Amnesia
 Level 18: Baton Pass, Explosion
 TM: 04, 06, 10, 11, 17, 18, 21, 24, 25, 27, 29, 30,
 32, 42, 44, 45, 46, 48, 57, 61, 62, 63, 64, 66, 73,
 74, 77, 85, 87, 88, 90, 100
 Egg Moves: Body Slam, Clear Smog, Defog, Destiny
 Bond, Disable, Haze, Hypnosis, Memento, Tailwind,
 Weather Ball
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     Buneary #427                                                          Lopunny #428
     Type: Normal                                                          Type: Normal
     Classification: Tiny | SR 2                                           Classification: Small | SR 9
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Field, Human-Like                                          Egg Group: Field, Human-Like
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Rabbit Pokémon. It slams foes by sharply                          The Rabbit Pokémon. An extremely cautious
     uncoiling its rolled ears. It stings enough to make a                 Pokémon. It cloaks its body with its fluffy ear fur
     grown-up cry in pain.                                                 when it senses danger.
       STR       DEX      CON        INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     14 (+2) 15 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                         16 (+3) 17 (+3) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
     Run Away: This Pokémon cannot be the target of an                     Cute Charm: Once per short rest, you can impose
     attack of opportunity.                                                disadvantage on an enemy attack roll of your choice.
     Klutz: This Pokémon cannot hold an item.                              Klutz: This Pokémon cannot hold an item.
     Hidden Ability                                                        Hidden Ability
     Limber: This Pokémon is immune to being                               Limber: This Pokémon is immune to being
     paralyzed.                                                            paralyzed.
     Evolution: Buneary can evolve into Lopunny at level                   Starting Moves: Defense Curl, Foresight, Magic Coat,
     7 and above if its Loyalty level is +2 or higher. When                Mirror Coat, Pound, Return, Splash, Endure, Baby-
     it evolves, its health increases by double its level,                 Doll Eyes, Rototiller
     and it gains 9 points to add to its ability scores (max               Level 6: Quick Attack, Jump Kick
     20).                                                                  Level 10: Baton Pass, Agility
                                                                           Level 14: Dizzy Punch, After You, Charm
     Starting Moves: Defense Curl, Foresight, Frustration,                 Level 18: Entrainment, Bounce, Healing Wish, High
     Pound, Splash                                                         Jump Kick
     Level 2: Endure, Baby-Doll Eyes                                       TM: 01, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 24,
     Level 6: Quick Attack, Jump Kick                                      25, 27, 30, 32, 42, 44, 45, 47, 48, 52, 56, 57, 59,
     Level 10: Baton Pass, Agility                                         68, 73, 86, 87, 88, 90, 100
     Level 14: Dizzy Punch, After You, Charm
     Level 18: Entrainment, Bounce, Healing Wish
     TM: 01, 06, 10, 11, 13, 17, 18, 21, 22, 24, 27, 30,
     32, 42, 44, 45, 48, 56, 57, 73, 86, 87, 88, 90, 100
     Egg Moves: Attract, Circle Throw, Copycat, Cosmic
     Power, Double Hit, Encore, Fake Out, Fake Tears,
     Fire Punch, Flail, Focus Punch, Ice Punch, Low Kick,
     Mud Sport, Sky Uppercut, Sweet Kiss, Switcheroo,
     Teeter Dance, Thunder Punch ,
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 Mismagius #429                                                         Honchkrow #430
 Type: Ghost                                                            Type: Dark/Flying
 Classification: Small | SR 12                                          Classification: Small | SR 10
 Minimum Level Found: 8                                                 Minimum Level Found: 8
 Egg Group: Amorphous                                                   Egg Group: Flying
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Magical Pokémon. Its cries sound like                              The Big Boss Pokémon. Becoming active at night, it
 incantations. Those hearing it are tormented by                        is known to swarm with numerous MURKROW in
 headaches and hallucinations.                                          tow.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT      WIS      CHA
 16 (+3) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 16 (+3)                          16 (+3) 17 (+3) 15 (+2) 6 (-2) 14 (+2) 10 (+0)
 Levitate: This Pokémon is immune to ground moves.                      Insomnia: This Pokémon is immune to sleep.
                                                                        Super Luck: This Pokémon increases its critical hit
 Starting Moves: Astonish, Growl, Lucky Chant,                          range by 1 (20 to 19+, etc.)
 Magical Leaf, Power Gem, Psywave, Spite, Mystical
 Fire, Phantom Force                                                    Hidden Ability
                                                                        Moxie: Upon causing an opponent to faint, this
 TM: 04, 06, 10, 11, 12, 15, 17, 18, 21, 24, 25, 27,                    Pokémon may immediately take another action.
 29, 30, 32, 40, 41, 42, 44, 45, 46, 48, 49, 53, 57,
 61, 63, 66, 68, 73, 77, 85, 87, 88, 90, 92, 97, 99,
 100                                                                    Starting Moves: Astonish, Haze, Night Slash, Pursuit,
                                                                        Sucker Punch, Wing Attack
                                                                        Level 10: Swagger
                                                                        Level 14: Nasty Plot
                                                                        Level 18: Foul Play, Quash, Dark Pulse
                                                                        TM: 04, 06, 10, 11, 12, 15, 17, 18, 19, 21, 27, 29,
                                                                        30, 32, 40, 41, 42, 44, 45, 46, 48, 51, 60, 63, 66,
                                                                        68, 73, 76, 77, 85, 87, 88, 90, 95, 97, 100
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     Glameow #431                                                          Purugly #432
     Type: Normal                                                          Type: Normal
     Classification: Tiny | SR 2                                           Classification: Small | SR 8
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 25% M / 75% F                                            Gender Rate: 25% M / 75% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Catty Pokémon. It claws if displeased and purrs                   The Tiger Cat Pokémon. It is a brazen brute that
     when affectionate. Its fickleness is very popular                     barges its way into another Pokémon’s nest and
     among some.                                                           claims it as its own.
       STR       DEX      CON       INT       WIS    CHA                      STR       DEX      CON       INT     WIS       CHA
     10 (+0) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 14 (+2)                         14 (+2) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
     Limber: This Pokémon is immune to being                               Thick Fat: This Pokemon takes half the damage it
     paralyzed.                                                            otherwise would from Ice and Fire damage.
     Own Tempo: This Pokémon is immune to becoming                         Own Tempo: This Pokémon is immune to becoming
     confused.                                                             confused.
     Hidden Ability                                                        Hidden Ability
     Keen Eye: This Pokémon ignores disadvantage when                      Defiant: When this Pokémon is subject to a move
     it relates to sight.                                                  that gives it a status condition, it has advantage on
                                                                           the next attack.
     Evolution: Glameow can evolve into Purugly at level
     10 and above. When it evolves, its health increases                   Starting Moves: Fake Out, Growl, Scratch, Swagger,
     by double its level, and it gains 8 points to add to its              Hypnosis
     ability scores (max 20).                                              Level 6: Feint Attack, Fury Swipes
                                                                           Level 10: Charm, Assist, Captivate
     Starting Moves: Fake Out                                              Level 14: Slash, Body Slam
     Level 2: Growl, Scratch, Hypnosis                                     Level 18: Attract, Hone Claws
     Level 6: Feint Attack, Fury Swipes                                    TM: 01, 05, 06, 10, 11, 12, 15, 17, 18, 21, 24, 25,
     Level 10: Charm, Assist, Captivate                                    27, 30, 32, 40, 41, 42, 44, 45, 46, 48, 49, 65, 66,
     Level 14: Slash, Sucker Punch                                         68, 77, 78, 85, 87, 88, 89, 90, 100
     Level 18: Attract, Hone Claws, Play Rough
     TM: 01, 06, 10, 11, 12, 17, 18, 21, 24, 25, 27, 30,
     32, 40, 41, 42, 44, 45, 46, 48, 49, 65, 66, 77, 85,
     87, 88, 89, 90, 100
     Egg Moves: Assurance, Bite, Fake Tears, Flail, Last
     Resort, Quick Attack, Sand Attack, Snatch, Tail
     Whip, Wake-Up Slap
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 Chingling #433                                                         Stunky #434
 Type: Psychic                                                          Type: Poison/Dark
 Classification: Tiny | SR 1                                            Classification: Tiny | SR 1/2
 Minimum Level Found: 1                                                 Minimum Level Found: 1
 Egg Group: Undiscovered                                                Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Bell Pokémon. It emits cries by agitating an orb                   The Skunk Pokémon. It protects itself by spraying a
 at the back of its throat. It moves with flouncing                     noxious fluid from its rear. The stench lingers for 24
 hops.                                                                  hours.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX       CON       INT      WIS      CHA
 11 (+0) 11 (+0) 12 (+1) 6 (-2) 12 (+1) 10 (+0)                          11 (+0) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
 Evolution: Chingling can evolve into Chimecho at                       Stench: When this Pokémon is hit by a melee attack,
 level 6 and above. When it evolves, its health                         roll a d10. On a 10, the attacker flinches.
 increases by double its level, and it gains 16 points                  Aftermath: This Pokémon deals damage to an
 to add to its ability scores (max 20).                                 attacker equal to half of the damage received when
                                                                        knocked out by a melee move.
 Starting Moves: Wrap, Growl
 Level 2: Astonish, Confusion, Yawn
                                                                        Hidden Ability
 Level 6: Last Resort, Entrainment                                      Keen Eye: This Pokémon ignores disadvantage when
 Level 10: Uproar                                                       it relates to sight.
 TM: 03, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 27,                    Evolution: Stunky can evolve into Skuntank at level
 29, 30, 32, 33, 41, 42, 44, 45, 48, 49, 57, 73, 77,                    10 and above. When it evolves, its health increases
 85, 86, 87, 88, 90, 92, 99, 100                                        by double its level, and it gains 12 points to add to
 Egg Moves: Cosmic Power, Curse, Disable, Dream                         its ability scores (max 20).
 Eater, Future Sight, Hypnosis, Recover, Skill Swap,
 Stored Power, Wish                                                     Starting Moves: Focus Energy, Scratch, Poison Gas
                                                                        Level 2: Screech, Fury Swipes, Smokescreen
                                                                        Level 6: Feint, Acid Spray, Bite
                                                                        Level 10: Slash, Toxic, Night Slash
                                                                        Level 14: Memento, Sucker Punch, Venom Drench
                                                                        Level 18: Explosion, Belch
                                                                        TM: 05, 06, 09, 10, 11, 12, 17, 18, 21, 27, 30, 32,
                                                                        35, 36, 38, 41, 42, 44, 45, 46, 48, 64, 65, 66, 87,
                                                                        88, 90, 95, 97, 100
                                                                        Egg Moves: Astonish, Crunch, Defog, Double-Edge,
                                                                        Leer, Play Rough, Punishment, Pursuit, Scary Face,
                                                                        Smog
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     Skuntank #435                                                         Bronzor #436
     Type: Poison/Dark                                                     Type: Steel/Psychic
     Classification: Small | SR 8                                          Classification: Tiny | SR 2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Gender Unknown
     Gender Rate: 50% M / 50% F                                            Gender Rate: Genderless
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Skunk Pokémon. It sprays a vile-smelling fluid                    The Bronze Pokémon. Implements shaped like it
     from the tip of its tail to attack. Its range is over 160             were discovered in ancient tombs. It is unknown if
     feet.                                                                 they are related.
        STR       DEX      CON       INT      WIS      CHA                    STR      DEX      CON       INT     WIS        CHA
     15 (+2) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 8 (-1)                          12 (+1) 8 (-1) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
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 Bronzong #437                                                          Bonsly #438
 Type: Steel/Psychic                                                    Type: Rock
 Classification: Medium | SR 11                                         Classification: Tiny | SR 1
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Gender Unknown                                              Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Bronze Bell Pokémon. One caused a news                             The Bonsai Pokémon. It looks as if it is always
 sensation when it was dug up at a construction site                    crying. It is actually adjusting its body’s fluid levels
 after a 2,000-year sleep.                                              by eliminating excess.
   STR       DEX      CON       INT     WIS       CHA                      STR      DEX      CON        INT     WIS       CHA
 18 (+4) 11 (+0) 18 (+4) 8 (-1) 18 (+4) 10 (+0)                          15 (+2) 8 (-1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
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     Mime Jr. #439                                                         Happiny #440
     Type: Psychic/Fairy                                                   Type: Normal
     Classification: Tiny | SR 1                                           Classification: Tiny | SR 1
     Minimum Level Found: 1                                                Minimum Level Found: 1
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: 50% M / 50% F                                            Gender Rate: 0% M / 100% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Mime Pokémon. It habitually mimics foes. Once                     The Playhouse Pokémon. It loves round white
     mimicked, the foe cannot take its eyes off this                       things. It carries an egg-shaped rock in imitation of
     Pokémon.                                                              CHANSEY.
       STR       DEX       CON       INT     WIS       CHA                   STR     DEX      CON        INT      WIS       CHA
     12 (+1) 12 (+1) 11 (+0) 6 (-2) 14 (+2) 10 (+0)                         9 (-1) 8 (-1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
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 Chatot #441                                                            Spiritomb #442
 Type: Normal/Flying                                                    Type: Ghost/Dark
 Classification: Tiny | SR 5                                            Classification: Small | SR 11
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Flying                                                      Egg Group: Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Music Note Pokémon. It can learn and speak                         The Forbidden Pokémon. A Pokémon that was
 human words. If they gather, they all learn the same                   formed by 108 spirits. It is bound to a fissure in an
 saying.                                                                odd keystone.
   STR       DEX      CON       INT     WIS       CHA                      STR      DEX      CON        INT      WIS      CHA
 11 (+0) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 14 (+2)                          18 (+4) 15 (+2) 13 (+1) 10 (+0) 18 (+4) 12 (+1)
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      Gible #443                                                            Gabite #444
      Type: Dragon/Ground                                                   Type: Dragon/Ground
      Classification: Tiny | SR 1                                           Classification: Medium | SR 7
      Minimum Level Found: 1                                                Minimum Level Found: 5
      Egg Group: Monster, Dragon                                            Egg Group: Monster, Dragon
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
      The Land Shark Pokémon. It nests in small,                            The Cave Pokémon. There is a long-held belief that
      horizontal holes in cave walls. It pounces to catch                   medicine made from its scales will heal even
      prey that stray too close.                                            incurable illnesses.
        STR       DEX      CON       INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
      12 (+1) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                         14 (+2) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
      Sand Veil: This Pokémon is immune to Sandstorm                        Sand Veil: This Pokémon is immune to Sandstorm
      damage. In addition, its AC increases by 2 in desert                  damage. In addition, its AC increases by 2 in desert
      terrain, or during a Sandstorm.                                       terrain, or during a Sandstorm.
      Evolution: Gible can evolve into Gabite at level 7 and                Evolution: Gabite can evolve into Garchomp at level
      above. When it evolves, its health increases by                       16 and above. When it evolves, its health increases
      double its level, and it gains 11 points to add to its                by double its level, and it gains 10 points to add to
      ability scores (max 20).                                              its ability scores (max 20).
      Starting Moves: Tackle, Sand Attack                                   Starting Moves: Dragon Rage, Dual Chop, Sand
      Level 2: Dragon Rage, Sandstorm                                       Attack, Tackle, Sandstorm
      Level 6: Take Down, Sand Tomb                                         Level 6: Take Down, Sand Tomb
      Level 10: Slash, Dragon Claw, Dig                                     Level 10: Slash
      Level 14: Dragon Rush                                                 Level 14: Dragon Claw, Dig
                                                                            Level 18: Dragon Rush
      TM: 02, 05, 06, 10, 11, 17, 18, 21, 26, 27, 32, 35,
      37, 38, 39, 40, 42, 44, 45, 48, 65, 71, 78, 80, 87,                   TM: 02, 05, 06, 10, 11, 17, 18, 21, 26, 27, 32, 35,
      88, 90, 100                                                           37, 38, 39, 40, 42, 44, 45, 48, 65, 71, 78, 80, 87,
                                                                            88, 90, 100
      Egg Moves: Body Slam, Double-Edge, Dragon Breath,
      Iron Head, Iron Tail, Metal Claw, Mud Shot, Outrage,
      Rock Climb, Sand Tomb, Scary Face, Thrash, Twister
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 Garchomp #445                                                          Munchlax #446
 Type: Dragon/Ground                                                    Type: Normal
 Classification: Medium | SR 14                                         Classification: Tiny | SR 3
 Minimum Level Found: 12                                                Minimum Level Found: 1
 Egg Group: Monster, Dragon                                             Egg Group: Undiscovered
 Gender Rate: 50% M / 50% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Mach Pokémon. When it folds up its body and                        The Big Eater Pokémon. It wolfs down its weight in
 extends its wings, it looks like a jet plane. It flies at              food once a day, swallowing food whole with almost
 sonic speed.                                                           no chewing.
   STR       DEX       CON       INT      WIS       CHA                    STR      DEX      CON      INT      WIS       CHA
 18 (+4) 20 (+5) 17 (+3) 6 (-2) 14 (+2) 10 (+0)                          14 (+2) 8 (-1) 20 (+5) 6 (-2) 10 (+0) 10 (+0)
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      Riolu #447                                                             Lucario #448
      Type: Fighting                                                         Type: Fighting/Steel
      Classification: Tiny | SR 1/2                                          Classification: Small | SR 8
      Minimum Level Found: 1                                                 Minimum Level Found: 5
      Egg Group: Undiscovered                                                Egg Group: Field, Human-Like
      Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
      Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
      The Emanation Pokémon. The aura that emanates                          The Aura Pokémon. It has the ability to sense the
      from its body intensifies to alert others if it is afraid              auras of all things. It understands human speech.
      or sad.
                                                                             Armor Class: 15
      Armor Class: 12                                                        Hit Points: 50 | Hit Dice: d10
      Hit Points: 16 | Hit Dice: d6                                          Speed: 35ft. walking
      Speed: 30ft. walking
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 Hippopotas #449                                                        Hippowdon #450
 Type: Ground                                                           Type: Ground
 Classification: Small | SR 1                                           Classification: Medium | SR 10
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Hippo Pokémon. It lives in arid places. Instead                    The Heavyweight Pokémon. It blasts internally
 of perspiration, it expels grainy sand from its body.                  stored sand from ports on its body to create a
                                                                        towering twister for attack.
 Armor Class: 14
 Hit Points: 20 | Hit Dice: d8                                          Armor Class: 18
 Speed: 20ft. walking, 20ft. burrowing                                  Hit Points: 66 | Hit Dice: d12
                                                                        Speed: 25ft. walking, 25ft. burrowing
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      Skorupi #451                                                          Drapion #452
      Type: Poison/Bug                                                      Type: Poison/Dark
      Classification: Small | SR 2                                          Classification: Medium | SR 10
      Minimum Level Found: 1                                                Minimum Level Found: 5
      Egg Group: Bug, Water 3                                               Egg Group: Bug, Water 3
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
      The Scorpion Pokémon. It grips prey with its tail                     The Ogre Scorpion Pokémon. It has the power in its
      claws and injects poison. It tenaciously hangs on                     clawed arms to make scrap of a car. The tips of its
      until the poison takes.                                               claws release poison.
        STR      DEX       CON      INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
      13 (+1) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                         18 (+4) 17 (+3) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
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 Croagunk #453                                                          Toxicroak #454
 Type: Poison/Fighting                                                  Type: Poison/Fighting
 Classification: Small | SR 1/4                                         Classification: Small | SR 8
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Human-Like                                                  Egg Group: Human-Like
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Toxic Mouth Pokémon. Its cheeks hold poison                        The Toxic Mouth Pokémon. Its knuckle claws
 sacs. It tries to catch foes off guard to jab them with                secrete a toxin so vile that even a scratch could
 toxic fingers.                                                         prove fatal.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                          15 (+2) 17 (+3) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
 Anticipation: When this Pokémon enters the battle,                     Anticipation: When this Pokémon enters the battle,
 an opponent must reveal if it has a move that the                      an opponent must reveal if it has a move that the
 Pokémon is vulnerable to. The move does not have                       Pokémon is vulnerable to. The move does not have
 to be revealed - only that there is such a move.                       to be revealed - only that there is such a move.
 Dry Skin: At the end of each of this Pokémon's                         Dry Skin: At the end of each of this Pokémon's
 turns, it takes an amount of damage equal to its                       turns, it takes an amount of damage equal to its
 proficiency modifier in harsh sunlight, or heals for                   proficiency modifier in harsh sunlight, or heals for
 the same amount during rain.                                           the same amount during rain.
 Hidden Ability                                                         Hidden Ability
 Poison Touch: On melee attacks made by this                            Poison Touch: On melee attacks made by this
 Pokémon, roll a d10 on a hit. On a result of a 10,                     Pokémon, roll a d10 on a hit. On a result of a 10,
 the target is poisoned.                                                the target is poisoned.
 Evolution: Croagunk can evolve into Toxicroak at                       Starting Moves: Astonish, Mud-Slap, Poison Sting,
 level 10 and above. When it evolves, its health                        Taunt
 increases by double its level, and it gains 15 points                  Level 6: Pursuit, Feint Attack, Revenge
 to add to its ability scores (max 20).                                 Level 10: Swagger, Mud Bomb, Sucker Punch
                                                                        Level 14: Venoshock, Nasty Plot
 Starting Moves: Astonish, Mud-Slap                                     Level 18: Poison Jab, Sludge Bomb, Flatter, Belch
 Level 2: Poison Sting, Taunt                                           TM: 01, 06, 08, 09, 10, 11, 12, 15, 17, 18, 21, 26,
 Level 6: Pursuit, Feint Attack, Revenge                                27, 30, 31, 32, 34, 36, 39, 41, 42, 44, 45, 46, 47,
 Level 10: Swagger, Mud Bomb, Sucker Punch                              48, 52, 56, 63, 66, 68, 71, 75, 78, 80, 81, 84, 87,
 Level 14: Venoshock, Nasty Plot                                        88, 90, 97, 100
 Level 18: Poison Jab, Sludge Bomb, Flatter, Belch
 TM: 01, 06, 08, 09, 10, 11, 12, 17, 18, 21, 26, 27,
 30, 31, 32, 34, 36, 39, 41, 42, 44, 45, 46, 47, 48,
 52, 56, 63, 66, 78, 80, 81, 84, 87, 88, 90, 97, 100
 Egg Moves: Acupressure, Bullet Punch, Counter,
 Cross Chop, Drain Punch, Dynamic Punch, Fake
 Out, Feint, Headbutt, Me First, Meditate, Quick
 Guard, Smelling Salts, Vacuum Wave, Wake-Up Slap
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      Carnivine #455                                                        Finneon #456
      Type: Grass                                                           Type: Water
      Classification: Medium | SR 7                                         Classification: Tiny | SR 2
      Minimum Level Found: 5                                                Minimum Level Found: 1
      Egg Group: Grass                                                      Egg Group: Water 2
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/2 | 3 ASI
      The Bug Catcher Pokémon. It attracts prey with its                    The Wing Fish Pokémon. After long exposure to
      sweet-smelling saliva, then chomps down. It takes a                   sunlight, the patterns on its tail fins shine vividly
      whole day to eat prey.                                                when darkness arrives.
        STR       DEX       CON      INT      WIS       CHA                    STR       DEX      CON       INT     WIS       CHA
      16 (+3) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 10 (+0)                         11 (+0) 14 (+2) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
      Levitate: This Pokémon is immune to ground moves.                     Swift Swim: This Pokémon's swim speed is doubled
                                                                            in rainy conditions.
      Starting Moves: Bind, Growth, Bite, Vine Whip                         Storm Drain: If this Pokemon or an ally within 30
      Level 6: Sweet Scent, Ingrain                                         feet is targeted with a direct water-type, damage-
      Level 10: Feint Attack, Leaf Tornado                                  dealing move, the Pokemon may use a reaction to
      Level 14: Spit Up, Stockpile, Swallow, Crunch                         redirect the target to itself and take half damage
      Level 18: Wring Out, Power Whip                                       from it if it hits.
      TM: 06, 10, 11, 15, 17, 21, 22, 27, 32, 36, 42, 44,                   Hidden Ability
      45, 46, 48, 53, 56, 66, 68, 75, 83, 86, 87, 88, 90,                   Water Veil: This Pokémon is immune to burning.
      96, 100
      Egg Moves: Giga Drain, Grass Whistle, Leech Seed,                     Evolution: Finneon can evolve into Lumineon at level
      Magical Leaf, Rage Powder, Razor Leaf, Slam,                          9 and above. When it evolves, its health increases by
      Powder, Stun Spore, Synthesis, Worry Seed                             double its level, and it gains 11 points to add to its
                                                                            ability scores (max 20).
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 Lumineon #457                                                          Mantyke #458
 Type: Water                                                            Type: Water/Flying
 Classification: Small | SR 9                                           Classification: Small | SR 3
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Water 2                                                     Egg Group: Undiscovered
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Neon Pokémon. It lives on the deep-sea floor. It                   The Kite Pokémon. A friendly Pokémon that
 attracts prey by flashing the patterns on its four tail                captures the subtle flows of seawater using its two
 fins.                                                                  antennae.
   STR       DEX      CON       INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 10 (+0)                          14 (+2) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
 Swift Swim: This Pokémon's swim speed is doubled                       Swift Swim: This Pokémon's swim speed is doubled
 in rainy conditions.                                                   in rainy conditions.
 Storm Drain: If this Pokemon or an ally within 30                      Water Absorb: This Pokémon takes no damage from
 feet is targeted with a direct water-type, damage-                     water or water-type attacks. Instead, half of any
 dealing move, the Pokemon may use a reaction to                        water damage done is absorbed, restoring the
 redirect the target to itself and take half damage                     Pokémon's HP.
 from it if it hits.
                                                                        Hidden Ability
 Hidden Ability                                                         Water Veil: This Pokémon is immune to burning.
 Water Veil: This Pokémon is immune to burning.
                                                                        Evolution: Mantyke can evolve into Mantine at level
 Starting Moves: Attract, Gust, Pound, Water Gun,                       8 and above when Remoraid is also in the party.
 Rain Dance                                                             When it evolves, its health increases by double its
 Level 6: Water Pulse                                                   level, and it gains 6 points to add to its ability scores
 Level 10: Captivate, Safeguard                                         (max 20).
 Level 14: Aqua Ring, Whirlpool
 Level 18: U-Turn, Bounce, Silver Wind, Soak                            Starting Moves: Bubble, Tackle, Supersonic
 TM: 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 27, 32,                    Level 2: Bubble Beam, Confuse Ray
 42, 44, 45, 48, 55, 66, 68, 77, 87, 88, 89, 90, 94,                    Level 6: Wing Attack, Headbutt, Water Pulse
 98, 100                                                                Level 10: Wide Guard, Take Down, Agility
                                                                        Level 14: Air Slash, Aqua Ring
                                                                        Level 18: Bounce, Hydro Pump
                                                                        TM: 06, 07, 10, 13, 14, 17, 18, 21, 26, 27, 32, 40,
                                                                        42, 44, 45, 48, 55, 62, 78, 80, 87, 88, 90, 94, 98,
                                                                        100
                                                                        Egg Moves: Amnesia, Haze, Hydro Pump, Mirror
                                                                        Coat, Mud Sport, Rock Slide, Signal Beam, Slam,
                                                                        Splash, Tailwind, Twister, Water Sport, Wide Guard
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      Snover #459                                                           Abomasnow #460
      Type: Grass/Ice                                                       Type: Grass/Ice
      Classification: Small | SR 1                                          Classification: Large | SR 10
      Minimum Level Found: 1                                                Minimum Level Found: 8
      Egg Group: Monster, Grass                                             Egg Group: Monster, Grass
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
      The Frost Tree Pokémon. It lives on snowy                             The Frost Tree Pokémon. It whips up blizzards in
      mountains. Having had little contact with humans, it                  mountains that are always buried in snow. It is the
      is boldly inquisitive.                                                abominable snowman.
        STR       DEX      CON        INT     WIS      CHA                     STR       DEX      CON       INT     WIS       CHA
      13 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                         16 (+3) 15 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
      Snow Warning: When this Pokémon enters an                             Snow Warning: When this Pokémon enters an
      outside battle, the weather immediately changes to                    outside battle, the weather immediately changes to
      hail for 5 rounds. In the case of another Pokémon                     hail for 5 rounds. In the case of another Pokémon
      with a similar weather ability, the tie goes to the                   with a similar weather ability, the tie goes to the
      Pokémon with the highest DEX score.                                   Pokémon with the highest DEX score.
      Evolution: Snover can evolve into Abomasnow at                        Starting Moves: Ice Punch, Icy Wind, Leer, Powder
      level 11 and above. When it evolves, its health                       Snow, Razor Leaf, Grass Whistle, Swagger, Mist
      increases by double its level, and it gains 11 points                 Level 10: Ice Shard, Ingrain
      to add to its ability scores (max 20).                                Level 14: Wood Hammer
                                                                            Level 18: Blizzard, Sheer Cold
      Starting Moves: Leer, Powder Snow                                     TM: 06, 07, 10, 13, 14, 15, 16, 17, 18, 20, 21, 22,
      Level 2: Razor Leaf, Icy Wind, Grass Whistle                          26, 27, 30, 31, 32, 39, 42, 44, 45, 48, 52, 53, 56,
      Level 6: Swagger, Mist                                                68, 75, 78, 79, 80, 86, 87, 88, 90, 100
      Level 10: Ice Shard, Ingrain
      Level 14: Wood Hammer, Blizzard
      Level 18: Sheer Cold
      TM: 06, 07, 10, 13, 14, 16, 17, 18, 20, 21, 22, 27,
      30, 32, 42, 44, 45, 48, 53, 75, 79, 86, 87, 88, 90,
      100
      Egg Moves: Avalanche, Bullet Seed, Double-Edge,
      Growth, Leech Seed, Magical Leaf, Mist, Natural Gift,
      Seed Bomb, Skull Bash, Stomp
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 Weavile #461                                                           Magnezone #462
 Type: Dark/Ice                                                         Type: Electric/Steel
 Classification: Small | SR 11                                          Classification: Medium | SR 14
 Minimum Level Found: 8                                                 Minimum Level Found: 12
 Egg Group: Field                                                       Egg Group: Gender Unknown
 Gender Rate: 50% M / 50% F                                             Gender Rate: Genderless
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Sharp Claw Pokémon. They live in cold regions,                     The Magnet Area Pokémon. It evolved from
 forming groups of four or five that hunt prey with                     exposure to a special magnetic field. Three units
 impressive coordination.                                               generate magnetism.
   STR       DEX      CON       INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 17 (+3) 20 (+5) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                          20 (+5) 16 (+3) 17 (+3) 6 (-2) 14 (+2) 10 (+0)
 Proficient Skills: Stealth, Deception, Sleight of Hand                 Proficient Skills: Insight, Acrobatics
 Saving Throws: Dexterity, Wisdom                                       Saving Throws: Constitution, Strength
 Vulnerabilities: Bug, Fairy, Fighting, Fire, Rock, Steel               Vulnerabilities: Fighting, Fire, Ground
 Resistances: Dark, Ghost, Ice                                          Resistances: Bug, Dragon, Electric, Fairy, Flying,
 Immunities: Psychic                                                      Grass, Ice, Normal, Psychic, Rock, Steel
 Senses: Darkvision 80ft                                                Immunities: Poison
 Pressure: Any move targeting this Pokémon directly                     Magnet Pull: Steel opponents in battle with this
 (non-area of effect moves) reduces its PP by two                       Pokémon may not switch out or flee.
 when activated.
                                                                        Sturdy: When taking damage equal to half or more of
 Hidden Ability                                                         your current HP, roll a d4. On a result of 3 of 4,
 Pickpocket: As a bonus action, this Pokémon can                        halve the damage dealt.
 make a DEX check contested by the opponent’s                           Hidden Ability
 WIS to attempt to steal a held item. After the first
                                                                        Analytic: After this Pokémon misses an attack, its
 attempt, all other attempts against the same
                                                                        next attack is done at advantage.
 opponent are rolled at disadvantage.
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      Lickilicky #463                                                       Rhyperior #464
      Type: Normal                                                          Type: Ground/Rock
      Classification: Medium | SR 14                                        Classification: Large | SR 14
      Minimum Level Found: 10                                               Minimum Level Found: 12
      Egg Group: Monster                                                    Egg Group: Monster, Field
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 3/3 | 2 ASI
      The Licking Pokémon. It wraps things with its                         The Drill Pokémon. It puts rocks in holes in its
      extensible tongue. Getting too close to it will leave                 palms and uses its muscles to shoot them. Geodude
      you soaked with drool.                                                are shot at rare times.
        STR      DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
      18 (+4) 13 (+1) 18 (+4) 6 (-2) 14 (+2) 14 (+2)                         20 (+5) 13 (+1) 20 (+5) 6 (-2) 14 (+2) 10 (+0)
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 Tangrowth #465                                                         Electivire #466
 Type: Grass                                                            Type: Electric
 Classification: Large | SR 12                                          Classification: Medium | SR 14
 Minimum Level Found: 12                                                Minimum Level Found: 12
 Egg Group: Grass                                                       Egg Group: Human-Like
 Gender Rate: 50% M / 50% F                                             Gender Rate: 75% M / 25% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Vine Pokémon. It ensnares prey by extending                        The Thunderbolt Pokémon. It pushes the tips of its
 arms made of vines. Losing arms to predators does                      two tails against the foe, then lets loose with over
 not trouble it.                                                        20,000 volts of power.
   STR       DEX       CON      INT      WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
 17 (+3) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          17 (+3) 18 (+4) 17 (+3) 6 (-2) 14 (+2) 10 (+0)
 Chlorophyll: This Pokémon’s speed is doubled in                        Motor Drive: When hit by an electric-type move, if
 harsh sunlight.                                                        not immune, this Pokémon's speed increases by 10
                                                                        feet until the end of combat (up to a max of 50
 Leaf Guard: This Pokémon does not suffer from any                      additional feet).
 negative status ailments in harsh sunlight.
 Hidden Ability                                                         Hidden Ability
                                                                        Vital Spirit: This Pokémon cannot be put to sleep.
 Regenerator: Once per long rest, this Pokémon
 regains hit points equal to its level when it returns
 to its Pokéball.                                                       Starting Moves: Fire Punch, Leer, Low Kick, Quick
                                                                        Attack, Thunder Shock, Swift, Shock Wave, Thunder
                                                                        Wave, Electro Ball, Light Screen, Thunder Punch, Ion
 Starting Moves: Constrict, Ingrain, Sleep Powder,
                                                                        Deluge
 Vine Whip, Absorb, Poison Powder, Bind, Growth,
                                                                        Level 14: Discharge, Screech
 Mega Drain, Knock Off, Stun Spore
                                                                        Level 18: Thunderbolt, Thunder, Giga Impact,
 Level 14: Natural Gift, Giga Drain, Ancient Power
                                                                        Electric Terrain
 Level 18: Slam, Tickle, Wring Out, Power Whip,
 Block, Grassy Terrain                                                  TM: 06, 10, 12, 15, 16, 17, 18, 21, 24, 25, 26, 27,
                                                                        29, 31, 32, 35, 39, 41, 42, 44, 45, 46, 47, 48, 52,
 TM: 06, 10, 11, 15, 17, 21, 22, 26, 27, 31, 32, 33,
                                                                        56, 57, 68, 72, 73, 78, 80, 87, 88, 90, 93, 100
 36, 39, 40, 42, 44, 45, 46, 48, 52, 53, 56, 66, 68,
 75, 77, 78, 80, 83, 84, 86, 87, 88, 90, 96, 100
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      Magmortar #467                                                        Togekiss #468
      Type: Fire                                                            Type: Fairy/Flying
      Classification: Medium | SR 14                                        Classification: Medium | SR 14
      Minimum Level Found: 12                                               Minimum Level Found: 12
      Egg Group: Human-Like                                                 Egg Group: Flying, Fairy
      Gender Rate: 75% M / 25% F                                            Gender Rate: 87% M / 13% F
      Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
      The Blast Pokémon. It blasts fireballs of over 3,600                  The Jubilee Pokémon. It will never appear where
      degrees F from the ends of its arms. It lives in                      there is strife. Its sightings have become rare
      volcanic craters.                                                     recently.
        STR       DEX      CON       INT      WIS        CHA                   STR      DEX      CON        INT      WIS      CHA
      17 (+3) 18 (+4) 17 (+3) 6 (-2) 14 (+2) 10 (+0)                         15 (+2) 16 (+3) 16 (+3) 10 (+0) 18 (+4) 15 (+2)
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 Yanmega #469                                                           Leafeon #470
 Type: Bug/Flying                                                       Type: Grass
 Classification: Medium | SR 13                                         Classification: Small | SR 8
 Minimum Level Found: 10                                                Minimum Level Found: 5
 Egg Group: Bug                                                         Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Ogre Darner Pokémon. By churning its wings, it                     The Verdant Pokémon. Just like a plant, it uses
 creates shock waves that inflict critical internal                     photosynthesis. As a result, it is always enveloped in
 injuries to foes.                                                      clear air.
   STR       DEX       CON       INT      WIS         CHA                  STR       DEX      CON       INT     WIS       CHA
 15 (+2) 18 (+4) 17 (+3) 6 (-2) 12 (+1) 10 (+0)                          18 (+4) 17 (+3) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
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      Glaceon #471                                                          Gliscor #472
      Type: Ice                                                             Type: Ground/Flying
      Classification: Small | SR 8                                          Classification: Medium | SR 11
      Minimum Level Found: 5                                                Minimum Level Found: 8
      Egg Group: Field                                                      Egg Group: Bug
      Gender Rate: 87% M / 13% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
      The Fresh Snow Pokémon. As a protective                               The Fang Scorpion Pokémon. It observes prey while
      technique, it can completely freeze its fur to make                   hanging inverted from branches. When the chance
      its hairs stand like needles.                                         presents itself, it swoops!
        STR       DEX       CON      INT      WIS     CHA                      STR       DEX      CON       INT      WIS      CHA
      18 (+4) 16 (+3) 17 (+3) 6 (-2) 12 (+1) 10 (+0)                         18 (+4) 17 (+3) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
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 Mamoswine #473                                                         Porygon-Z #474
 Type: Ice/Ground                                                       Type: Normal
 Classification: Large | SR 13                                          Classification: Small | SR 14
 Minimum Level Found: 10                                                Minimum Level Found: 10
 Egg Group: Field                                                       Egg Group: Gender Unknown
 Gender Rate: 50% M / 50% F                                             Gender Rate: Genderless
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Twin Tusk Pokémon. Its impressive tusks are                        The Virtual Pokémon. Additional software was
 made of ice. The population thinned when it turned                     installed to make it a better Pokémon. It began
 warm after the ice age.                                                acting oddly, however.
   STR       DEX      CON       INT     WIS       CHA                      STR      DEX      CON        INT      WIS      CHA
 17 (+3) 16 (+3) 19 (+4) 6 (-2) 14 (+2) 10 (+0)                          16 (+3) 18 (+4) 18 (+4) 12 (+1) 16 (+3) 10 (+0)
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      Gallade #475                                                          Probopass #476
      Type: Psychic/Fighting                                                Type: Rock/Steel
      Classification: Medium | SR 12                                        Classification: Medium | SR 13
      Minimum Level Found: 8                                                Minimum Level Found: 8
      Egg Group: Human-Like, Amorphous                                      Egg Group: Mineral
      Gender Rate: 100% M / 0% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 2/2 | 3 ASI
      The Blade Pokémon. A master of courtesy and                           The Compass Pokémon. It exudes strong
      swordsmanship, it fights using extending swords on                    magnetism from all over. It controls three small
      its elbows.                                                           units called Mini-Noses.
        STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
      20 (+5) 18 (+4) 18 (+4) 6 (-2) 14 (+2) 10 (+0)                         20 (+5) 12 (+1) 19 (+4) 6 (-2) 12 (+1) 10 (+0)
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 Dusknoir #477                                                          Froslass #478
 Type: Ghost                                                            Type: Ice/Ghost
 Classification: Large | SR 14                                          Classification: Medium | SR 11
 Minimum Level Found: 12                                                Minimum Level Found: 10
 Egg Group: Amorphous                                                   Egg Group: Fairy, Mineral
 Gender Rate: 50% M / 50% F                                             Gender Rate: 0% M / 100% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Gripper Pokémon. The antenna on its head                           The Snow Land Pokémon. It freezes foes with an icy
 captures radio waves from the world of spirits that                    breath nearly -60 degrees F. What seems to be its
 command it to take people there.                                       body is actually hollow.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 20 (+5) 13 (+1) 17 (+3) 8 (-1) 16 (+3) 10 (+0)                          15 (+2) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 12 (+1)
 Pressure: Any move targeting this Pokémon directly                     Snow Cloak: This Pokémon is immune to Hail
 (non-area of effect moves) reduces its PP by two                       damage. It's AC is increased by 2 in arctic
 when activated.                                                        conditions, or when it is snowing or hailing.
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      Rotom #479                                                            Rotom Heat #479
      Type: Electric/Ghost                                                  Type: Electric/Fire
      Classification: Tiny | SR 8                                           Classification: Small | SR 8
      Minimum Level Found: 5                                                Minimum Level Found: 5
      Egg Group: Gender Unknown                                             Egg Group: Gender Unknown
      Gender Rate: Genderless                                               Gender Rate: Genderless
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Plasma Pokémon. Its body is composed of                           The Plasma Pokémon. Its body is composed of
      plasma. It is known to infiltrate electronic devices                  plasma. It is known to infiltrate electronic devices
      and wreak havoc.                                                      and wreak havoc.
        STR       DEX      CON      INT     WIS       CHA                      STR      DEX      CON        INT      WIS      CHA
      15 (+2) 17 (+3) 14 (+2) 8 (-1) 10 (+0) 10 (+0)                         16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
      Levitate: This Pokémon is immune to ground moves.                     Levitate: This Pokémon is immune to ground moves.
                                                                            Overheat: This Pokémon knows Overheat as a fifth
      Form Change: Rotom has 5 alternate forms that it                      move. The move is forgotten if it takes any other
      can take when it is near a household appliance. As                    form.
      an action, Rotom can take the Heat Form, Wash
      Form, Frost Form, Fan Form, or Mow Form,
                                                                            Form Change: Rotom has 5 alternate forms that it
      changing its typing and stats. The form is dependent
                                                                            can take when it is near a household appliance. As a
      on the type of appliance it possesses (DM
                                                                            bonus action, Rotom can take the Heat Form, Wash
      Discretion). separate stat blocks are provided for
                                                                            Form, Frost Form, Fan Form, or Mow Form,
      each form.
                                                                            changing its typing and stats. The form is dependent
                                                                            on the type of appliance it possesses (DM
      Starting Moves: Astonish, Confuse Ray, Thunder                        Discretion). separate stat blocks are provided for
      Shock, Thunder Wave, Trick, Uproar                                    each form.
      Level 6: Double Team, Shock Wave
      Level 10: Ominous Wind
                                                                            Starting Moves: Astonish, Confuse Ray, Thunder
      Level 14: Substitute, Electro Ball
                                                                            Shock, Thunder Wave, Trick, Uproar
      Level 18: Hex, Charge, Discharge
                                                                            Level 6: Double Team, Shock Wave
      TM: 06, 10, 11, 16, 17, 18, 21, 24, 25, 27, 30, 32,                   Level 10: Ominous Wind
      33, 42, 44, 46, 48, 57, 61, 72, 73, 77, 85, 87, 88,                   Level 14: Substitute, Electro Ball
      90, 97, 100                                                           Level 18: Hex, Charge, Discharge
                                                                            TM: 06, 10, 11, 16, 17, 18, 21, 24, 25, 27, 30, 32,
                                                                            33, 42, 44, 46, 48, 57, 61, 72, 73, 77, 85, 87, 88,
                                                                            90, 97, 100
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 Rotom Wash #479                                                        Rotom Frost #479
 Type: Electric/Water                                                   Type: Electric/Ice
 Classification: Small | SR 8                                           Classification: Small | SR 8
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Gender Unknown                                              Egg Group: Gender Unknown
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Plasma Pokémon. Its body is composed of                            The Plasma Pokémon. Its body is composed of
 plasma. It is known to infiltrate electronic devices                   plasma. It is known to infiltrate electronic devices
 and wreak havoc.                                                       and wreak havoc.
   STR      DEX       CON       INT      WIS      CHA                      STR      DEX      CON        INT      WIS      CHA
 16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)                         16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
 Levitate: This Pokémon is immune to ground moves.                      Levitate: This Pokémon is immune to ground moves.
 Hydro Pump: This Pokémon knows Hydro Pump as a                         Blizzard: This Pokémon knows Blizzard as a fifth
 fifth move. The move is forgotten if it takes any                      move. The move is forgotten if it takes any other
 other form.                                                            form.
 Form Change: Rotom has 5 alternate forms that it                       Form Change: Rotom has 5 alternate forms that it
 can take when it is near a household appliance. As a                   can take when it is near a household appliance. As a
 bonus action, Rotom can take the Heat Form, Wash                       bonus action, Rotom can take the Heat Form, Wash
 Form, Frost Form, Fan Form, or Mow Form,                               Form, Frost Form, Fan Form, or Mow Form,
 changing its typing and stats. The form is dependent                   changing its typing and stats. The form is dependent
 on the type of appliance it possesses (DM                              on the type of appliance it possesses (DM
 Discretion). separate stat blocks are provided for                     Discretion). separate stat blocks are provided for
 each form.                                                             each form.
 Starting Moves: Astonish, Confuse Ray, Thunder                         Starting Moves: Astonish, Confuse Ray, Thunder
 Shock, Thunder Wave, Trick, Uproar                                     Shock, Thunder Wave, Trick, Uproar
 Level 6: Double Team, Shock Wave                                       Level 6: Double Team, Shock Wave
 Level 10: Ominous Wind                                                 Level 10: Ominous Wind
 Level 14: Substitute, Electro Ball                                     Level 14: Substitute, Electro Ball
 Level 18: Hex, Charge, Discharge                                       Level 18: Hex, Charge, Discharge
 TM: 06, 10, 11, 16, 17, 18, 21, 24, 25, 27, 30, 32,                    TM: 06, 10, 11, 16, 17, 18, 21, 24, 25, 27, 30, 32,
 33, 42, 44, 46, 48, 57, 61, 72, 73, 77, 85, 87, 88,                    33, 42, 44, 46, 48, 57, 61, 72, 73, 77, 85, 87, 88,
 90, 97, 100                                                            90, 97, 100
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      Rotom Fan #479                                                        Rotom Mow #479
      Type: Electric/Flying                                                 Type: Electric/Grass
      Classification: Small | SR 8                                          Classification: Small | SR 8
      Minimum Level Found: 5                                                Minimum Level Found: 5
      Egg Group: Gender Unknown                                             Egg Group: Gender Unknown
      Gender Rate: Genderless                                               Gender Rate: Genderless
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Plasma Pokémon. Its body is composed of                           The Plasma Pokémon. Its body is composed of
      plasma. It is known to infiltrate electronic devices                  plasma. It is known to infiltrate electronic devices
      and wreak havoc.                                                      and wreak havoc.
        STR      DEX      CON       INT      WIS         CHA                   STR      DEX      CON        INT      WIS      CHA
      16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)                        16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
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 Uxie #480                                                              Mesprit #481
 Type: Psychic                                                          Type: Psychic
 Classification: Tiny | SR 15                                           Classification: Tiny | SR 15
 Minimum Level Found: 15                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Knowledge Pokémon. Known as “The Being of                          The Emotion Pokémon. Known as “The Being of
 Knowledge.” It is said that it can wipe out the                        Emotion.” It taught humans the nobility of sorrow,
 memory of those who see its eyes.                                      pain, and joy.
   STR      DEX       CON       INT      WIS       CHA                     STR      DEX      CON        INT      WIS      CHA
 16 (+3) 17 (+3) 14 (+2) 28 (+9) 16 (+3) 18 (+4)                         15 (+2) 16 (+3) 16 (+3) 16 (+3) 18 (+4) 28 (+9)
 Proficient Skills: Insight, Arcana, Persuasion,                        Proficient Skills: Insight, Arcana, Persuasion,
   Intimidation, History, Religion                                        Intimidation, History, Religion
 Saving Throws: Intelligence, Dexterity                                 Saving Throws: Charisma, Dexterity
 Vulnerabilities: Bug, Dark, Ghost                                      Vulnerabilities: Bug, Dark, Ghost
 Resistances: Fighting, Psychic                                         Resistances: Fighting, Psychic
 Senses: Darkvision 60ft, Truesight 50ft                                Senses: Darkvision 60ft, Truesight 50ft
Levitate: This Pokémon is immune to ground moves. Levitate: This Pokémon is immune to ground moves.
 Starting Moves: Confusion, Rest, Imprison, Endure,                     Starting Moves: Confusion, Rest, Imprison, Protect,
 Swift, Yawn, Future Sight                                              Swift, Lucky Chant, Future Sight
 Level 18: Amnesia, Extrasensory, Flail, Natural Gift,                  Level 18: Charm, Extrasensory, Copycat, Natural Gift,
 Memento                                                                Healing Wish
 TM: 03, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, 22,                    TM: 03, 04, 06, 10, 11, 13, 14, 15, 16, 17, 18, 20,
 24, 25, 27, 29, 30, 32, 33, 37, 42, 44, 48, 53, 56,                    21, 24, 25, 27, 29, 30, 32, 33, 37, 42, 44, 48, 53,
 57, 62, 68, 73, 77, 85, 86, 87, 88, 89, 90, 92, 99,                    56, 57, 62, 68, 73, 77, 85, 86, 87, 88, 89, 90, 92,
 100                                                                    99, 100
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      Azelf #482                                                            Dialga #483
      Type: Psychic                                                         Type: Steel/Dragon
      Classification: Tiny | SR 15                                          Classification: Huge | SR 15
      Minimum Level Found: 15                                               Minimum Level Found: 20
      Egg Group: Undiscovered                                               Egg Group: Undiscovered
      Gender Rate: Genderless                                               Gender Rate: Genderless
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Willpower Pokémon. Known as “The Being of                         The Temporal Pokémon. It has the power to control
      Willpower.” It sleeps at the bottom of a lake to keep                 time. It appears in Sinnoh-region myths as an
      the world in balance.                                                 ancient deity.
        STR      DEX       CON       INT      WIS       CHA                    STR      DEX      CON        INT      WIS      CHA
      14 (+2) 16 (+3) 17 (+3) 18 (+4) 28 (+9) 16 (+3)                        20 (+5) 19 (+4) 20 (+5) 20 (+5) 24 (+7) 16 (+3)
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 Palkia #484                                                            Heatran #485
 Type: Water/Dragon                                                     Type: Fire/Steel
 Classification: Huge | SR 15                                           Classification: Large | SR 15
 Minimum Level Found: 20                                                Minimum Level Found: 20
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Spatial Pokémon. It has the ability to distort                     The Lava Dome Pokémon. It dwells in volcanic
 space. It is described as a deity in Sinnoh-region                     caves. It digs in with its cross-shaped feet to crawl
 mythology.                                                             on ceilings and walls.
   STR      DEX       CON       INT      WIS      CHA                      STR      DEX      CON        INT      WIS      CHA
 20 (+5) 20 (+5) 19 (+4) 20 (+5) 24 (+7) 16 (+3)                         19 (+4) 15 (+2) 19 (+4) 10 (+0) 14 (+2) 16 (+3)
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      Regigigas #486                                                        Giratina Altered Forme
      Type: Normal
      Classification: Huge | SR 15                                          #487
      Minimum Level Found: 20                                               Type: Ghost/Dragon
      Egg Group: Undiscovered                                               Classification: Huge | SR 15
      Gender Rate: Genderless                                               Minimum Level Found: 20
      Evolution Stage: 1/1 | 4 ASI                                          Egg Group: Undiscovered
                                                                            Gender Rate: Genderless
      The Colossal Pokémon. There is an enduring legend                     Evolution Stage: 1/1 | 4 ASI
      that states this Pokémon towed continents with
      ropes.                                                                The Renegade Pokémon. A Pokémon that is said to
                                                                            live in a world on the reverse side of ours. It appears
      Armor Class: 20                                                       in an ancient cemetery.
      Hit Points: 524 | Hit Dice: d20
      Speed: 50ft. walking                                                  Armor Class: 22
                                                                            Hit Points: 543 | Hit Dice: d20
                                                                            Speed: 40ft. walking, 40ft. flying
        STR       DEX      CON       INT       WIS      CHA
      25 (+7) 19 (+4) 22 (+6) 10 (+0) 12 (+1) 16 (+3)
                                                                               STR      DEX      CON        INT      WIS      CHA
      Proficient Skills: Survival, Athletics, Intimidation                   20 (+5) 16 (+3) 25 (+7) 18 (+4) 22 (+6) 16 (+3)
      Saving Throws: Strength, Constitution
      Vulnerabilities: Fighting                                             Proficient Skills: Athletics, Insight, Arcana, History,
      Resistances: None                                                       Religion
      Immunities: Ghost                                                     Saving Throws: Strength, Constitution, Wisdom
      Senses: Tremorsense 200ft                                             Vulnerabilities: Fairy, Dark, Dragon, Ghost, Ice
                                                                            Resistances: Bug, Electric, Fire, Grass, Poison, Water
      Slow Start: This Pokémon's speed is halved and its                    Immunities: Fighting, Normal
      attacks are made at disadvantage for the first two                    Senses: Darkvision 100ft, Truesight 100ft
      rounds of every combat.
                                                                            Pressure: Any move targeting this Pokémon directly
      Starting Moves: Confuse Ray, Crush Grip, Dizzy                        (non-area of effect moves) reduces its PP by two
      Punch, Fire Punch, Foresight, Heavy Slam, Ice                         when activated.
      Punch, Knock Off, Thunder Punch, Revenge, Wide
      Guard, Zen Headbutt, Payback, Giga Impact                             Hidden Ability
                                                                            Telepathy: This Pokémon cannot be damaged by its
      TM: 06, 10, 11, 15, 18, 20, 21, 23, 24, 25, 26, 27,                   allies' attacks.
      31, 32, 39, 40, 42, 48, 52, 56, 66, 68, 69, 71, 73,
      77, 78, 80, 87, 88, 90, 96, 100                                       Form Change: Giratina's default form is Altered
                                                                            Forme. When it is given a Griseous Orb to hold, or
                                                                            any time it is in its home plane, the Distortion
                                                                            World, it takes on the Origin Forme.
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 Giratina Origin Forme                                                  Cresselia #488
                                                                        Type: Psychic
 #487                                                                   Classification: Medium | SR 15
 Type: Ghost/Dragon                                                     Minimum Level Found: 20
 Classification: Huge | SR 15                                           Egg Group: Undiscovered
 Minimum Level Found: 20                                                Gender Rate: 0% M / 100% F
 Egg Group: Undiscovered                                                Evolution Stage: 1/1 | 4 ASI
 Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           The Lunar Pokémon. Shiny particles are released
                                                                        from its wings like a veil. It is said to represent the
 The Renegade Pokémon. A Pokémon that is said to                        crescent moon.
 live in a world on the reverse side of ours. It appears
 in an ancient cemetery.                                                Armor Class: 20
                                                                        Hit Points: 524 | Hit Dice: d20
 Armor Class: 20                                                        Speed: 0ft. walking, 50ft. flying
 Hit Points: 543 | Hit Dice: d20
 Speed: 40ft. walking, 40ft. flying
                                                                           STR      DEX      CON        INT      WIS      CHA
                                                                         16 (+3) 16 (+3) 23 (+6) 18 (+4) 20 (+5) 18 (+4)
   STR      DEX       CON       INT      WIS      CHA
 22 (+6) 18 (+4) 25 (+7) 18 (+4) 22 (+6) 16 (+3)                        Proficient Skills: Insight, Arcana, History, Religion
                                                                        Saving Throws: Constitution, Wisdom, Charisma
 Proficient Skills: Athletics, Insight, Arcana, History,                Vulnerabilities: Bug, Dark, Ghost
   Religion                                                             Resistances: Fighting, Psychic
 Saving Throws: Strength, Constitution, Wisdom                          Senses: Darkvision 100ft, Truesight 100ft
 Vulnerabilities: Fairy, Dark, Dragon, Ghost, Ice
 Resistances: Bug, Electric, Fire, Grass, Poison, Water                 Levitate: This Pokémon is immune to ground moves.
 Immunities: Fighting, Normal
 Senses: Darkvision 100ft, Truesight 100ft
                                                                        Starting Moves: Confusion, Double Team, Lunar
                                                                        Dance, Moonlight, Psycho Cut, Psycho Shift,
 Levitate: This Pokémon is immune to ground moves.                      Safeguard, Mist, Aurora Beam, Future Sight, Slash,
                                                                        Psychic, Moonblast
 Form Change: Giratina's default form is Altered
 Forme. When it is given a Griseous Orb to hold, or                     TM: 03, 04, 06, 10, 11, 13, 15, 16, 17, 18, 20, 21,
 any time it is in its home plane, the Distortion                       22, 27, 29, 30, 32, 33, 42, 44, 45, 48, 53, 57, 68,
 World, it takes on the Origin Forme.                                   73, 77, 85, 86, 87, 88, 90, 92, 100
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      Phione #489                                                           Manaphy #490
      Type: Water                                                           Type: Water
      Classification: Tiny | SR 15                                          Classification: Tiny | SR 15
      Minimum Level Found: 15                                               Minimum Level Found: 15
      Egg Group: Gender Unknown                                             Egg Group: Gender Unknown
      Gender Rate: Genderless                                               Gender Rate: Genderless
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Sea Drifter Pokémon. A Pokémon that lives in                      The Seafaring Pokémon. Born on a cold seafloor, it
      warm seas. It inflates the flotation sac on its head to               will swim great distances to return to its birthplace.
      drift and search for food.
                                                                            Armor Class: 18
      Armor Class: 16                                                       Hit Points: 246 | Hit Dice: d12
      Hit Points: 232 | Hit Dice: d12                                       Speed: 20ft. walking, 30ft. swimming
      Speed: 0ft. walking, 30ft. swimming
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 Darkrai #491                                                           Shaymin Land #492
 Type: Dark                                                             Type: Grass
 Classification: Medium | SR 15                                         Classification: Tiny | SR 15
 Minimum Level Found: 20                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Pitch-Black Pokémon. It can lull people to sleep                   The Gratitude Pokémon. It lives in flower patches
 and make them dream. It is active during nights of                     and avoids detection by curling up to look like a
 the new moon.                                                          flowering plant.
   STR      DEX       CON       INT      WIS      CHA                      STR      DEX      CON        INT      WIS      CHA
 17 (+3) 20 (+5) 16 (+3) 18 (+4) 18 (+4) 15 (+2)                         18 (+4) 18 (+4) 18 (+4) 10 (+0) 18 (+4) 18 (+4)
                                                                                                                                  127
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Shaymin Sky #492                                                      Arceus #493
Type: Grass/Flying                                                    Type: Normal
Classification: Tiny | SR 15                                          Classification: Large | SR 15
Minimum Level Found: 15                                               Minimum Level Found: 20
Egg Group: Undiscovered                                               Egg Group: Undiscovered
Gender Rate: Genderless                                               Gender Rate: Genderless
Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
The Gratitude Pokémon. It lives in flower patches                     The Alpha Pokémon. It is described in mythology as
and avoids detection by curling up to look like a                     the Pokémon that shaped the universe with its
flowering plant.                                                      1,000 arms.
  STR      DEX       CON       INT      WIS        CHA                   STR     DEX      CON         INT      WIS      CHA
20 (+5) 16 (+3) 18 (+4) 10 (+0) 20 (+5) 18 (+4)                          25       25       25        30  30 (+10) 25 (+7)
                                                                        (+7)     (+7)     (+7)     (+10)
Proficient Skills: Persuasion, Survival
Saving Throws: Wisdom, Charisma, Dexterity                            Proficient Skills: All Skills
Vulnerabilities: Fire, Flying, Ice, Poison, Rock                      Saving Throws: All Abilities
Resistances: Fighting, Grass, Water                                   Vulnerabilities: Fighting
Immunities: Ground                                                    Resistances: None
Senses: Truesight 50ft                                                Immunities: Ghost
                                                                      Senses: Darkvision 200ft, Truesight 100ft
Natural Cure: This Pokémon is cured of negative
status ailments upon returning to its Pokeball.                       Multitype: This Pokémon's type and form change to
                                                                      match the type of Elemental Plate this Pokémon
                                                                      holds. The Plate cannot be effected by any item-
Form Change: Shaymin's default form is Land. When
                                                                      removing ability or move.
Given a Gracidea Flower to hold, it can change to
Sky Form, taking on new typing, statistics, and
moves                                                                 Form Change: Arceus' default type is Normal. It can
                                                                      change its type by holding an Elemental Plate. While
                                                                      holding this plate, the signature move, Judgment,
Starting Moves: Growth, Magical Leaf, Leech Seed,                     also changes its type to match Arceus. These plates
Quick Attack, Sweet Scent, Natural Gift                               are: Draco (Dragon), Dread (Dark), Earth (Ground),
Level 18: Worry Seed, Air Slash, Energy Ball, Sweet                   Fist (Fighting), Flame (Fire), Icicle (Ice), Insect (Bug),
Kiss, Leaf Storm, Seed Flare                                          Iron (Steel), Meadow (Grass), Mind (Psychic), Pixie
TM: 06, 10, 11, 15, 17, 20, 21, 22, 27, 29, 32, 42,                   (Fairy), Sky (Flying), Splash (Water), Spooky (Ghost),
44, 48, 53, 68, 75, 77, 86, 87, 88, 90, 96, 99, 100                   Stone (Rock), Toxic (Poison), and Zap (Electric)
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                 Pokémon 5e - Gen V & VI Monster Manual
                            Stat blocks for all 228 Generation V & VI Pokémon
                                             Homebrew created by @JOEtheDM
   The following pages contain the stat blocks of all 228 Generation V & VI Pokémon to use with the Pokémon 5e ruleset by
JOEtheDM. The Monster Manuals have been split into multiple PDFs to conserve space and improve functionality within each file.
                        Links to the original manual and other Monster Manuals can be found below.
                                                      Disclaimer
                                         Based on the original game by Satoshi Taijiri
                                            © Game Freak © Nintendo Company Inc.
     We do not claim ownership of anything related to Pokémon or Dungeons and Dragons. Please support the original source
                                    No profits are made from the release of this supplement
      Most images in this supplement are free, non-commercial use from FreePNG.com, PNGimg.com, FreePNGLogos.com
                                               All others are credited below image.
           Pokémon images in Stat Block section come from bulbapedia.bulbagarden.net and are owned by Nintendo
       Inspiration and Ideas from: Pokémon Tabletop United, Pokérole, Sakutian from trulyoutofcharacter.wordpress.com
                                                  Special Thanks
         To the members of the You Meet in a Tavern and Pokémon 5e Discord for your support, ideas, and playtesting
  To Varnell, RaverEAlice, R1bs99, John K. Walz Jr., Eschatonic, Ryan Wilkinson, FireWaterSound, Chancela Merkel, Hugh Berry,
               Kolkyboi, Lindseyrie, and Tactical_Groot for all their behind the scenes work in creating this manual.
                                                       Made with GM Binder
                                        Ideas/Concerns/Questions?
                 Join our Subreddit (https://reddit.com/r/Pokémon5e) or Discord! (https://discord.gg/DA9gQAa)
                                                                                                                                 1
    Victini #494                                                          Snivy #495
    Type: Psychic/Fire                                                    Type: Grass
    Classification: Tiny | SR 15                                          Classification: Tiny | SR 1/2
    Minimum Level Found: 15                                               Minimum Level Found: 1
    Egg Group: Undiscovered                                               Egg Group: Field, Grass
    Gender Rate: Genderless                                               Gender Rate: 87% M / 13% F
    Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/3 | 2 ASI
    The Victory Pokémon. It creates an unlimited supply                   The Grass Snake Pokémon. They photosynthesize by
    of energy inside its body, which it shares with those                 bathing their tails in sunlight. When they are not
    who touch it.                                                         feeling well, their tails droop.
      STR       DEX      CON       INT     WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
    18 (+4) 18 (+4) 18 (+4) 8 (-1) 18 (+4) 18 (+4)                         12 (+1) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
2
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 Servine #496                                                           Serperior #497
 Type: Grass                                                            Type: Grass
 Classification: Small | SR 5                                           Classification: Medium | SR 13
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Field, Grass                                                Egg Group: Field, Grass
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Grass Snake Pokémon. They avoid attacks by                         The Regal Pokémon. They raise their heads to
 sinking into the shadows of thick foliage. They                        intimidate opponents but only give it their all when
 retaliate with masterful whipping techniques.                          fighting a powerful opponent.
   STR       DEX       CON      INT      WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
 13 (+1) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                          16 (+3) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
 Overgrow: When this Pokémon falls below 25% of                         Overgrow: When this Pokémon falls below 25% of
 its maximum HP, double the STAB damage for its                         its maximum HP, double the STAB damage for its
 grass-type moves.                                                      grass-type moves.
 Evolution: Servine can evolve into Serperior at level                  Starting Moves: Tackle, Leer, Vine Whip, Wrap,
 14 and above. When it evolves, its health increases                    Growth, Leaf Tornado, Leech Seed, Mega Drain,
 by double its level, and it gains 9 points to add to its               Slam, Leaf Blade
 ability scores (max 20).                                               Level 14: Coil, Giga Drain
                                                                        Level 18: Wring Out, Gastro Acid, Leaf Storm
 Starting Moves: Tackle, Leer, Vine Whip, Wrap,                         TM: 01, 04, 06, 10, 11, 12, 15, 16, 17, 20, 21, 22,
 Growth                                                                 27, 32, 33, 40, 41, 42, 44, 45, 48, 53, 59, 68, 75,
 Level 6: Leaf Tornado, Leech Seed                                      82, 86, 87, 88, 90, 96, 100
 Level 10: Mega Drain, Slam, Leaf Blade
 Level 14: Coil, Giga Drain
 Level 18: Wring Out, Gastro Acid, Leaf Storm
 TM: 01, 04, 06, 10, 11, 12, 16, 17, 20, 21, 22, 27,
 32, 33, 40, 41, 42, 44, 45, 48, 53, 75, 86, 87, 88,
 90, 96, 100
                                                                                                                                  3
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    Tepig #498                                                            Pignite #499
    Type: Fire                                                            Type: Fire/Fighting
    Classification: Tiny | SR 1/2                                         Classification: Small | SR 5
    Minimum Level Found: 1                                                Minimum Level Found: 5
    Egg Group: Field                                                      Egg Group: Field
    Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
    Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
    The Fire Pig Pokémon. It blows fire through its nose.                 The Fire Pig Pokémon. Whatever it eats becomes
    When it catches a cold, the fire becomes pitch-                       fuel for the flame in its stomach. When it is angered,
    black smoke instead.                                                  the intensity of the flame increases.
      STR       DEX      CON        INT     WIS        CHA                   STR       DEX      CON       INT     WIS       CHA
    12 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                         14 (+2) 13 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
    Blaze: When this Pokémon falls below 25% of its                       Blaze: When this Pokémon falls below 25% of its
    maximum HP, double the STAB damage for its fire-                      maximum HP, double the STAB damage for its fire-
    type moves.                                                           type moves.
    Evolution: Tepig can evolve into Pignite at level 6                   Evolution: Pignite can evolve into Emboar at level 14
    and above. When it evolves, its health increases by                   and above. When it evolves, its health increases by
    double its level, and it gains 7 points to add to its                 double its level, and it gains 9 points to add to its
    ability scores (max 20).                                              ability scores (max 20).
    Starting Moves: Tackle, Tail Whip                                     Starting Moves: Arm Thrust, Ember, Tackle, Tail
    Level 2: Ember, Odor Sleuth, Defense Curl                             Whip, Odor Sleuth, Defense Curl
    Level 6: Flame Charge, Smog, Rollout                                  Level 6: Flame Charge, Smog
    Level 10: Take Down, Heat Crash, Assurance                            Level 10: Rollout, Take Down, Heat Crash
    Level 14: Flamethrower, Head Smash, Roar                              Level 14: Assurance, Flamethrower
    Level 18: Flare Blitz                                                 Level 18: Head Smash, Roar, Flare Blitz
    TM: 01, 05, 06, 10, 11, 12, 17, 21, 22, 27, 32, 35,                   TM: 01, 05, 06, 10, 11, 12, 17, 21, 22, 27, 31, 32,
    38, 39, 42, 43, 44, 45, 48, 49, 50, 61, 74, 86, 87,                   35, 38, 39, 42, 43, 44, 45, 47, 48, 49, 50, 52, 56,
    88, 90, 93, 100                                                       61, 71, 74, 78, 80, 84, 86, 87, 88, 90, 93, 100
    Egg Moves: Body Slam, Covet, Curse, Endeavor,
    Slam, Magnitude, Sleep Talk, Sucker Punch,
    Superpower, Thrash, Yawn
4
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 Emboar #500                                                            Oshawott #501
 Type: Fire/Fighting                                                    Type: Water
 Classification: Medium | SR 13                                         Classification: Tiny | SR 1/2
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Mega Fire Pig Pokémon. It has mastered fast                        The Sea Otter Pokémon. The scalchop on its
 and powerful fighting moves. It grows a beard of                       stomach is made from the same elements as claws.
 fire.                                                                  It detaches the scalchop for use as a blade.
   STR       DEX      CON       INT     WIS        CHA                     STR       DEX      CON       INT     WIS       CHA
 16 (+3) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 10 (+0)                          12 (+1) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
 Blaze: When this Pokémon falls below 25% of its                        Torrent: When this Pokémon falls below 25% of its
 maximum HP, double the STAB damage for its fire-                       maximum hp, double the STAB damage for its
 type moves.                                                            water-type moves.
 Starting Moves: Arm Thrust, Hammer Arm, Odor                           Evolution: Oshawott can evolve into Dewott at level
 Sleuth, Tackle, Tail Whip, Ember, Defense Curl,                        6 and above. When it evolves, its health increases by
 Flame Charge, Smog, Rollout, Take Down, Heat                           double its level, and it gains 7 points to add to its
 Crash                                                                  ability scores (max 20).
 Level 14: Assurance, Flamethrower
 Level 18: Head Smash, Roar, Flare Blitz                                Starting Moves: Tackle, Tail Whip
 TM: 01, 05, 06, 08, 10, 11, 12, 15, 17, 21, 22, 23,                    Level 2: Water Gun, Water Sport
 26, 27, 31, 32, 35, 38, 39, 42, 43, 44, 45, 47, 48,                    Level 6: Focus Energy, Razor Shell, Fury Cutter
 49, 50, 52, 55, 56, 61, 68, 71, 74, 78, 80, 84, 86,                    Level 10: Water Pulse, Revenge, Aqua Jet, Encore
 87, 88, 90, 93, 100                                                    Level 14: Aqua Tail, Retaliate, Swords Dance
                                                                        Level 18: Hydro Pump
                                                                        TM: 01, 06, 07, 10, 12, 13, 14, 17, 18, 21, 27, 32,
                                                                        40, 42, 44, 45, 48, 54, 55, 56, 75, 81, 86, 87, 88,
                                                                        90, 94, 98, 100
                                                                        Egg Moves: Air Slash, Assurance, Brine, Copycat,
                                                                        Detect, Night Slash, Screech, Trump Card
                                                                                                                                  5
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    Dewott #502                                                           Samurott #503
    Type: Water                                                           Type: Water
    Classification: Small | SR 5                                          Classification: Medium | SR 13
    Minimum Level Found: 5                                                Minimum Level Found: 10
    Egg Group: Field                                                      Egg Group: Field
    Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
    Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
    The Discipline Pokémon. Scalchop techniques differ                    The Formidable Pokémon. Part of the armor on its
    from one Dewott to another. It never neglects                         anterior legs becomes a giant sword. Its cry alone is
    maintaining its scalchops.                                            enough to intimidate most enemies.
      STR       DEX      CON       INT     WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
    13 (+1) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                         17 (+3) 16 (+3) 17 (+3) 6 (-2) 14 (+2) 10 (+0)
    Torrent: When this Pokémon falls below 25% of its                     Torrent: When this Pokémon falls below 25% of its
    maximum hp, double the STAB damage for its                            maximum hp, double the STAB damage for its
    water-type moves.                                                     water-type moves.
    Evolution: Dewott can evolve into Samurott at level                   Starting Moves: Megahorn, Slash, Tackle, Tail Whip,
    14 and above. When it evolves, its health increases                   Water Gun, Water Sport, Focus Energy, Razor Shell,
    by double its level, and it gains 9 points to add to its              Fury Cutter, Water Pulse, Revenge
    ability scores (max 20).                                              Level 14: Aqua Jet, Encore
                                                                          Level 18: Aqua Tail, Retaliate, Swords Dance, Hydro
    Starting Moves: Tackle, Tail Whip, Water Gun, Water                   Pump
    Sport, Focus Energy                                                   TM: 01, 06, 07, 10, 12, 13, 14, 15, 17, 18, 21, 27,
    Level 6: Razor Shell, Fury Cutter                                     32, 40, 42, 44, 45, 48, 54, 55, 56, 67, 68, 75, 81,
    Level 10: Water Pulse, Revenge                                        82, 86, 87, 88, 90, 94, 98, 100
    Level 14: Aqua Jet, Encore, Aqua Tail
    Level 18: Retaliate, Swords Dance, Hydro Pump
    TM: 01, 06, 07, 10, 12, 13, 14, 17, 18, 21, 27, 32,
    40, 42, 44, 45, 48, 54, 55, 56, 75, 81, 86, 87, 88,
    90, 94, 98, 100
6
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 Patrat #504                                                            Watchog #505
 Type: Normal                                                           Type: Normal
 Classification: Tiny | SR 1/4                                          Classification: Small | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Scout Pokémon. Extremely cautious, they take                       The Lookout Pokémon. They make the patterns on
 shifts to maintain a constant watch of their nest.                     their bodies shine in order to threaten predators.
 They feel insecure without a lookout.                                  Keen eyesight lets them see in the dark.
   STR       DEX       CON       INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 10 (+0) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 10 (+0)                          13 (+1) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
 Run Away: This Pokémon cannot be the target of an                      Illuminate: This Pokémon knows the Light cantrip
 attack of opportunity.                                                 and can cast it at will.
 Keen Eye: This Pokémon ignores disadvantage when                       Keen Eye: This Pokémon ignores disadvantage when
 it relates to sight.                                                   it relates to sight.
 Hidden Ability                                                         Hidden Ability
 Analytic: After this Pokémon misses an attack, its                     Analytic: After this Pokémon misses an attack, its
 next attack is done at advantage.                                      next attack is done at advantage.
 Evolution: Patrat can evolve into Watchog at level 6                   Starting Moves: Confuse Ray, Low Kick, Tackle, Leer,
 and above. When it evolves, its health increases by                    Bite, Bide, Detect, Sand Attack
 double its level, and it gains 12 points to add to its                 Level 6: Crunch, Hypnosis, Super Fang
 ability scores (max 20).                                               Level 10: After You, Focus Energy, Psych Up
                                                                        Level 14: Hyper Fang, Nasty Plot
 Starting Moves: Tackle, Leer                                           Level 18: Mean Look, Baton Pass, Slam
 Level 2: Bite, Bide, Detect, Sand Attack                               TM: 01, 06, 10, 11, 15, 16, 17, 18, 21, 24, 25, 27,
 Level 6: Crunch, Hypnosis, Super Fang                                  30, 32, 35, 42, 44, 45, 48, 52, 56, 68, 73, 75, 77,
 Level 10: After You, Focus Energy, Work Up, Hyper                      85, 86, 87, 88, 90, 100
 Fang
 Level 14: Nasty Plot, Mean Look, Baton Pass, Slam
 TM: 01, 06, 10, 11, 17, 18, 21, 24, 27, 30, 32, 42,
 44, 45, 48, 56, 75, 86, 87, 88, 90, 100
 Egg Moves: Assurance, Flail, Foresight, Iron Tail,
 Pursuit, Revenge, Screech
                                                                                                                                  7
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    Lillipup #506                                                         Herdier #507
    Type: Normal                                                          Type: Normal
    Classification: Tiny | SR 1/4                                         Classification: Small | SR 7
    Minimum Level Found: 1                                                Minimum Level Found: 5
    Egg Group: Field                                                      Egg Group: Field
    Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
    Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
    The Puppy Pokémon. The long hair around its face                      The Loyal Dog Pokémon. It loyally follows its
    provides an amazing radar that lets it sense subtle                   Trainer's orders. For ages, they have helped Trainers
    changes in its surroundings.                                          raise Pokémon.
      STR      DEX       CON        INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
    11 (+0) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)                         15 (+2) 13 (+1) 15 (+2) 6 (-2) 12 (+1) 12 (+1)
    Vital Spirit: This Pokémon cannot be put to sleep.                    Intimidate: Once per short rest, you can impose
                                                                          disadvantage on an enemy attack roll of your choice.
    Pickup: If an opponent uses a consumable held item
    in battle, this Pokémon gains a copy of it if it is not               Sand Rush: This Pokémon is immune to Sandstorm
    currently holding an item.                                            damage, and its speed is doubled in desert terrain,
                                                                          or during a Sandstorm.
    Hidden Ability
    Run Away: This Pokémon cannot be the target of an                     Hidden Ability
    attack of opportunity.                                                Scrappy: This Pokémon's Normal and Fighting type
                                                                          moves hit Ghost type Pokémon.
    Evolution: Lillipup can evolve into Herdier at level 6
    and above. When it evolves, its health increases by                   Evolution: Herdier can evolve into Stoutland at level
    double its level, and it gains 10 points to add to its                13 and above. When it evolves, its health increases
    ability scores (max 20).                                              by double its level, and it gains 10 points to add to
                                                                          its ability scores (max 20).
    Starting Moves: Leer, Tackle
    Level 2: Odor Sleuth, Bite, Baby-Doll Eyes, Helping                   Starting Moves: Bite, Leer, Odor Sleuth, Tackle,
    Hand                                                                  Helping Hand
    Level 6: Take Down, Work Up, Crunch                                   Level 6: Take Down, Work Up
    Level 10: Roar, Retaliate                                             Level 10: Crunch, Roar
    Level 14: Reversal, Last Resort, Giga Impact                          Level 14: Retaliate, Reversal
    Level 18: Play Rough                                                  Level 18: Last Resort, Giga Impact, Play Rough
    TM: 01, 05, 06, 10, 11, 17, 18, 21, 24, 27, 30, 32,                   TM: 01, 05, 06, 10, 11, 17, 18, 21, 24, 27, 30, 32,
    39, 40, 42, 44, 45, 48, 68, 73, 87, 88, 90, 93, 95,                   39, 40, 42, 44, 45, 48, 66, 68, 73, 87, 88, 90, 93,
    100                                                                   94, 95, 100
    Egg Moves: After You, Charm, Endure, Fire Fang,
    Howl, Ice Fang, Lick, Mud-Slap, Pursuit, Sand Attack,
    Thunder Fang, Yawn
8
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 Stoutland #508                                                         Purrloin #509
 Type: Normal                                                           Type: Dark
 Classification: Small | SR 14                                          Classification: Tiny | SR 1
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Big-Hearted Pokémon. This extremely wise                           The Devious Pokémon. Its cute act is a ruse. When
 Pokémon excels at rescuing people stranded at sea                      victims let down their guard, they find their items
 or in the mountains.                                                   taken. It attacks with sharp claws.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 18 (+4) 18 (+4) 6 (-2) 14 (+2) 12 (+1)                          10 (+0) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 12 (+1)
 Intimidate: Once per short rest, you can impose                        Limber: This Pokémon is immune to being
 disadvantage on an enemy attack roll of your choice.                   paralyzed.
 Sand Rush: This Pokémon is immune to Sandstorm                         Unburden: While this Pokémon is active and not
 damage, and its speed is doubled in desert terrain,                    holding an item, its trainer gets advantage on
 or during a Sandstorm.                                                 initiative rolls.
 Hidden Ability                                                         Hidden Ability
 Scrappy: This Pokémon's Normal and Fighting type                       Prankster: Once per short rest, this Pokémon can
 moves hit Ghost type Pokémon.                                          move to the top of initiative order in a single round,
                                                                        but must use a status-affecting move on its turn.
 Starting Moves: Bite, Fire Fang, Ice Fang, Leer, Odor
 Sleuth, Tackle, Thunder Fang, Helping Hand, Take                       Evolution: Purrloin can evolve into Liepard at level 6
 Down, Work Up, Crunch, Roar                                            and above. When it evolves, its health increases by
 Level 14: Retaliate, Reversal                                          double its level, and it gains 12 points to add to its
 Level 18: Last Resort, Giga Impact, Play Rough                         ability scores (max 20).
 TM: 01, 05, 06, 10, 11, 15, 17, 18, 21, 24, 25, 27,
 30, 32, 39, 40, 42, 44, 45, 48, 66, 68, 73, 87, 88,                    Starting Moves: Scratch, Growl
 90, 93, 94, 95, 100                                                    Level 2: Assist, Sand Attack, Fury Swipes
                                                                        Level 6: Pursuit, Torment, Fake Out
                                                                        Level 10: Hone Claws, Assurance, Slash
                                                                        Level 14: Captivate, Night Slash, Snatch
                                                                        Level 18: Nasty Plot, Sucker Punch, Play Rough
                                                                        TM: 06, 10, 11, 12, 17, 18, 21, 27, 30, 32, 40, 41,
                                                                        42, 44, 45, 46, 48, 49, 63, 65, 66, 73, 77, 85, 86,
                                                                        87, 88, 89, 90, 95, 97, 100
                                                                        Egg Moves: Charm, Copycat, Covet, Encore, Feint
                                                                        Attack, Fake Tears, Pay Day, Foul Play, Yawn
                                                                                                                                  9
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     Liepard #510                                                          Pansage #511
     Type: Dark                                                            Type: Grass
     Classification: Small | SR 8                                          Classification: Tiny | SR 1
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Cruel Pokémon. Stealthily, it sneaks up on its                    The Grass Monkey Pokémon. It shares the leaf on its
     target, striking from behind before its victim has a                  head with weary-looking Pokémon. These leaves are
     chance to react.                                                      known to relieve stress.
       STR       DEX      CON       INT      WIS     CHA                      STR       DEX      CON       INT     WIS       CHA
     13 (+1) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 14 (+2)                         12 (+1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
10
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 Simisage #512                                                          Pansear #513
 Type: Grass                                                            Type: Fire
 Classification: Small | SR 10                                          Classification: Tiny | SR 1
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Thorn Monkey Pokémon. It attacks enemies                           The High Temp Pokémon. This Pokémon lives in
 with strikes of its thorn-covered tail. This Pokémon                   caves in volcanoes. The fire within the tuft on its
 is wild tempered.                                                      head can reach 600° F.
   STR       DEX       CON      INT      WIS       CHA                     STR       DEX      CON       INT     WIS        CHA
 15 (+2) 19 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                          12 (+1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
 Gluttony: This Pokémon must eat its held berry                         Gluttony: This Pokémon must eat its held berry
 when it falls below ½ of its maximum HP.                               when it falls below ½ of its maximum HP.
 Starting Moves: Fury Swipes, Leer, Lick, Seed Bomb                     Evolution: Pansear can evolve into Simisear at level 8
                                                                        and above, with the help of a Fire Stone. When it
 TM: 01, 06, 10, 11, 12, 15, 17, 21, 22, 27, 31, 32,                    evolves, its health increases by double its level, and
 39, 41, 42, 44, 45, 46, 47, 48, 52, 53, 56, 62, 65,                    it gains 11 points to add to its ability scores (max
 66, 68, 80, 86, 87, 88, 90, 96, 100                                    20).
                                                                                                                                  11
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     Simisear #514                                                         Panpour #515
     Type: Fire                                                            Type: Water
     Classification: Small | SR 10                                         Classification: Tiny | SR 1
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Ember Pokémon. A flame burns inside its body.                     The Spray Pokémon. It does not thrive in dry
     It scatters embers from its head and tail to sear its                 environments. It keeps itself damp by shooting
     opponents.                                                            water stored in its head tuft from its tail.
       STR       DEX      CON       INT      WIS        CHA                   STR       DEX      CON       INT     WIS       CHA
     15 (+2) 19 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                         12 (+1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
     Gluttony: This Pokémon must eat its held berry                        Gluttony: This Pokémon must eat its held berry
     when it falls below ½ of its maximum HP.                              when it falls below ½ of its maximum HP.
     Starting Moves: Flame Burst, Fury Swipes, Leer, Lick                  Evolution: Panpour can evolve into Simipour at level
                                                                           8 and above, with the help of a Water Stone. When
     TM: 01, 06, 10, 11, 12, 15, 17, 21, 22, 27, 31, 32,                   it evolves, its health increases by double its level,
     35, 38, 39, 41, 42, 43, 44, 45, 46, 47, 48, 50, 52,                   and it gains 11 points to add to its ability scores
     56, 61, 62, 65, 66, 68, 80, 86, 87, 88, 90, 100                       (max 20).
12
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 Simipour #516                                                          Munna #517
 Type: Water                                                            Type: Psychic
 Classification: Small | SR 10                                          Classification: Tiny | SR 2
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 87% M / 13% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Geyser Pokémon. The high-pressure water                            The Dream Eater Pokémon. It eats the dreams of
 expelled from its tail is so powerful, it can destroy a                people and Pokémon. When it eats a pleasant
 concrete wall.                                                         dream, it expels pink-colored mist.
   STR       DEX      CON       INT     WIS       CHA                      STR      DEX      CON        INT    WIS       CHA
 15 (+2) 19 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                          11 (+0) 9 (-1) 15 (+2) 8 (-1) 16 (+3) 10 (+0)
                                                                                                                                  13
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     Musharna #518                                                         Pidove #519
     Type: Psychic                                                         Type: Normal/Flying
     Classification: Small | SR 13                                         Classification: Tiny | SR 1/4
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Flying
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Drowsing Pokémon. With the mist from its                          The Tiny Pigeon Pokémon. These Pokémon live in
     forehead, it can create shapes of things from                         cities. They are accustomed to people. Flocks often
     dreams it has eaten.                                                  gather in parks and plazas.
       STR      DEX      CON       INT     WIS       CHA                      STR       DEX       CON       INT     WIS      CHA
     13 (+1) 12 (+1) 20 (+5) 8 (-1) 18 (+4) 10 (+0)                         10 (+0) 11 (+0) 12 (+1) 6 (-2) 8 (-1) 10 (+0)
     Forewarn: When this Pokémon enters battle, it                         Big Pecks: This Pokémon's AC cannot be reduced by
     selects a target to reveal the move it knows with the                 an opponent's moves.
     most damage output. In the case of a tie, the target
     can choose which move it reveals.                                     Super Luck: This Pokémon increases its critical hit
                                                                           range by 1 (20 to 19+, etc.)
     Synchronize: If this Pokémon becomes burned,
     paralyzed, or poisoned, its attacker receives the                     Hidden Ability
     negative status condition as well (if not immune).                    Rivalry: This Pokémon adds its proficiency bonus to
                                                                           damage when attacking a Pokémon of the same
     Hidden Ability                                                        type.
     Telepathy: This Pokémon cannot be damaged by its
     allies' attacks.
                                                                           Evolution: Pidove can evolve into Tranquill at level 7
                                                                           and above. When it evolves, its health increases by
     Starting Moves: Defense Curl, Hypnosis, Lucky                         double its level, and it gains 12 points to add to its
     Chant, Psybeam, Psychic Terrain                                       ability scores (max 20).
     TM: 03, 04, 06, 10, 15, 16, 17, 18, 20, 21, 27, 29,
     30, 32, 33, 39, 41, 42, 44, 45, 48, 53, 57, 68, 73,                   Starting Moves: Gust, Growl
     74, 77, 80, 85, 87, 88, 90, 92, 99, 100                               Level 2: Leer, Quick Attack
                                                                           Level 6: Air Cutter, Roost, Detect
                                                                           Level 10: Taunt, Air Slash, Razor Wind
                                                                           Level 14: Feather Dance, Swagger
                                                                           Level 18: Facade, Tailwind, Sky Attack
                                                                           TM: 01, 06, 10, 11, 12, 17, 18, 19, 21, 27, 32, 40,
                                                                           42, 44, 45, 48, 49, 51, 76, 87, 88, 89, 90, 100
                                                                           Egg Moves: Bestow, Hypnosis, Lucky Chant,
                                                                           Morning Sun, Night Slash, Steel Wing, Uproar, Wish
14
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 Tranquill #520                                                         Unfezant #521
 Type: Normal/Flying                                                    Type: Normal/Flying
 Classification: Tiny | SR 4                                            Classification: Small | SR 11
 Minimum Level Found: 5                                                 Minimum Level Found: 8
 Egg Group: Flying                                                      Egg Group: Flying
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Wild Pigeon Pokémon. Many people believe                           The Proud Pokémon. Males have plumage on their
 that, deep in the forest where Tranquill live, there is                heads. They will never let themselves feel close to
 a peaceful place where there is no war.                                anyone other than their Trainers.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                          16 (+3) 17 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
 Big Pecks: This Pokémon's AC cannot be reduced by                      Big Pecks: This Pokémon's AC cannot be reduced by
 an opponent's moves.                                                   an opponent's moves.
 Super Luck: This Pokémon increases its critical hit                    Super Luck: This Pokémon increases its critical hit
 range by 1 (20 to 19+, etc.)                                           range by 1 (20 to 19+, etc.)
 Hidden Ability                                                         Hidden Ability
 Rivalry: This Pokémon adds its proficiency bonus to                    Rivalry: This Pokémon adds its proficiency bonus to
 damage when attacking a Pokémon of the same                            damage when attacking a Pokémon of the same
 type.                                                                  type.
 Evolution: Tranquill can evolve into Unfezant at level                 Starting Moves: Growl, Gust, Leer, Quick Attack, Air
 14 and above. When it evolves, its health increases                    Cutter, Roost
 by double its level, and it gains 10 points to add to                  Level 10: Detect, Taunt
 its ability scores (max 20).                                           Level 14: Air Slash, Razor Wind, Feather Dance
                                                                        Level 18: Swagger, Facade, Tailwind, Sky Attack
 Starting Moves: Growl, Gust, Leer, Quick Attack                        TM: 01, 06, 10, 11, 12, 15, 17, 18, 19, 21, 27, 32,
 Level 6: Air Cutter, Roost                                             40, 42, 44, 45, 48, 49, 51, 68, 76, 77, 87, 88, 89,
 Level 10: Detect, Taunt, Air Slash                                     90, 100
 Level 14: Razor Wind, Feather Dance, Swagger
 Level 18: Facade, Tailwind, Sky Attack
 TM: 01, 06, 10, 11, 12, 17, 18, 19, 21, 27, 32, 40,
 42, 44, 45, 48, 49, 51, 76, 87, 88, 89, 90, 100
                                                                                                                                  15
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     Blitzle #522                                                          Zebstrika #523
     Type: Electric                                                        Type: Electric
     Classification: Small | SR 1/2                                        Classification: Medium | SR 10
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Electrified Pokémon. When thunderclouds                           The Thunderbolt Pokémon. This ill-tempered
     cover the sky, it will appear. It can catch lightning                 Pokémon is dangerous because when it's angry, it
     with its mane and store the electricity.                              shoots lightning from its mane in all directions.
       STR       DEX      CON        INT    WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     10 (+0) 15 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)                         15 (+2) 19 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
     Lightning Rod: If this Pokemon or an ally within 30                   Lightning Rod: If this Pokemon or an ally within 30
     feet is targeted with a direct electric-type, damage-                 feet is targeted with a direct electric-type, damage-
     dealing move, the Pokemon may use a reaction to                       dealing move, the Pokemon may use a reaction to
     redirect the target to itself and take half damage                    redirect the target to itself and take half damage
     from it if it hits.                                                   from it if it hits.
     Motor Drive: When hit by an electric-type move, if                    Motor Drive: When hit by an electric-type move, if
     not immune, this Pokémon's speed increases by 10                      not immune, this Pokémon's speed increases by 10
     feet until the end of combat (up to a max of 50                       feet until the end of combat (up to a max of 50
     additional feet).                                                     additional feet).
     Hidden Ability                                                        Hidden Ability
     Sap Sipper: This Pokémon takes no damage from                         Sap Sipper: This Pokémon takes no damage from
     grass-type attacks. If hit by a grass type move, it                   grass-type attacks. If hit by a grass type move, it
     takes no damage and instead absorbs the energy,                       takes no damage and instead absorbs the energy,
     granting advantage on its next attack.                                granting advantage on its next attack.
     Evolution: Blitzle can evolve into Zebstrika at level 8               Starting Moves: Charge, Quick Attack, Tail Whip,
     and above. When it evolves, its health increases by                   Thunder Wave, Shock Wave, Flame Charge, Pursuit
     double its level, and it gains 14 points to add to its                Level 10: Spark, Stomp
     ability scores (max 20).                                              Level 14: Discharge, Agility
                                                                           Level 18: Wild Charge, Thrash
     Starting Moves: Quick Attack, Tail Whip                               TM: 06, 10, 15, 16, 17, 18, 21, 24, 25, 27, 32, 42,
     Level 2: Charge, Shock Wave                                           43, 44, 45, 48, 50, 57, 68, 72, 73, 87, 88, 90, 93,
     Level 6: Thunder Wave, Flame Charge, Pursuit                          100
     Level 10: Spark, Stomp, Discharge
     Level 14: Agility, Wild Charge
     Level 18: Thrash
     TM: 06, 10, 16, 17, 18, 21, 24, 25, 27, 32, 42, 43,
     44, 45, 48, 57, 72, 73, 87, 88, 90, 93, 100
     Egg Moves: Double Kick, Double-Edge, Endure, Me
     First, Rage, Sand Attack, Screech, Shock Wave,
     Snatch, Take Down
16
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 Roggenrola #524                                                        Boldore #525
 Type: Rock                                                             Type: Rock
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 7
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Mineral                                                     Egg Group: Mineral
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Mantle Pokémon. They were discovered a                             The Ore Pokémon. Because its energy was too great
 hundred years ago in an earthquake fissure. Inside                     to be contained, the energy leaked and formed
 each one is an energy core.                                            orange crystals.
    STR     DEX      CON         INT    WIS       CHA                      STR      DEX      CON      INT      WIS       CHA
 13 (+1) 8 (-1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                           17 (+3) 9 (-1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
 Sturdy: When taking damage equal to half or more of                    Sturdy: When taking damage equal to half or more of
 your current HP, roll a d4. On a result of 3 of 4,                     your current HP, roll a d4. On a result of 3 of 4,
 halve the damage dealt.                                                halve the damage dealt.
 Weak Armor: When an attack hits this Pokémon, its                      Weak Armor: When an attack hits this Pokémon, its
 speed increases by 5 feet, but its AC is temporarily                   speed increases by 5 feet, but its AC is temporarily
 reduced by 1 until the end of battle (for a maximum                    reduced by 1 until the end of battle (for a maximum
 reduction of -5).                                                      reduction of -5).
 Hidden Ability                                                         Hidden Ability
 Sand Force: During a Sandstorm, this Pokémon can                       Sand Force: During a Sandstorm, this Pokémon can
 double its STAB when it hits an opponent.                              double its STAB when it hits an opponent.
 Evolution: Roggenrola can evolve into Boldore at                       Evolution: Boldore can evolve into Gigalith at level
 level 7 and above. When it evolves, its health                         14 and above. When it evolves, its health increases
 increases by double its level, and it gains 9 points to                by double its level, and it gains 7 points to add to its
 add to its ability scores (max 20).                                    ability scores (max 20).
 Starting Moves: Tackle, Harden                                         Starting Moves: Harden, Headbutt, Power Gem, Sand
 Level 2: Sand Attack, Headbutt                                         Attack, Tackle
 Level 6: Rock Blast, Mud-Slap, Iron Defense                            Level 6: Rock Blast, Mud-Slap, Iron Defense
 Level 10: Smack Down, Rock Slide, Stealth Rock                         Level 10: Smack Down, Rock Slide
 Level 14: Sandstorm, Stone Edge, Explosion                             Level 14: Stealth Rock, Sandstorm
                                                                        Level 18: Stone Edge, Explosion
 TM: 06, 10, 17, 21, 23, 26, 27, 32, 37, 39, 42, 44,
 45, 48, 64, 69, 71, 78, 80, 87, 88, 90, 91, 96, 100                    TM: 06, 10, 17, 21, 23, 26, 27, 32, 37, 39, 42, 44,
                                                                        45, 48, 64, 69, 71, 78, 80, 87, 88, 90, 91, 96, 100
 Egg Moves: Autotomize, Curse, Gravity, Heavy Slam,
 Lock-On, Magnitude, Take Down, Wide Guard
                                                                                                                                   17
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     Gigalith #526                                                         Woobat #527
     Type: Rock                                                            Type: Psychic/Flying
     Classification: Medium | SR 14                                        Classification: Tiny | SR 1/2
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Mineral                                                    Egg Group: Field, Flying
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Compressed Pokémon. The solar energy                              The Bat Pokémon. Suction from its nostrils enables
     absorbed by its body's orange crystals is magnified                   it to stick to cave walls during sleep. It leaves a
     internally and fired from its mouth.                                  heart-shaped mark behind.
       STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS         CHA
     20 (+5) 10 (+0) 18 (+4) 6 (-2) 14 (+2) 10 (+0)                         10 (+0) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
     Starting Moves: Harden, Headbutt, Power Gem, Sand                     Evolution: Woobat can evolve into Swoobat at level
     Attack, Tackle, Rock Blast, Mud-Slap, Iron Defense,                   7 and above, only if it's Loyalty is +2 or higher.
     Smack Down, Rock Slide                                                When it evolves, its health increases by double its
     Level 14: Stealth Rock, Sandstorm                                     level, and it gains 11 points to add to its ability
     Level 18: Stone Edge, Explosion                                       scores (max 20).
     TM: 06, 10, 15, 17, 21, 22, 23, 26, 27, 32, 37, 39,
     42, 44, 45, 48, 64, 68, 69, 71, 78, 80, 87, 88, 90,                   Starting Moves: Confusion, Odor Sleuth
     91, 96, 100                                                           Level 2: Gust, Assurance
                                                                           Level 6: Heart Stamp, Imprison, Air Cutter
                                                                           Level 10: Attract, Amnesia, Calm Mind
                                                                           Level 14: Air Slash, Future Sight, Psychic
                                                                           Level 18: Endeavor
                                                                           TM: 03, 04, 06, 10, 12, 16, 17, 18, 19, 20, 21, 27,
                                                                           29, 30, 32, 33, 40, 41, 42, 44, 45, 46, 48, 51, 53,
                                                                           57, 62, 63, 73, 74, 76, 77, 85, 87, 88, 89, 90, 92,
                                                                           100
                                                                           Egg Moves: Captivate, Charm, Fake Tears, Flatter,
                                                                           Helping Hand, Knock Off, Psycho Shift, Roost,
                                                                           Stored Power, Supersonic, Synchronoise, Venom
                                                                           Drench
18
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 Swoobat #528                                                           Drilbur #529
 Type: Psychic/Flying                                                   Type: Ground
 Classification: Small | SR 7                                           Classification: Tiny | SR 1
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Field, Flying                                               Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Courting Pokémon. Anyone who comes into                            The Mole Pokémon. It makes its way swiftly through
 contact with the ultrasonic waves emitted by a                         the soil by putting both claws together and rotating
 courting male experiences a positive mood shift.                       at high speed.
   STR       DEX      CON       INT     WIS          CHA                   STR       DEX      CON       INT     WIS       CHA
 13 (+1) 19 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                          12 (+1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
 Unaware: When this Pokémon attacks an opponent,                        Sand Rush: This Pokémon is immune to Sandstorm
 it ignores any stat boosts the opponent has been                       damage, and its speed is doubled in desert terrain,
 affected with after the start of battle. This includes                 or during a Sandstorm.
 boosts to AC or saving throws the Pokémon has to
 make.                                                                  Sand Force: During a Sandstorm, this Pokémon can
                                                                        double its STAB when it hits an opponent.
 Klutz: This Pokémon cannot hold an item.
                                                                        Hidden Ability
 Hidden Ability                                                         Mold Breaker: This Pokémon's moves ignore any
 Simple: Once per short rest, you may double this                       abilities or moves that would lessen their effect or
 Pokémon's Move modifier for a single attack or                         ability to hit an opponent (Due to things like Water
 damage roll.                                                           Absorb, Snow Cloak, Thick Fat, etc.)
 Starting Moves: Assurance, Confusion, Gust, Odor                       Evolution: Drilbur can evolve into Excadrill at level 9
 Sleuth                                                                 and above. When it evolves, its health increases by
 Level 6: Heart Stamp, Imprison, Air Cutter                             double its level, and it gains 12 points to add to its
 Level 10: Attract, Amnesia, Calm Mind                                  ability scores (max 20).
 Level 14: Air Slash, Future Sight, Psychic
 Level 18: Endeavor                                                     Starting Moves: Mud Sport, Scratch
 TM: 03, 04, 06, 10, 12, 15, 16, 17, 18, 19, 20, 21,                    Level 2: Rapid Spin, Mud-Slap, Fury Swipes
 27, 29, 30, 32, 33, 40, 41, 42, 44, 45, 46, 48, 51,                    Level 6: Metal Claw, Dig, Hone Claws
 53, 57, 62, 63, 68, 73, 74, 76, 77, 85, 87, 88, 89,                    Level 10: Slash, Rock Slide
 90, 92, 100                                                            Level 14: Earthquake, Swords Dance, Sandstorm
                                                                        Level 18: Drill Run, Fissure
                                                                        TM: 06, 10, 17, 21, 26, 27, 31, 32, 36, 37, 39, 40,
                                                                        42, 44, 45, 48, 56, 65, 75, 78, 80, 81, 84, 87, 88,
                                                                        90, 100
                                                                        Egg Moves: Crush Claw, Earth Power, Iron Defense,
                                                                        Metal Sound, Rapid Spin, Rock Climb, Skull Bash,
                                                                        Submission
                                                                                                                                  19
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     Excadrill #530                                                        Audino #531
     Type: Steel/Ground                                                    Type: Normal
     Classification: Small | SR 10                                         Classification: Small | SR 10
     Minimum Level Found: 8                                                Minimum Level Found: 5
     Egg Group: Field                                                      Egg Group: Fairy
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Subterrene Pokémon. More than 300 feet                            The Hearing Pokémon. Its auditory sense is
     below the surface, they build mazelike nests. Their                   astounding. It has a radarlike ability to understand its
     activity can be destructive to subway tunnels.                        surroundings through slight sounds.
       STR      DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     16 (+3) 18 (+4) 17 (+3) 6 (-2) 12 (+1) 10 (+0)                         15 (+2) 13 (+1) 18 (+4) 6 (-2) 10 (+0) 16 (+3)
20
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 Timburr #532                                                           Gurdurr #533
 Type: Fighting                                                         Type: Fighting
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Human-Like                                                  Egg Group: Human-Like
 Gender Rate: 75% M / 25% F                                             Gender Rate: 75% M / 25% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Muscular Pokémon. These Pokémon appear at                          The Muscular Pokémon. They strengthen their
 building sites and help out with construction. They                    bodies by carrying steel beams. They show off their
 always carry squared logs.                                             big muscles to their friends.
   STR       DEX       CON       INT       WIS    CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                          15 (+2) 11 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
 Guts: When this Pokémon is burned or poisoned,                         Guts: When this Pokémon is burned or poisoned,
 they are not affected by the disadvantage or reduced                   they are not affected by the disadvantage or reduced
 damage effects. They still take damage at the end of                   damage effects. They still take damage at the end of
 each of their turns.                                                   each of their turns.
 Sheer Force: This Pokémon adds its proficiency                         Sheer Force: This Pokémon adds its proficiency
 bonus to damage rolls while poisoned, burned,                          bonus to damage rolls while poisoned, burned,
 confused, or paralyzed.                                                confused, or paralyzed.
 Hidden Ability                                                         Hidden Ability
 Iron Fist: When attacking with a punch-based move                      Iron Fist: When attacking with a punch-based move
 (Mega Punch, Dynamic Punch, Ice/Fire/Thunder                           (Mega Punch, Dynamic Punch, Ice/Fire/Thunder
 Punch, etc.), this Pokémon may roll the damage                         Punch, etc.), this Pokémon may roll the damage
 twice and choose either total.                                         twice and choose either total.
 Evolution: Timburr can evolve into Gurdurr at level 7                  Evolution: Gurdurr can evolve into Conkeldurr at
 and above. When it evolves, its health increases by                    level 14 and above. When it evolves, its health
 double its level, and it gains 7 points to add to its                  increases by double its level, and it gains 9 points to
 ability scores (max 20).                                               add to its ability scores (max 20).
 Starting Moves: Leer, Pound, Focus Energy                              Starting Moves: Bide, Focus Energy, Leer, Pound,
 Level 2: Bide, Low Kick                                                Low Kick
 Level 6: Rock Throw, Wake-Up Slap                                      Level 6: Rock Throw, Wake-Up Slap
 Level 10: Chip Away, Bulk Up, Rock Slide                               Level 10: Chip Away, Bulk Up
 Level 14: Dynamic Punch, Scary Face, Hammer Arm                        Level 14: Rock Slide, Dynamic Punch, Scary Face
 Level 18: Stone Edge, Focus Punch, Superpower                          Level 18: Hammer Arm, Stone Edge, Focus Punch,
                                                                        Superpower
 TM: 01, 06, 08, 10, 11, 12, 17, 18, 21, 23, 27, 31,
 32, 39, 42, 44, 45, 47, 48, 52, 56, 59, 66, 71, 80,                    TM: 01, 06, 08, 10, 11, 12, 17, 18, 21, 23, 27, 31,
 84, 86, 87, 88, 90, 100                                                32, 39, 42, 44, 45, 47, 48, 52, 56, 59, 66, 71, 80,
                                                                        84, 86, 87, 88, 90, 100
 Egg Moves: Comet Punch, Counter, Detect, Drain
 Punch, Endure, Force Palm, Foresight, Mach Punch,
 Reversal, Smelling Salts
                                                                                                                                  21
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            Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Conkeldurr #534                                                       Tympole #535
     Type: Fighting                                                        Type: Water
     Classification: Medium | SR 14                                        Classification: Tiny | SR 1/4
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Human-Like                                                 Egg Group: Water 1
     Gender Rate: 75% M / 25% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Muscular Pokémon. They use concrete pillars as                    The Tadpole Pokémon. By vibrating its cheeks, it
     walking canes. They know moves that enable them                       emits sound waves imperceptible to humans. It uses
     to swing the pillars freely in battle.                                the rhythm of these sounds to talk.
       STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     18 (+4) 13 (+1) 19 (+4) 6 (-2) 14 (+2) 10 (+0)                         10 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
     Guts: When this Pokémon is burned or poisoned,                        Swift Swim: This Pokémon's swim speed is doubled
     they are not affected by the disadvantage or reduced                  in rainy conditions.
     damage effects. They still take damage at the end of
     each of their turns.                                                  Hydration: This Pokémon is unaffected by negative
                                                                           status ailments in water or during rainy conditions.
     Sheer Force: This Pokémon adds its proficiency
     bonus to damage rolls while poisoned, burned,                         Hidden Ability
     confused, or paralyzed.                                               Water Absorb: This Pokémon takes no damage from
                                                                           water or water-type attacks. Instead, half of any
     Hidden Ability                                                        water damage done is absorbed, restoring the
     Iron Fist: When attacking with a punch-based move                     Pokémon's HP.
     (Mega Punch, Dynamic Punch, Ice/Fire/Thunder
     Punch, etc.), this Pokémon may roll the damage
                                                                           Evolution: Tympole can evolve into Palpitoad at level
     twice and choose either total.
                                                                           7 and above. When it evolves, its health increases by
                                                                           double its level, and it gains 9 points to add to its
     Starting Moves: Bide, Focus Energy, Leer, Pound,                      ability scores (max 20).
     Low Kick, Rock Throw, Wake-Up Slap, Chip Away,
     Bulk Up                                                               Starting Moves: Bubble, Growl
     Level 14: Rock Slide, Dynamic Punch, Scary Face                       Level 2: Supersonic, Round, Bubble Beam
     Level 18: Hammer Arm, Stone Edge, Focus Punch,                        Level 6: Mud Shot, Aqua Ring
     Superpower                                                            Level 10: Uproar, Muddy Water, Rain Dance
     TM: 01, 06, 08, 10, 11, 12, 15, 17, 18, 21, 23, 26,                   Level 14: Flail, Echoed Voice
     27, 31, 32, 39, 42, 44, 45, 47, 48, 52, 56, 59, 66,                   Level 18: Hydro Pump, Hyper Voice
     68, 71, 78, 80, 84, 86, 87, 88, 90, 100
                                                                           TM: 06, 07, 10, 17, 18, 21, 27, 32, 34, 36, 42, 44,
                                                                           45, 48, 49, 55, 83, 87, 88, 90, 94, 100
                                                                           Egg Moves: After You, Earth Power, Mist, Mud
                                                                           Bomb, Mud Sport, Refresh, Sleep Talk, Snore, Water
                                                                           Pulse
22
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                   Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Palpitoad #536                                                         Seismitoad #537
 Type: Water/Ground                                                     Type: Water/Ground
 Classification: Small | SR 5                                           Classification: Medium | SR 13
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Water 1                                                     Egg Group: Water 1
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Vibration Pokémon. It lives in the water and on                    The Vibration Pokémon. It increases the power of
 land. It uses its long, sticky tongue to capture prey.                 its punches by vibrating the bumps on its fists. It
                                                                        can turn a boulder to rubble with one punch.
 Armor Class: 14
 Hit Points: 50 | Hit Dice: d8                                          Armor Class: 15
 Speed: 15ft. walking, 25ft. swimming                                   Hit Points: 117 | Hit Dice: d12
                                                                        Speed: 25ft. walking, 30ft. swimming
                                                                                                                                  23
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     Throh #538                                                             Sawk #539
     Type: Fighting                                                         Type: Fighting
     Classification: Medium | SR 8                                          Classification: Medium | SR 8
     Minimum Level Found: 5                                                 Minimum Level Found: 5
     Egg Group: Human-Like                                                  Egg Group: Human-Like
     Gender Rate: 100% M / 0% F                                             Gender Rate: 100% M / 0% F
     Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
     The Judo Pokémon. When they encounter foes                             The Karate Pokémon. Tying their belts gets them
     bigger than themselves, they try to throw them.                        pumped and makes their punches more destructive.
     They always travel in packs of five.                                   Disturbing their training angers them.
       STR       DEX       CON      INT        WIS    CHA                      STR       DEX      CON       INT       WIS     CHA
     16 (+3) 12 (+1) 20 (+5) 6 (-2) 10 (+0) 10 (+0)                          15 (+2) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
     Guts: When this Pokémon is burned or poisoned,                         Sturdy: When taking damage equal to half or more of
     they are not affected by the disadvantage or reduced                   your current HP, roll a d4. On a result of 3 of 4,
     damage effects. They still take damage at the end of                   halve the damage dealt.
     each of their turns.
                                                                            Inner Focus: This Pokémon is immune to flinching.
     Inner Focus: This Pokémon is immune to flinching.
                                                                            Hidden Ability
     Hidden Ability                                                         Mold Breaker: This Pokémon's moves ignore any
     Mold Breaker: This Pokémon's moves ignore any                          abilities or moves that would lessen their effect or
     abilities or moves that would lessen their effect or                   ability to hit an opponent (Due to things like Water
     ability to hit an opponent (Due to things like Water                   Absorb, Snow Cloak, Thick Fat, etc.)
     Absorb, Snow Cloak, Thick Fat, etc.)
                                                                            Starting Moves: Bide, Focus Energy, Leer, Rock
     Starting Moves: Bide, Bind, Focus Energy, Leer,                        Smash, Double Kick, Low Sweep, Counter
     Seismic Toss, Vital Throw, Revenge                                     Level 6: Karate Chop, Brick Break
     Level 6: Storm Throw, Body Slam                                        Level 10: Bulk Up, Retaliate
     Level 10: Bulk Up, Circle Throw                                        Level 14: Endure, Quick Guard, Close Combat
     Level 14: Endure, Wide Guard, Superpower                               Level 18: Reversal
     Level 18: Reversal
                                                                            TM: 01, 06, 08, 10, 11, 12, 17, 18, 21, 26, 27, 31,
     TM: 01, 06, 08, 10, 11, 12, 17, 18, 21, 26, 27, 31,                    32, 39, 42, 44, 45, 47, 48, 52, 56, 66, 68, 71, 78,
     32, 39, 42, 44, 45, 47, 48, 52, 56, 66, 68, 71, 78,                    80, 84, 86, 87, 88, 90, 100
     80, 84, 86, 87, 88, 90, 100
24
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                    Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Sewaddle #540                                                          Swadloon #541
 Type: Bug/Grass                                                        Type: Bug/Grass
 Classification: Tiny | SR 1/2                                          Classification: Tiny | SR 5
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Bug                                                         Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Sewing Pokémon. This Pokémon makes clothes                         The Leaf-Wrapped Pokémon. It protects itself from
 for itself. It chews up leaves and sews them with                      the cold by wrapping up in leaves. It stays on the
 sticky thread extruded from its mouth.                                 move, eating leaves in forests.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 11 (+0) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                          13 (+1) 11 (+0) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
 Swarm: This Pokémon adds doubles its STAB bonus                        Leaf Guard: This Pokémon does not suffer from any
 when it has 25% or less of its maximum health.                         negative status ailments in harsh sunlight.
 Chlorophyll: This Pokémon’s speed is doubled in                        Chlorophyll: This Pokémon’s speed is doubled in
 harsh sunlight.                                                        harsh sunlight.
 Hidden Ability                                                         Hidden Ability
 Overcoat: This Pokémon does not take damage from                       Overcoat: This Pokémon does not take damage from
 weather-related moves like Hail, Weather Ball, etc.                    weather-related moves like Hail, Weather Ball, etc.
 Evolution: Sewaddle can evolve into Swadloon at                        Evolution: Swadloon can evolve into Leavanny at
 level 5 and above. When it evolves, its health                         level 12 and above, only if its Loyalty is +2 or higher.
 increases by double its level, and it gains 7 points to                When it evolves, its health increases by double its
 add to its ability scores (max 20).                                    level, and it gains 13 points to add to its ability
                                                                        scores (max 20).
 Starting Moves: String Shot, Tackle
 Level 2: Bug Bite                                                      Starting Moves: Bug Bite, Grass Whistle, Protect,
 Level 6: Razor Leaf, Struggle Bug                                      Razor Leaf, String Shot, Tackle
 Level 10: Endure
 Level 14: Bug Buzz                                                     TM: 04, 06, 10, 11, 16, 17, 20, 21, 22, 27, 32, 42,
 Level 18: Flail                                                        44, 45, 48, 53, 66, 85, 86, 87, 88, 90, 96, 100
 TM: 04, 06, 10, 11, 16, 17, 20, 21, 22, 27, 32, 42,
 44, 45, 48, 53, 66, 85, 86, 87, 88, 90, 96, 100
 Egg Moves: Agility, Air Slash, Baton Pass,
 Camouflage, Me First, Mind Reader, Razor Wind,
 Screech, Silver Wind
                                                                                                                                   25
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     Leavanny #542                                                         Venipede #543
     Type: Bug/Grass                                                       Type: Bug/Poison
     Classification: Small | SR 12                                         Classification: Tiny | SR 1/4
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Bug                                                        Egg Group: Bug
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Nurturing Pokémon. It keeps its eggs warm                         The Centipede Pokémon. It discovers what is going
     with heat from fermenting leaves. It also uses leaves                 on around it by using the feelers on its head and tail.
     to make warm wrappings for Sewaddle.                                  It is brutally aggressive.
       STR      DEX      CON       INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     16 (+3) 17 (+3) 17 (+3) 6 (-2) 14 (+2) 10 (+0)                         12 (+1) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
     Swarm: This Pokémon adds doubles its STAB bonus                       Poison Point: When this Pokémon is hit with a
     when it has 25% or less of its maximum health.                        melee attack, roll a 1d4. On a result of 4, the
                                                                           attacker takes an amount of poison damage equal to
     Chlorophyll: This Pokémon’s speed is doubled in                       this Pokémon’s proficiency modifier.
     harsh sunlight.
                                                                           Swarm: This Pokémon adds doubles its STAB bonus
     Hidden Ability                                                        when it has 25% or less of its maximum health.
     Overcoat: This Pokémon does not take damage from
     weather-related moves like Hail, Weather Ball, etc.                   Hidden Ability
                                                                           Speed Boost: While this Pokémon is active and in an
                                                                           environment related to its type (DM Discretion), its
     Starting Moves: Bug Bite, False Swipe, Razor Leaf,
                                                                           trainer gets advantage on initiative rolls.
     Slash, String Shot, Tackle, Struggle Bug
     Level 10: Helping Hand
     Level 14: Leaf Blade, X-Scissor                                       Evolution: Venipede can evolve into Whirlipede at
     Level 18: Entrainment, Swords Dance, Leaf Storm                       level 7 and above. When it evolves, its health
                                                                           increases by double its level, and it gains 9 points to
     TM: 04, 06, 10, 11, 15, 16, 17, 20, 21, 22, 27, 32,                   add to its ability scores (max 20).
     33, 40, 42, 44, 45, 48, 51, 53, 54, 65, 66, 68, 75,
     81, 84, 85, 86, 87, 88, 90, 96, 100
                                                                           Starting Moves: Defense Curl, Rollout
                                                                           Level 2: Poison Sting, Screech, Pursuit
                                                                           Level 6: Protect, Poison Tail, Bug Bite
                                                                           Level 10: Venoshock, Agility
                                                                           Level 14: Steamroller, Toxic
                                                                           Level 18: Rock Climb, Double-Edge
                                                                           TM: 06, 09, 10, 11, 17, 21, 22, 27, 32, 36, 42, 44,
                                                                           45, 48, 66, 74, 83, 84, 87, 88, 90, 100
                                                                           Egg Moves: Pin Missile, Rock Climb, Spikes, Take
                                                                           Down, Toxic Spikes, Twineedle
26
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 Whirlipede #544                                                        Scolipede #545
 Type: Bug/Poison                                                       Type: Bug/Poison
 Classification: Small | SR 6                                           Classification: Medium | SR 11
 Minimum Level Found: 5                                                 Minimum Level Found: 8
 Egg Group: Bug                                                         Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Curlipede Pokémon. It is usually motionless, but                   The Megapede Pokémon. Highly aggressive, it uses
 when attacked, it rotates at high speed and then                       the claws near its neck to dig into its opponents and
 crashes into its opponent.                                             poison them.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 11 (+0) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                          16 (+3) 18 (+4) 15 (+2) 6 (-2) 14 (+2) 10 (+0)
 Poison Point: When this Pokémon is hit with a                          Poison Point: When this Pokémon is hit with a
 melee attack, roll a 1d4. On a result of 4, the                        melee attack, roll a 1d4. On a result of 4, the
 attacker takes an amount of poison damage equal to                     attacker takes an amount of poison damage equal to
 this Pokémon’s proficiency modifier.                                   this Pokémon’s proficiency modifier.
 Swarm: This Pokémon adds doubles its STAB bonus                        Swarm: This Pokémon adds doubles its STAB bonus
 when it has 25% or less of its maximum health.                         when it has 25% or less of its maximum health.
 Hidden Ability                                                         Hidden Ability
 Speed Boost: While this Pokémon is active and in an                    Speed Boost: While this Pokémon is active and in an
 environment related to its type (DM Discretion), its                   environment related to its type (DM Discretion), its
 trainer gets advantage on initiative rolls.                            trainer gets advantage on initiative rolls.
 Evolution: Whirlipede can evolve into Scolipede at                     Starting Moves: Baton Pass, Defense Curl, Iron
 level 13 and above. When it evolves, its health                        Defense, Poison Sting, Rollout, Screech, Pursuit,
 increases by double its level, and it gains 10 points                  Protect, Poison Tail
 to add to its ability scores (max 20).                                 Level 10: Bug Bite, Venoshock
                                                                        Level 14: Agility, Steamroller, Toxic
 Starting Moves: Defense Curl, Iron Defense, Poison                     Level 18: Rock Climb, Double-Edge, Megahorn
 Sting, Rollout, Screech, Pursuit                                       TM: 06, 09, 10, 11, 15, 17, 21, 22, 26, 27, 32, 36,
 Level 6: Protect, Poison Tail                                          39, 42, 44, 45, 48, 66, 67, 68, 74, 75, 78, 80, 81,
 Level 10: Bug Bite, Venoshock, Agility                                 83, 84, 87, 88, 90, 100
 Level 14: Steamroller, Toxic
 Level 18: Rock Climb, Double-Edge
 TM: 06, 09, 10, 11, 17, 21, 22, 27, 32, 36, 42, 44,
 45, 48, 66, 74, 83, 84, 87, 88, 90, 100
                                                                                                                                  27
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     Cottonee #546                                                         Whimsicott #547
     Type: Grass/Fairy                                                     Type: Grass/Fairy
     Classification: Tiny | SR 1/2                                         Classification: Small | SR 8
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Grass, Fairy                                               Egg Group: Grass, Fairy
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Cotton Puff Pokémon. They go wherever the                         The Windveiled Pokémon. Riding whirlwinds, they
     wind takes them. On rainy days, their bodies are                      appear. These Pokémon sneak through gaps into
     heavier, so they take shelter beneath big trees.                      houses and cause all sorts of mischief.
       STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                         13 (+1) 19 (+4) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
     Prankster: Once per short rest, this Pokémon can                      Prankster: Once per short rest, this Pokémon can
     move to the top of initiative order in a single round,                move to the top of initiative order in a single round,
     but must use a status-affecting move on its turn.                     but must use a status-affecting move on its turn.
     Infiltrator: This Pokémon bypasses Light Screen and                   Infiltrator: This Pokémon bypasses Light Screen and
     Reflect.                                                              Reflect.
     Hidden Ability                                                        Hidden Ability
     Chlorophyll: This Pokémon’s speed is doubled in                       Chlorophyll: This Pokémon’s speed is doubled in
     harsh sunlight.                                                       harsh sunlight.
     Evolution: Cottonee can evolve into Whimsicott at                     Starting Moves: Cotton Spore, Growth, Leech Seed,
     level 6 and above, with the help of a Sun Stone.                      Mega Drain, Gust
     When it evolves, its health increases by double its                   Level 2: Gust
     level, and it gains 11 points to add to its ability                   Level 10: Tailwind
     scores (max 20).                                                      Level 18: Hurricane, Moonblast
                                                                           TM: 06, 10, 11, 12, 15, 16, 17, 20, 21, 22, 27, 29,
     Starting Moves: Absorb, Fairy Wind, Growth                            30, 32, 42, 44, 45, 46, 48, 53, 56, 68, 85, 86, 87,
     Level 2: Leech Seed, Stun Spore, Mega Drain                           88, 89, 90, 92, 96, 99, 100
     Level 6: Cotton Spore, Razor Leaf, Poison Powder
     Level 10: Giga Drain, Charm, Helping Hand
     Level 14: Energy Ball, Cotton Guard, Sunny Day
     Level 18: Endeavor, Solar Beam
     TM: 06, 10, 11, 12, 17, 20, 21, 22, 27, 32, 42, 44,
     45, 48, 53, 85, 86, 87, 88, 90, 96, 99, 100
     Egg Moves: Beat Up, Captivate, Encore, Fake Tears,
     Grass Whistle, Memento, Natural Gift, Switcheroo,
     Tickle, Worry Seed
28
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                   Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Petilil #548                                                           Lilligant #549
 Type: Grass                                                            Type: Grass
 Classification: Tiny | SR 1/4                                          Classification: Small | SR 9
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Grass                                                       Egg Group: Grass
 Gender Rate: 0% M / 100% F                                             Gender Rate: 0% M / 100% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Bulb Pokémon. Since they prefer moist,                             The Flowering Pokémon. The fragrance of the
 nutrient-rich soil, the areas where Petilil live are                   garland on its head has a relaxing effect. It withers if
 known to be good for growing plants.                                   a Trainer does not take good care of it.
   STR       DEX       CON       INT     WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
 11 (+0) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 12 (+1)                          13 (+1) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 14 (+2)
 Chlorophyll: This Pokémon’s speed is doubled in                        Chlorophyll: This Pokémon’s speed is doubled in
 harsh sunlight.                                                        harsh sunlight.
 Own Tempo: This Pokémon is immune to becoming                          Own Tempo: This Pokémon is immune to becoming
 confused.                                                              confused.
 Hidden Ability                                                         Hidden Ability
 Leaf Guard: This Pokémon does not suffer from any                      Leaf Guard: This Pokémon does not suffer from any
 negative status ailments in harsh sunlight.                            negative status ailments in harsh sunlight.
 Evolution: Petilil can evolve into Lilligant at level 6                Starting Moves: Growth, Leech Seed, Mega Drain
 and above, with the help of a Sun Stone. When it                       Level 6: Synthesis, Teeter Dance
 evolves, its health increases by double its level, and                 Level 10: Quiver Dance
 it gains 15 points to add to its ability scores (max                   Level 18: Petal Dance
 20).
                                                                        TM: 06, 10, 11, 15, 16, 17, 20, 21, 22, 27, 32, 42,
                                                                        44, 45, 48, 53, 68, 75, 85, 86, 87, 88, 90, 96, 100
 Starting Moves: Absorb, Growth
 Level 2: Leech Seed, Sleep Powder, Mega Drain
 Level 6: Synthesis, Magical Leaf, Stun Spore
 Level 10: Giga Drain, Aromatherapy, Helping Hand
 Level 14: Energy Ball, Entrainment, Sunny Day
 Level 18: After You, Leaf Storm
 TM: 06, 10, 11, 17, 20, 21, 22, 27, 32, 42, 44, 45,
 48, 53, 85, 86, 87, 88, 90, 96, 100
 Egg Moves: Bide, Charm, Endure, Grass Whistle,
 Wish, Ingrain, Natural Gift, Sweet Scent, Worry Seed
                                                                                                                                   29
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     Basculin #550                                                         Sandile #551
     Type: Water                                                           Type: Ground/Dark
     Classification: Small | SR 7                                          Classification: Small | SR 1/2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Water 2                                                    Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Hostile Pokémon. Red and blue Basculin usually                    The Desert Croc Pokémon. It moves along below
     do not get along, but sometimes members of one                        the sand's surface, except for its nose and eyes. A
     school mingle with the other's school.                                dark membrane shields its eyes from the sun.
     Adaptability: When this Pokémon uses a move of its                    Intimidate: Once per short rest, you can impose
     own type, it may roll the damage twice and choose                     disadvantage on an enemy attack roll of your choice.
     either total.
                                                                           Moxie: Upon causing an opponent to faint, this
     Hidden Ability                                                        Pokémon may immediately take another action.
     Mold Breaker: This Pokémon's moves ignore any
     abilities or moves that would lessen their effect or                  Hidden Ability
     ability to hit an opponent (Due to things like Water                  Anger Point: After suffering a critical hit, this
     Absorb, Snow Cloak, Thick Fat, etc.)                                  Pokémon doubles the damage dice for a single
                                                                           move it activates on the following turn.
     Starting Moves: Tackle, Tail Whip, Water Gun,
     Uproar, Headbutt, Bite, Aqua Jet, Chip Away                           Evolution: Sandile can evolve into Krokorok at level 7
     Level 6: Take Down, Crunch, Aqua Tail                                 and above. When it evolves, its health increases by
     Level 10: Soak, Double-Edge, Scary Face                               double its level, and it gains 9 points to add to its
     Level 14: Flail, Final Gambit                                         ability scores (max 20).
     Level 18: Thrash, Head Smash
     TM: 06, 07, 10, 12, 13, 17, 18, 21, 27, 32, 42, 44,                   Starting Moves: Leer, Rage, Bite
     45, 48, 55, 87, 88, 90, 94, 98, 100                                   Level 2: Sand Attack, Torment, Sand Tomb
                                                                           Level 6: Assurance, Mud-Slap, Embargo
     Egg Moves: Agility, Brine, Bubble Beam, Mud Shot,                     Level 10: Swagger, Crunch, Dig
     Muddy Water, Rage, Revenge, Swift, Whirlpool                          Level 14: Scary Face, Foul Play, Sandstorm
                                                                           Level 18: Earthquake, Thrash
                                                                           TM: 05, 06, 10, 12, 17, 21, 26, 27, 32, 36, 37, 39,
                                                                           41, 42, 44, 45, 46, 48, 63, 66, 71, 78, 80, 87, 88,
                                                                           90, 95, 97, 100
                                                                           Egg Moves: Beat Up, Counter, Double-Edge, Fire
                                                                           Fang, Focus Energy, Me First, Mean Look, Pursuit,
                                                                           Rock Climb, Thunder Fang, Uproar
30
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                   Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Krokorok #552                                                          Krookodile #553
 Type: Ground/Dark                                                      Type: Ground/Dark
 Classification: Small | SR 5                                           Classification: Medium | SR 13
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Desert Croc Pokémon. The special membrane                          The Intimidation Pokémon. It can expand the focus
 covering its eyes can sense the heat of objects, so it                 of its eyes, enabling it to see objects in the far
 can see its surroundings even in darkness.                             distance as if it were using binoculars.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                          16 (+3) 17 (+3) 18 (+4) 6 (-2) 14 (+2) 10 (+0)
 Intimidate: Once per short rest, you can impose                        Intimidate: Once per short rest, you can impose
 disadvantage on an enemy attack roll of your choice.                   disadvantage on an enemy attack roll of your choice.
 Moxie: Upon causing an opponent to faint, this                         Moxie: Upon causing an opponent to faint, this
 Pokémon may immediately take another action.                           Pokémon may immediately take another action.
 Hidden Ability                                                         Hidden Ability
 Anger Point: After suffering a critical hit, this                      Anger Point: After suffering a critical hit, this
 Pokémon doubles the damage dice for a single                           Pokémon doubles the damage dice for a single
 move it activates on the following turn.                               move it activates on the following turn.
 Evolution: Krokorok can evolve into Krookodile at                      Starting Moves: Bite, Leer, Rage, Sand Attack,
 level 15 and above. When it evolves, its health                        Torment, Sand Tomb, Assurance, Mud-Slap,
 increases by double its level, and it gains 10 points                  Embargo, Swagger, Crunch, Dig, Power Trip
 to add to its ability scores (max 20).                                 Level 14: Scary Face, Foul Play
                                                                        Level 18: Sandstorm, Earthquake, Outrage
 Starting Moves: Bite, Leer, Rage, Sand Attack,                         TM: 02, 05, 06, 08, 10, 12, 15, 17, 21, 23, 26, 27,
 Torment, Sand Tomb                                                     31, 32, 36, 37, 39, 40, 41, 42, 44, 45, 46, 47, 48,
 Level 6: Assurance, Mud-Slap, Embargo                                  52, 56, 59, 63, 65, 66, 68, 71, 78, 80, 82, 86, 87,
 Level 10: Swagger, Crunch, Dig                                         88, 90, 95, 97, 100
 Level 14: Scary Face, Foul Play
 Level 18: Sandstorm, Earthquake, Thrash
 TM: 05, 06, 10, 12, 17, 21, 26, 27, 31, 32, 36, 37,
 39, 41, 42, 44, 45, 46, 47, 48, 56, 59, 63, 65, 66,
 71, 78, 80, 86, 87, 88, 90, 95, 97, 100
                                                                                                                                   31
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            Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Darumaka #554                                                         Darmanitan #555
     Type: Fire                                                            Type: Fire
     Classification: Tiny | SR 1                                           Classification: Medium | SR 12
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Zen Charm Pokémon. Darumaka's droppings                           The Blazing Pokémon. When weakened in battle, it
     are hot, so people used to put them in their clothes                  transforms into a stone statue. Then it sharpens its
     to keep themselves warm.                                              mind and fights on mentally.
       STR       DEX      CON        INT     WIS        CHA                   STR       DEX      CON       INT     WIS        CHA
     13 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                         17 (+3) 18 (+4) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
     Hustle: When you score a critical hit, you may                        Sheer Force: This Pokémon adds its proficiency
     immediately gain an additional action on your turn.                   bonus to damage rolls while poisoned, burned,
     If this action is used to make an attack, you have                    confused, or paralyzed.
     disadvantage on the roll. You may only ever have
     one additional action per round.                                      Hidden Ability
                                                                           Zen Mode: When Darmanitan is below 50% of its
     Hidden Ability                                                        HP, it enters Zen Mode. In Zen Mode, Darmanitan
     Inner Focus: This Pokémon is immune to flinching.                     changes into the form of a solid statue. It's type
                                                                           changes to Fire/Psychic, it gains +4 to its AC, and its
                                                                           STR and WIS ability scores are swapped.
     Evolution: Darumaka can evolve into Darmanitan at
     level 9 and above. When it evolves, its health
     increases by double its level, and it gains 14 points                 Starting Moves: Hammer Arm, Tackle, Rollout,
     to add to its ability scores (max 20).                                Incinerate, Rage, Fire Fang, Headbutt, Swagger,
                                                                           Facade, Fire Punch
     Starting Moves: Tackle, Rollout                                       Level 10: Work Up, Thrash, Belly Drum
     Level 2: Incinerate, Rage, Fire Fang                                  Level 14: Flare Blitz, Taunt
     Level 6: Headbutt, Uproar, Facade, Fire Punch                         Level 18: Superpower, Overheat
     Level 10: Work Up, Thrash, Belly Drum                                 TM: 01, 05, 06, 08, 10, 11, 12, 15, 17, 21, 22, 23,
     Level 14: Flare Blitz, Taunt, Superpower                              26, 27, 29, 31, 32, 35, 38, 39, 41, 42, 43, 44, 45,
     Level 18: Overheat                                                    46, 48, 50, 52, 56, 61, 66, 68, 71, 74, 78, 80, 86,
                                                                           87, 88, 89, 90, 100
     TM: 01, 05, 06, 10, 11, 12, 17, 21, 22, 27, 31, 32,
     35, 38, 39, 42, 43, 44, 45, 46, 48, 50, 56, 61, 74,
     80, 86, 87, 88, 89, 90, 100
     Egg Moves: Encore, Endure, Flame Wheel, Focus
     Energy, Focus Punch, Hammer Arm, Sleep Talk,
     Snatch, Take Down, Yawn
32
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                   Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Maractus #556                                                          Dwebble #557
 Type: Grass                                                            Type: Bug/Rock
 Classification: Small | SR 5                                           Classification: Tiny | SR 2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Grass                                                       Egg Group: Bug, Mineral
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Cactus Pokémon. Arid regions are their habitat.                    The Rock Inn Pokémon. It makes a hole in a suitable
 They move rhythmically, making a sound similar to                      rock. If that rock breaks, the Pokémon remains
 maracas.                                                               agitated until it locates a replacement.
   STR       DEX       CON      INT      WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
 14 (+2) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)                          14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
                                                                                                                                  33
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     Crustle #558                                                          Scraggy #559
     Type: Bug/Rock                                                        Type: Dark/Fighting
     Classification: Medium | SR 10                                        Classification: Tiny | SR 2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Bug, Mineral                                               Egg Group: Field, Dragon
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Stone Home Pokémon. It possesses legs of                          The Shedding Pokémon. It immediately headbutts
     enormous strength, enabling it to carry heavy slabs                   anyone that makes eye contact with it. Its skull is
     for many days, even when crossing arid land.                          massively thick.
       STR      DEX      CON       INT      WIS      CHA                      STR       DEX      CON       INT        WIS    CHA
     18 (+4) 13 (+1) 17 (+3) 6 (-2) 12 (+1) 10 (+0)                         14 (+2) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
     Sturdy: When taking damage equal to half or more of                   Shed Skin: If this Pokémon is affected by a negative
     your current HP, roll a d4. On a result of 3 of 4,                    status ailment, they can roll a d4 at the end of each
     halve the damage dealt.                                               of their turns. On a result of 4, they are cured.
     Shell Armor: This Pokémon is immune to extra                          Moxie: Upon causing an opponent to faint, this
     damage dealt by a Critical Hit.                                       Pokémon may immediately take another action.
     Hidden Ability                                                        Hidden Ability
     Weak Armor: When an attack hits this Pokémon, its                     Intimidate: Once per short rest, you can impose
     speed increases by 5 feet, but its AC is temporarily                  disadvantage on an enemy attack roll of your choice.
     reduced by 1 until the end of battle (for a maximum
     reduction of -5).
                                                                           Evolution: Scraggy can evolve into Scrafty at level 10
                                                                           and above. When it evolves, its health increases by
     Starting Moves: Rock Blast, Sand Attack, Withdraw,                    double its level, and it gains 8 points to add to its
     Feint Attack                                                          ability scores (max 20).
     Level 6: Smack Down, Rock Polish
     Level 10: Bug Bite, Stealth Rock, Rock Slide                          Starting Moves: Headbutt, Leer
     Level 14: Slash, X-Scissor                                            Level 2: Sand Attack, Feint Attack, Swagger
     Level 18: Shell Smash, Flail, Rock Wrecker                            Level 6: Low Kick, Payback
     TM: 06, 10, 15, 17, 21, 22, 23, 26, 27, 32, 37, 39,                   Level 10: Brick Break, Chip Away, High Jump Kick
     40, 42, 44, 45, 48, 65, 68, 69, 71, 75, 78, 80, 81,                   Level 14: Scary Face, Crunch, Facade
     84, 87, 88, 90, 96, 100                                               Level 18: Rock Climb, Focus Punch, Head Smash
                                                                           TM: 01, 02, 05, 06, 08, 10, 11, 12, 17, 18, 21, 23,
                                                                           27, 31, 32, 36, 39, 41, 42, 44, 45, 47, 48, 52, 56,
                                                                           66, 71, 80, 82, 84, 86, 87, 88, 90, 95, 97, 100
                                                                           Egg Moves: Amnesia, Counter, Detect, Dragon
                                                                           Dance, Drain Punch, Feint Attack, Fake Out, Fire
                                                                           Punch, Ice Punch, Quick Guard, Thunder Punch, Zen
                                                                           Headbutt
34
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                   Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Scrafty #560                                                           Sigilyph #561
 Type: Dark/Fighting                                                    Type: Psychic/Flying
 Classification: Small | SR 10                                          Classification: Medium | SR 10
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Field, Dragon                                               Egg Group: Flying
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Hoodlum Pokémon. It can smash concrete                             The Avianoid Pokémon. The guardians of an ancient
 blocks with its kicking attacks. The one with the                      city, they use their psychic power to attack enemies
 biggest crest is the group leader.                                     that invade their territory.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS         CHA
 16 (+3) 13 (+1) 17 (+3) 6 (-2) 14 (+2) 10 (+0)                          13 (+1) 18 (+4) 15 (+2) 8 (-1) 16 (+3) 10 (+0)
                                                                                                                                  35
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     Yamask #562                                                           Cofagrigus #563
     Type: Ghost                                                           Type: Ghost
     Classification: Tiny | SR 1                                           Classification: Medium | SR 9
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Mineral, Amorphous                                         Egg Group: Mineral, Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Spirit Pokémon. These Pokémon arose from the                      The Coffin Pokémon. They pretend to be elaborate
     spirits of people interred in graves in past ages. Each               coffins to teach lessons to grave robbers. Their
     retains memories of its former life.                                  bodies are covered in pure gold.
       STR      DEX     CON          INT   WIS       CHA                      STR       DEX      CON       INT        WIS    CHA
     11 (+0) 9 (-1) 12 (+1) 8 (-1) 14 (+2) 10 (+0)                          15 (+2) 11 (+0) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
     Mummy: When this Pokémon is hit by a melee                            Mummy: When this Pokémon is hit by a melee
     attack, one random ability of its attacker changes to                 attack, one random ability of its attacker changes to
     Mummy until the remainder of the encounter.                           Mummy until the remainder of the encounter.
     Evolution: Yamask can evolve into Cofagrigus at level                 Starting Moves: Astonish, Disable, Haze, Protect,
     9 and above. When it evolves, its health increases by                 Scary Face, Night Shade
     double its level, and it gains 10 points to add to its                Level 6: Hex, Will-O-Wisp
     ability scores (max 20).                                              Level 10: Ominous Wind, Curse
                                                                           Level 14: Guard Split, Power Split, Shadow Ball
                                                                           Level 18: Grudge, Mean Look, Destiny Bond
     Starting Moves: Astonish, Protect
     Level 2: Disable, Haze, Night Shade                                   TM: 04, 06, 10, 15, 17, 18, 20, 21, 27, 29, 30, 32,
     Level 6: Hex, Will-O-Wisp                                             42, 44, 45, 46, 48, 53, 61, 63, 66, 68, 77, 85, 86,
     Level 10: Ominous Wind, Curse                                         87, 88, 90, 92, 97, 100
     Level 14: Guard Split, Power Split, Shadow Ball
     Level 18: Grudge, Mean Look, Destiny Bond
     TM: 04, 06, 10, 17, 18, 20, 21, 27, 29, 30, 32, 42,
     44, 45, 46, 48, 53, 61, 63, 66, 77, 83, 85, 87, 88,
     90, 92, 97, 100
     Egg Moves: Ally Switch, Disable, Endure, Fake Tears,
     Heal Block, Imprison, Memento, Nasty Plot,
     Nightmare, Toxic Spikes
36
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 Tirtouga #564                                                          Carracosta #565
 Type: Water/Rock                                                       Type: Water/Rock
 Classification: Small | SR 2                                           Classification: Small | SR 13
 Minimum Level Found: 1                                                 Minimum Level Found: 10
 Egg Group: Water 1, Water 3                                            Egg Group: Water 1, Water 3
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Prototurtle Pokémon. About 100 million years                       The Prototurtle Pokémon. Incredible jaw strength
 ago, these Pokémon swam in oceans. It is thought                       enables them to chew up steel beams and rocks
 they also went on land to attack prey.                                 along with their prey.
    STR     DEX      CON       INT      WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 15 (+2) 9 (-1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                           19 (+4) 13 (+1) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
 Solid Rock: This Pokémon does not take any                             Solid Rock: This Pokémon does not take any
 additional damage from a critical hit.                                 additional damage from a critical hit.
 Sturdy: When taking damage equal to half or more of                    Sturdy: When taking damage equal to half or more of
 your current HP, roll a d4. On a result of 3 of 4,                     your current HP, roll a d4. On a result of 3 of 4,
 halve the damage dealt.                                                halve the damage dealt.
 Hidden Ability                                                         Hidden Ability
 Swift Swim: This Pokémon's swim speed is doubled                       Swift Swim: This Pokémon's swim speed is doubled
 in rainy conditions.                                                   in rainy conditions.
 Evolution: Tirtouga can evolve into Carracosta at                      Starting Moves: Bide, Rollout, Water Gun, Withdraw,
 level 10 and above. When it evolves, its health                        Bite, Protect, Ancient Power, Crunch, Wide Guard,
 increases by double its level, and it gains 11 points                  Brine, Smack Down
 to add to its ability scores (max 20).                                 Level 14: Curse, Shell Smash, Aqua Jet
                                                                        Level 18: Rock Slide, Rain Dance, Hydro Pump
 Starting Moves: Bide, Water Gun, Withdraw                              TM: 06, 10, 13, 14, 15, 17, 18, 21, 23, 26, 27, 32,
 Level 2: Rollout, Bite, Protect                                        37, 39, 42, 44, 45, 48, 52, 55, 68, 69, 71, 78, 80,
 Level 6: Ancient Power, Crunch                                         87, 88, 90, 94, 98, 100
 Level 10: Wide Guard, Brine, Smack Down
 Level 14: Curse, Shell Smash, Aqua Jet
 Level 18: Rock Slide, Rain Dance, Hydro Pump
 TM: 06, 10, 13, 14, 17, 18, 21, 23, 26, 27, 32, 37,
 39, 42, 44, 45, 48, 55, 69, 71, 78, 80, 87, 88, 90,
 94, 98, 100
 Egg Moves: Bide, Body Slam, Flail, Guard Swap, Iron
 Defense, Knock Off, Rock Throw, Slam, Water Pulse,
 Whirlpool
                                                                                                                                  37
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            Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Archen #566                                                           Archeops #567
     Type: Rock/Flying                                                     Type: Rock/Flying
     Classification: Tiny | SR 3                                           Classification: Medium | SR 12
     Minimum Level Found: 5                                                Minimum Level Found: 10
     Egg Group: Flying, Water 3                                            Egg Group: Flying, Water 3
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The First Bird Pokémon. Revived from a fossil, this                   The First Bird Pokémon. It runs better than it flies. It
     Pokémon is thought to be the ancestor of all bird                     catches prey by running at speeds comparable to
     Pokémon.                                                              those of an automobile.
       STR       DEX      CON       INT      WIS      CHA                     STR       DEX      CON       INT     WIS       CHA
     13 (+1) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                         16 (+3) 20 (+5) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
     Defeatist: When this Pokémon drops below 25% of                       Defeatist: When this Pokémon drops below 25% of
     its maximum HP, all of its attacks are rolled with                    its maximum HP, all of its attacks are rolled with
     disadvantage.                                                         disadvantage.
     Evolution: Archen can evolve into Archeops at level                   Starting Moves: Leer, Quick Attack, Rock Throw,
     10 and above. When it evolves, its health increases                   Wing Attack, Double Team, Scary Face, Pluck,
     by double its level, and it gains 11 points to add to                 Ancient Power, Agility, Quick Guard, Acrobatics,
     its ability scores (max 20).                                          Dragon Breath
                                                                           Level 14: Crunch, Endeavor, U-Turn
                                                                           Level 18: Rock Slide, Dragon Claw, Thrash
     Starting Moves: Leer, Quick Attack, Wing Attack,
     Rock Throw, Double Team, Scary Face                                   TM: 02, 05, 06, 10, 12, 15, 17, 19, 21, 23, 26, 27,
     Level 6: Pluck, Ancient Power, Agility                                32, 37, 39, 40, 41, 42, 44, 45, 48, 51, 52, 62, 65,
     Level 10: Quick Guard, Acrobatics, Dragon Breath                      68, 69, 71, 76, 78, 80, 82, 87, 88, 89, 90, 100
     Level 14: Crunch, Endeavor, U-Turn
     Level 18: Rock Slide, Dragon Claw, Thrash
     TM: 02, 05, 06, 10, 12, 17, 19, 21, 23, 26, 27, 32,
     37, 39, 40, 41, 42, 44, 45, 48, 51, 62, 65, 69, 71,
     78, 80, 87, 88, 89, 90, 100
     Egg Moves: Ally Switch, Bite, Defog, Dragon Pulse,
     Earth Power, Head Smash, Knock Off, Steel Wing,
     Switcheroo
38
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 Trubbish #568                                                          Garbodor #569
 Type: Poison                                                           Type: Poison
 Classification: Small | SR 1                                           Classification: Large | SR 12
 Minimum Level Found: 1                                                 Minimum Level Found: 10
 Egg Group: Mineral                                                     Egg Group: Mineral
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Trash Bag Pokémon. The combination of                              The Trash Heap Pokémon. They absorb garbage and
 garbage bags and industrial waste caused the                           make it part of their bodies. They shoot a poisonous
 chemical reaction that created this Pokémon.                           liquid from their right-hand fingertips.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 13 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                          17 (+3) 15 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
 Stench: When this Pokémon is hit by a melee attack,                    Stench: When this Pokémon is hit by a melee attack,
 roll a d10. On a 10, the attacker flinches.                            roll a d10. On a 10, the attacker flinches.
 Sticky Hold: Held items cannot be stolen or knocked                    Weak Armor: When an attack hits this Pokémon, its
 away from this Pokémon.                                                speed increases by 5 feet, but its AC is temporarily
                                                                        reduced by 1 until the end of battle (for a maximum
 Hidden Ability                                                         reduction of -5).
 Aftermath: This Pokémon deals damage to an
 attacker equal to half of the damage received when                     Hidden Ability
 knocked out by a melee move.                                           Aftermath: This Pokémon deals damage to an
                                                                        attacker equal to half of the damage received when
                                                                        knocked out by a melee move.
 Evolution: Trubbish can evolve into Garbodor at level
 10 and above. When it evolves, its health increases
 by double its level, and it gains 9 points to add to its               Starting Moves: Poison Gas, Pound, Recycle, Toxic
 ability scores (max 20).                                               Spikes, Acid Spray, Double Slap, Sludge, Stockpile,
                                                                        Swallow, Body Slam, Sludge Bomb
 Starting Moves: Poison Gas, Pound, Recycle                             Level 14: Clear Smog, Toxic, Amnesia
 Level 2: Toxic Spikes, Acid Spray                                      Level 18: Gunk Shot, Explosion
 Level 6: Double Slap, Sludge                                           TM: 06, 09, 10, 11, 15, 17, 18, 21, 22, 23, 24, 27,
 Level 10: Stockpile, Swallow, Take Down, Sludge                        29, 32, 34, 36, 42, 44, 45, 46, 48, 52, 56, 64, 66,
 Bomb                                                                   68, 69, 83, 87, 88, 90, 97, 100
 Level 14: Clear Smog, Toxic, Amnesia
 Level 18: Gunk Shot, Explosion
 TM: 06, 09, 10, 11, 17, 18, 21, 27, 32, 34, 36, 42,
 44, 45, 46, 48, 64, 66, 83, 87, 88, 90, 97, 100
 Egg Moves: Curse, Haze, Mud Sport, Rock Blast,
 Rollout, Sand Attack, Self-Destruct, Spikes
                                                                                                                                  39
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            Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
     Zorua #570                                                            Zoroark #571
     Type: Dark                                                            Type: Dark
     Classification: Small | SR 1                                          Classification: Medium | SR 12
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Tricky Fox Pokémon. To protect themselves                         The Illusion Fox Pokémon. Each has the ability to
     from danger, they hide their true identities by                       fool a large group of people simultaneously. They
     transforming into people and Pokémon.                                 protect their lair with illusory scenery.
       STR       DEX      CON        INT     WIS     CHA                      STR       DEX      CON       INT     WIS       CHA
     11 (+0) 14 (+2) 11 (+0) 6 (-2) 12 (+1) 12 (+1)                         15 (+2) 18 (+4) 14 (+2) 6 (-2) 16 (+3) 14 (+2)
     Illusion: This Pokémon can take the visual form of                    Illusion: This Pokémon can take the visual form of
     any Pokémon it can see. It can do this a number of                    any Pokémon it can see. It can do this a number of
     times per long rest equal to its level. This illusion                 times per long rest equal to its level. This illusion
     lasts for one hour or until the Pokémon is hit by a                   lasts for one hour or until the Pokémon is hit by a
     damaging move.                                                        damaging move.
     Evolution: Zorua can evolve into Zoroark at level 8                   Starting Moves: Hone Claws, Leer, Night Slash,
     and above. When it evolves, its health increases by                   Pursuit, Scratch, U-Turn, Fury Swipes, Feint Attack,
     double its level, and it gains 15 points to add to its                Scary Face
     ability scores (max 20).                                              Level 10: Taunt, Foul Play
                                                                           Level 14: Torment, Agility, Embargo
                                                                           Level 18: Punishment, Nasty Plot, Imprison, Night
     Starting Moves: Leer, Scratch
                                                                           Daze
     Level 2: Pursuit, Fake Tears, Fury Swipes
     Level 6: Feint Attack, Scary Face                                     TM: 04, 05, 06, 10, 11, 12, 15, 17, 18, 21, 27, 30,
     Level 10: Taunt, Foul Play                                            32, 35, 40, 41, 42, 44, 45, 46, 47, 48, 52, 56, 63,
     Level 14: Torment, Agility, Embargo, Punishment                       65, 66, 68, 75, 77, 86, 87, 88, 89, 90, 95, 97, 100
     Level 18: Nasty Plot, Imprison, Night Daze
     TM: 04, 05, 06, 10, 11, 12, 17, 18, 21, 27, 30, 32,
     40, 41, 42, 44, 45, 46, 48, 56, 63, 66, 75, 77, 86,
     87, 88, 89, 90, 95, 97, 100
     Egg Moves: Captivate, Copycat, Counter, Dark Pulse,
     Detect, Extrasensory, Memento, Snatch, Sucker
     Punch
40
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                   Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
 Minccino #572                                                          Cinccino #573
 Type: Normal                                                           Type: Normal
 Classification: Tiny | SR 1/2                                          Classification: Tiny | SR 9
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 25% M / 75% F                                             Gender Rate: 25% M / 75% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Chinchilla Pokémon. These Pokémon prefer a                         The Scarf Pokémon. Their white fur feels amazing to
 tidy habitat. They are always sweeping and dusting,                    touch. Their fur repels dust and prevents static
 using their tails as brooms.                                           electricity from building up.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT       WIS     CHA
 10 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 12 (+1)                          14 (+2) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 14 (+2)
 Cute Charm: Once per short rest, you can impose                        Cute Charm: Once per short rest, you can impose
 disadvantage on an enemy attack roll of your choice.                   disadvantage on an enemy attack roll of your choice.
 Technician: For damaging moves activated by this                       Technician: For damaging moves activated by this
 Pokémon with 15 max PP or more, they may roll the                      Pokémon with 15 max PP or more, they may roll the
 damage twice and choose either total.                                  damage twice and choose either total.
 Hidden Ability                                                         Hidden Ability
 Skill Link: Combo moves that have the ability to hit                   Skill Link: Combo moves that have the ability to hit
 more than once, after the same attack roll, are                        more than once, after the same attack roll, are
 guaranteed to hit at least twice. (Fury Swipes,                        guaranteed to hit at least twice. (Fury Swipes,
 Double Slap, Water Shuriken, etc.)                                     Double Slap, Water Shuriken, etc.)
 Evolution: Minccino can evolve into Cinccino at level                  Starting Moves: Bullet Seed, Helping Hand, Rock
 7 and above, with the help of a Shiny Stone. When it                   Blast, Sing, Tail Slap, Tickle
 evolves, its health increases by double its level, and
 it gains 15 points to add to its ability scores (max                   TM: 01, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, 24,
 20).                                                                   25, 27, 32, 42, 44, 45, 46, 48, 49, 52, 56, 68, 73,
                                                                        86, 87, 88, 89, 90, 99, 100
 Starting Moves: Pound, Baby-Doll Eyes
 Level 2: Helping Hand, Tickle, Double Slap
 Level 6: Encore, Swift, Sing
 Level 10: Tail Slap, Charm, Wake-Up Slap
 Level 14: Echoed Voice, Slam, Captivate
 Level 18: Hyper Voice, Last Resort, After You
 TM: 01, 04, 06, 10, 11, 17, 18, 20, 21, 24, 27, 32,
 42, 44, 45, 46, 48, 49, 56, 73, 86, 87, 88, 89, 90,
 99, 100
 Egg Moves: Aqua Tail, Endure, Fake Tears, Flail, Iron
 Tail, Knock Off, Mud-Slap, Sleep Talk, Tail Whip
                                                                                                                                  41
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     Gothita #574                                                          Gothorita #575
     Type: Psychic                                                         Type: Psychic
     Classification: Tiny | SR 1/2                                         Classification: Small | SR 7
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Human-Like                                                 Egg Group: Human-Like
     Gender Rate: 25% M / 75% F                                            Gender Rate: 25% M / 75% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Fixation Pokémon. They intently observe both                      The Manipulate Pokémon. Starlight is the source of
     Trainers and Pokémon. Apparently, they are looking                    their power. At night, they mark star positions by
     at something that only Gothita can see.                               using psychic power to float stones.
       STR      DEX       CON        INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     11 (+0) 11 (+0) 13 (+1) 6 (-2) 12 (+1) 10 (+0)                         13 (+1) 13 (+1) 15 (+2) 8 (-1) 14 (+2) 10 (+0)
     Frisk: Upon entering a battle, a single opponent’s                    Frisk: Upon entering a battle, a single opponent’s
     held item is revealed, if it has one.                                 held item is revealed, if it has one.
     Competitive: This Pokémon adds its proficiency                        Competitive: This Pokémon adds its proficiency
     bonus to damage rolls while poisoned, burned,                         bonus to damage rolls while poisoned, burned,
     confused, or paralyzed.                                               confused, or paralyzed.
     Hidden Ability                                                        Hidden Ability
     Shadow Tag: Creatures within 50 feet of this                          Shadow Tag: Creatures within 50 feet of this
     Pokémon may not flee or switch out, except by                         Pokémon may not flee or switch out, except by
     item, Move, or ability.                                               item, Move, or ability.
     Evolution: Gothita can evolve into Gothorita at level                 Evolution: Gothorita can evolve into Gothitelle at
     9 and above. When it evolves, its health increases by                 level 16 and above. When it evolves, its health
     double its level, and it gains 10 points to add to its                increases by double its level, and it gains 9 points to
     ability scores (max 20).                                              add to its ability scores (max 20).
     Starting Moves: Pound, Confusion                                      Starting Moves: Confusion, Pound, Tickle, Fake Tears
     Level 2: Tickle, Fake Tears                                           Level 6: Double Slap, Psybeam, Embargo
     Level 6: Double Slap, Psybeam, Embargo                                Level 10: Feint Attack, Psyshock, Flatter, Future
     Level 10: Feint Attack, Psyshock, Flatter, Future                     Sight
     Sight                                                                 Level 14: Heal Block, Psychic
     Level 14: Heal Block, Psychic, Telekinesis                            Level 18: Telekinesis, Charm, Magic Room
     Level 18: Charm, Magic Room
                                                                           TM: 03, 04, 06, 10, 12, 16, 17, 18, 20, 21, 24, 27,
     TM: 03, 04, 06, 10, 12, 16, 17, 18, 20, 21, 24, 27,                   29, 30, 32, 33, 39, 41, 42, 44, 45, 46, 48, 53, 56,
     29, 30, 32, 33, 39, 41, 42, 44, 45, 46, 48, 53, 56,                   57, 63, 66, 73, 77, 80, 85, 86, 87, 88, 90, 92, 97,
     57, 63, 66, 73, 77, 80, 85, 86, 87, 88, 90, 92, 97,                   100
     100
     Egg Moves: Captivate, Dark Pulse, Heal Pulse, Mean
     Look, Miracle Eye, Mirror Coat, Uproar
42
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 Gothitelle #576                                                        Solosis #577
 Type: Psychic                                                          Type: Psychic
 Classification: Medium | SR 14                                         Classification: Tiny | SR 1/4
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Human-Like                                                  Egg Group: Amorphous
 Gender Rate: 25% M / 75% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Astral Body Pokémon. They can predict the                          The Cell Pokémon. Because their bodies are
 future from the placement and movement of the                          enveloped in a special liquid, they can survive in any
 stars. They can see Trainers' life spans.                              environment.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 15 (+2) 16 (+3) 8 (-1) 18 (+4) 10 (+0)                          10 (+0) 10 (+0) 12 (+1) 6 (-2) 14 (+2) 10 (+0)
 Starting Moves: Confusion, Pound, Tickle, Fake Tears,                  Evolution: Solosis can evolve into Duosion at level 9
 Double Slap, Psybeam, Embargo, Feint Attack,                           and above. When it evolves, its health increases by
 Psyshock, Flatter, Future Sight                                        double its level, and it gains 11 points to add to its
 Level 14: Heal Block, Psychic                                          ability scores (max 20).
 Level 18: Telekinesis, Charm, Magic Room
 TM: 03, 04, 06, 10, 12, 15, 16, 17, 18, 20, 21, 24,                    Starting Moves: Psywave, Reflect
 27, 29, 30, 31, 32, 33, 39, 41, 42, 44, 45, 46, 47,                    Level 2: Rollout, Snatch
 48, 53, 56, 57, 63, 66, 73, 77, 80, 85, 86, 87, 88,                    Level 6: Hidden Power, Light Screen, Charm
 90, 92, 97, 100                                                        Level 10: Recover, Psyshock, Endeavor, Future Sight
                                                                        Level 14: Pain Split, Psychic, Skill Swap
                                                                        Level 18: Heal Block, Wonder Room
                                                                        TM: 03, 04, 06, 10, 16, 17, 18, 20, 21, 25, 27, 29,
                                                                        30, 32, 33, 39, 42, 44, 45, 48, 53, 63, 64, 73, 74,
                                                                        77, 80, 83, 85, 87, 88, 90, 91, 92, 100
                                                                        Egg Moves: Acid Armor, Astonish, Confuse Ray,
                                                                        Helping Hand, Imprison, Night Shade, Secret Power,
                                                                        Trick
                                                                                                                                  43
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     Duosion #578                                                          Reuniclus #579
     Type: Psychic                                                         Type: Psychic
     Classification: Tiny | SR 6                                           Classification: Small | SR 14
     Minimum Level Found: 5                                                Minimum Level Found: 10
     Egg Group: Amorphous                                                  Egg Group: Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Mitosis Pokémon. When their brains, now                           The Multiplying Pokémon. These remarkably
     divided in two, are thinking the same thoughts,                       intelligent Pokémon fight by controlling arms that
     these Pokémon exhibit their maximum power.                            can grip with rock-crushing power.
       STR      DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     13 (+1) 11 (+0) 15 (+2) 8 (-1) 16 (+3) 10 (+0)                         16 (+3) 13 (+1) 20 (+5) 8 (-1) 18 (+4) 10 (+0)
     Overcoat: This Pokémon does not take damage from                      Overcoat: This Pokémon does not take damage from
     weather-related moves like Hail, Weather Ball, etc.                   weather-related moves like Hail, Weather Ball, etc.
     Magic Guard: If this Pokémon is subjected to a                        Magic Guard: If this Pokémon is subjected to a
     move that forces it to make a saving throw to take                    move that forces it to make a saving throw to take
     only half damage, it instead takes no damage on a                     only half damage, it instead takes no damage on a
     success.                                                              success.
     Hidden Ability                                                        Hidden Ability
     Regenerator: Once per long rest, this Pokémon                         Regenerator: Once per long rest, this Pokémon
     regains hit points equal to its level when it returns                 regains hit points equal to its level when it returns
     to its Pokéball.                                                      to its Pokéball.
     Evolution: Duosion can evolve into Reuniclus at level                 Starting Moves: Dizzy Punch, Psywave, Reflect,
     16 and above. When it evolves, its health increases                   Rollout, Snatch, Hidden Power, Light Screen, Charm,
     by double its level, and it gains 11 points to add to                 Recover, Psyshock, Endeavor, Future Sight
     its ability scores (max 20).                                          Level 14: Pain Split, Psychic
                                                                           Level 18: Skill Swap, Heal Block, Wonder Room
     Starting Moves: Psywave, Reflect, Rollout, Snatch                     TM: 03, 04, 06, 10, 15, 16, 17, 18, 20, 21, 25, 27,
     Level 6: Hidden Power, Light Screen, Charm                            29, 30, 32, 33, 39, 42, 44, 45, 48, 52, 53, 56, 63,
     Level 10: Recover, Psyshock, Endeavor, Future Sight                   64, 68, 73, 74, 77, 80, 83, 85, 86, 87, 88, 90, 91,
     Level 14: Pain Split, Psychic                                         92, 100
     Level 18: Skill Swap, Heal Block, Wonder Room
     TM: 03, 04, 06, 10, 16, 17, 18, 20, 21, 25, 27, 29,
     30, 32, 33, 39, 42, 44, 45, 48, 53, 63, 64, 73, 74,
     77, 80, 83, 85, 87, 88, 90, 91, 92, 100
44
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 Ducklett #580                                                          Swanna #581
 Type: Water/Flying                                                     Type: Water/Flying
 Classification: Tiny | SR 1/2                                          Classification: Medium | SR 9
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Water 1, Flying                                             Egg Group: Water 1, Flying
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Water Bird Pokémon. When attacked, it uses its                     The White Bird Pokémon. It administers sharp,
 feathers to splash water, escaping under cover of                      powerful pecks with its bill. It whips its long neck to
 the spray.                                                             deliver forceful repeated strikes.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                          14 (+2) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 12 (+1)
 Keen Eye: This Pokémon ignores disadvantage when                       Keen Eye: This Pokémon ignores disadvantage when
 it relates to sight.                                                   it relates to sight.
 Big Pecks: This Pokémon's AC cannot be reduced by                      Big Pecks: This Pokémon's AC cannot be reduced by
 an opponent's moves.                                                   an opponent's moves.
 Hidden Ability                                                         Hidden Ability
 Hydration: This Pokémon is unaffected by negative                      Hydration: This Pokémon is unaffected by negative
 status ailments in water or during rainy conditions.                   status ailments in water or during rainy conditions.
 Evolution: Ducklett can evolve into Swanna at level 9                  Starting Moves: Defog, Water Gun, Water Sport,
 and above. When it evolves, its health increases by                    Wing Attack, Water Pulse
 double its level, and it gains 14 points to add to its                 Level 6: Aerial Ace, Bubble Beam, Feather Dance
 ability scores (max 20).                                               Level 10: Aqua Ring, Air Slash, Roost
                                                                        Level 14: Rain Dance, Tailwind
 Starting Moves: Water Gun, Water Sport                                 Level 18: Brave Bird, Hurricane
 Level 2: Defog, Wing Attack, Water Pulse                               TM: 06, 07, 10, 13, 15, 17, 18, 19, 21, 27, 32, 40,
 Level 6: Aerial Ace, Bubble Beam, Feather Dance                        42, 44, 45, 48, 51, 55, 68, 76, 87, 88, 90, 94, 100
 Level 10: Aqua Ring, Air Slash, Roost
 Level 14: Rain Dance, Tailwind, Brave Bird
 Level 18: Hurricane
 TM: 06, 07, 10, 13, 17, 18, 19, 21, 27, 32, 40, 42,
 44, 45, 48, 51, 55, 76, 87, 88, 90, 94, 100
 Egg Moves: Air Cutter, Brine, Gust, Lucky Chant, Me
 First, Mirror Move, Mud Sport, Steel Wing
                                                                                                                                  45
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     Vanillite #582                                                        Vanillish #583
     Type: Ice                                                             Type: Ice
     Classification: Tiny | SR 1/2                                         Classification: Small | SR 6
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Mineral                                                    Egg Group: Mineral
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Fresh Snow Pokémon. This Pokémon formed                           The Icy Snow Pokémon. It conceals itself from
     from icicles bathed in energy from the morning sun.                   enemy eyes by creating many small ice particles and
     It sleeps buried in snow.                                             hiding among them.
       STR       DEX       CON       INT     WIS     CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                         15 (+2) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
     Ice Body: While it is snowing or hailing, this                        Ice Body: While it is snowing or hailing, this
     Pokémon heals for an amount of HP equal to its                        Pokémon heals for an amount of HP equal to its
     proficiency modifier at the end of each of its turns.                 proficiency modifier at the end of each of its turns.
     Snow Cloak: This Pokémon is immune to Hail                            Snow Cloak: This Pokémon is immune to Hail
     damage. It's AC is increased by 2 in arctic                           damage. It's AC is increased by 2 in arctic
     conditions, or when it is snowing or hailing.                         conditions, or when it is snowing or hailing.
     Hidden Ability                                                        Hidden Ability
     Weak Armor: When an attack hits this Pokémon, its                     Weak Armor: When an attack hits this Pokémon, its
     speed increases by 5 feet, but its AC is temporarily                  speed increases by 5 feet, but its AC is temporarily
     reduced by 1 until the end of battle (for a maximum                   reduced by 1 until the end of battle (for a maximum
     reduction of -5).                                                     reduction of -5).
     Evolution: Vanillite can evolve into Vanillish at level               Evolution: Vanillish can evolve into Vanilluxe at level
     9 and above. When it evolves, its health increases by                 16 and above. When it evolves, its health increases
     double its level, and it gains 9 points to add to its                 by double its level, and it gains 9 points to add to its
     ability scores (max 20).                                              ability scores (max 20).
     Starting Moves: Icicle Spear, Harden                                  Starting Moves: Astonish, Harden, Icicle Spear,
     Level 2: Astonish, Uproar, Icy Wind                                   Uproar, Icy Wind
     Level 6: Mist, Avalanche, Taunt                                       Level 6: Mist, Avalanche, Taunt
     Level 10: Mirror Shot, Acid Armor                                     Level 10: Mirror Shot, Acid Armor
     Level 14: Ice Beam, Hail                                              Level 14: Ice Beam, Hail, Mirror Coat
     Level 18: Mirror Coat, Blizzard, Sheer Cold                           Level 18: Blizzard, Sheer Cold
     TM: 06, 07, 10, 12, 13, 14, 16, 17, 18, 21, 27, 32,                   TM: 06, 07, 10, 12, 13, 14, 16, 17, 18, 21, 27, 32,
     42, 44, 45, 48, 64, 79, 87, 88, 90, 91, 100                           42, 44, 45, 48, 64, 79, 87, 88, 90, 91, 100
     Egg Moves: Autotomize, Ice Shard, Imprison, Iron
     Defense, Magnet Rise, Natural Gift, Powder Snow,
     Water Pulse
46
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 Vanilluxe #584                                                         Deerling #585
 Type: Ice                                                              Type: Normal/Grass
 Classification: Small | SR 13                                          Classification: Tiny | SR 2
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Mineral                                                     Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Snowstorm Pokémon. If both heads get angry                         The Season Pokémon. The turning of the seasons
 simultaneously, this Pokémon expels a blizzard,                        changes the color and scent of this Pokémon's fur.
 burying everything in snow.                                            People use it to mark the seasons.
   STR       DEX       CON      INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 17 (+3) 18 (+4) 17 (+3) 6 (-2) 14 (+2) 10 (+0)                          12 (+1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 12 (+1)
                                                                                                                                    47
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     Sawsbuck #586                                                         Emolga #587
     Type: Normal/Grass                                                    Type: Electric/Flying
     Classification: Medium | SR 10                                        Classification: Tiny | SR 7
     Minimum Level Found: 5                                                Minimum Level Found: 5
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Season Pokémon. The plants growing on its                         The Sky Squirrel Pokémon. They live on treetops and
     horns change according to the season. The leaders                     glide using the inside of a cape-like membrane while
     of the herd possess magnificent horns.                                discharging electricity.
48
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 Karrablast #588                                                        Escavalier #589
 Type: Bug                                                              Type: Bug/Steel
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 9
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Bug                                                         Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Clamping Pokémon. When they feel threatened,                       The Cavalry Pokémon. These Pokémon evolve by
 they spit an acidic liquid to drive attackers away.                    wearing the shell covering of a Shelmet. The steel
 This Pokémon targets Shelmet.                                          armor protects their whole body.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 12 (+1) 13 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                          20 (+5) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
                                                                                                                                  49
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     Foongus #590                                                          Amoonguss #591
     Type: Grass/Poison                                                    Type: Grass/Poison
     Classification: Tiny | SR 1/4                                         Classification: Small | SR 8
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Grass                                                      Egg Group: Grass
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Mushroom Pokémon. For some reason, this                           The Mushroom Pokémon. They show off their Poké
     Pokémon resembles a Poké Ball. They release                           Ball caps to lure prey, but very few Pokémon are
     poison spores to repel those who try to catch them.                   fooled by this.
       STR      DEX      CON         INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)                          15 (+2) 11 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
     Effect Spore: When hit by a melee attack, roll a d4.                  Effect Spore: When hit by a melee attack, roll a d4.
     On a 4, deal an amount of grass damage equal to                       On a 4, deal an amount of grass damage equal to
     your proficiency modifier to your attacker.                           your proficiency modifier to your attacker.
     Evolution: Foongus can evolve into Amoonguss at                       Starting Moves: Absorb, Astonish, Bide, Growth
     level 10 and above. When it evolves, its health                       Level 6: Mega Drain, Ingrain, Feint Attack
     increases by double its level, and it gains 11 points                 Level 10: Sweet Scent, Giga Drain, Toxic
     to add to its ability scores (max 20).                                Level 14: Synthesis, Clear Smog
                                                                           Level 18: Solar Beam, Rage Powder, Spore
     Starting Moves: Absorb                                                TM: 06, 09, 10, 11, 15, 17, 18, 21, 22, 27, 32, 36,
     Level 2: Growth, Astonish, Bide                                       42, 44, 45, 48, 53, 66, 68, 86, 87, 88, 90, 96, 100
     Level 6: Mega Drain, Ingrain, Feint Attack
     Level 10: Sweet Scent, Giga Drain, Toxic
     Level 14: Synthesis, Clear Smog
     Level 18: Solar Beam, Rage Powder, Spore
     TM: 06, 09, 10, 11, 17, 18, 21, 22, 27, 32, 36, 42,
     44, 45, 48, 53, 66, 86, 87, 88, 90, 96, 100
     Egg Moves: Body Slam, Defense Curl, Endure, Acid,
     Growth, Poison Powder, Rollout, Stun Spore
50
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 Frillish #592                                                          Jellicent #593
 Type: Water/Ghost                                                      Type: Water/Ghost
 Classification: Small | SR 2                                           Classification: Medium | SR 12
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Amorphous                                                   Egg Group: Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Floating Pokémon. They paralyze prey with                          The Floating Pokémon. They propel themselves by
 poison, then drag them down to their lairs, five                       expelling absorbed seawater from their bodies. Their
 miles below the surface.                                               favorite food is life energy.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 14 (+2) 11 (+0) 13 (+1) 6 (-2) 13 (+1) 10 (+0)                          16 (+3) 14 (+2) 18 (+4) 6 (-2) 16 (+3) 10 (+0)
 Water Absorb: This Pokémon takes no damage from                        Water Absorb: This Pokémon takes no damage from
 water or water-type attacks. Instead, half of any                      water or water-type attacks. Instead, half of any
 water damage done is absorbed, restoring the                           water damage done is absorbed, restoring the
 Pokémon's HP.                                                          Pokémon's HP.
 Cursed Body: When hit by a melee attack, this                          Cursed Body: When hit by a melee attack, this
 Pokémon may roll 1d4. On a result of 4, the                            Pokémon may roll 1d4. On a result of 4, the
 opponent who made the attack cannot use the                            opponent who made the attack cannot use the
 same move on its next turn.                                            same move on its next turn.
 Hidden Ability                                                         Hidden Ability
 Damp: This Pokémon is unaffected by Self Destruct                      Damp: This Pokémon is unaffected by Self Destruct
 and Explosion moves.                                                   and Explosion moves.
 Evolution: Frillish can evolve into Jellicent at level 10              Starting Moves: Absorb, Bubble, Night Shade, Water
 and above. When it evolves, its health increases by                    Sport, Bubble Beam, Recover, Water Pulse
 double its level, and it gains 11 points to add to its                 Level 10: Ominous Wind, Brine
 ability scores (max 20).                                               Level 14: Rain Dance, Hex
                                                                        Level 18: Hydro Pump, Wring Out, Water Spout
 Starting Moves: Bubble, Water Sport                                    TM: 06, 07, 10, 12, 13, 14, 15, 17, 18, 20, 21, 27,
 Level 2: Absorb, Night Shade, Bubble Beam                              29, 30, 32, 34, 36, 42, 44, 45, 48, 53, 55, 61, 68,
 Level 6: Recover, Water Pulse                                          77, 85, 87, 88, 90, 92, 94, 97, 98, 99, 100
 Level 10: Ominous Wind, Brine
 Level 14: Rain Dance, Hex
 Level 18: Hydro Pump, Wring Out, Water Spout
 TM: 06, 07, 10, 12, 13, 14, 17, 18, 20, 21, 27, 29,
 30, 32, 34, 36, 42, 44, 45, 48, 53, 55, 61, 77, 85,
 87, 88, 90, 92, 94, 97, 98, 99, 100
 Egg Moves: Acid Armor, Confuse Ray, Constrict,
 Mist, Pain Split, Recover
                                                                                                                                  51
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     Alomomola #594                                                        Joltik #595
     Type: Water                                                           Type: Bug/Electric
     Classification: Small | SR 9                                          Classification: Tiny | SR 1/4
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Water 1, Water 2                                           Egg Group: Bug
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Caring Pokémon. Floating in the open sea is                       The Attaching Pokémon. They attach themselves to
     how they live. When they find a wounded Pokémon,                      large-bodied Pokémon and absorb static electricity,
     they embrace it and bring it to shore.                                which they store in an electric pouch.
       STR       DEX       CON      INT      WIS       CHA                    STR       DEX      CON       INT     WIS       CHA
     12 (+1) 14 (+2) 23 (+6) 6 (-2) 10 (+0) 14 (+2)                         11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
     Healer: As an action, this Pokemon may touch a                        Compound Eyes: This Pokémon gets an additional
     creature to heal poison, burn, or paralysis. When it                  +1 to attack rolls.
     uses this ability, roll a d4. On the a result of 1 or 2,
     the status effect is moved to itself.                                 Unnerve: Opponents in combat with this Pokémon
                                                                           cannot eat held berries.
     Hydration: This Pokémon is unaffected by negative
     status ailments in water or during rainy conditions.                  Hidden Ability
                                                                           Swarm: This Pokémon adds doubles its STAB bonus
     Hidden Ability                                                        when it has 25% or less of its maximum health.
     Regenerator: Once per long rest, this Pokémon
     regains hit points equal to its level when it returns
                                                                           Evolution: Joltik can evolve into Galvantula at level
     to its Pokéball.
                                                                           10 and above. When it evolves, its health increases
                                                                           by double its level, and it gains 14 points to add to
     Starting Moves: Pound, Water Sport, Aqua Ring,                        its ability scores (max 20).
     Aqua Jet, Double Slap
     Level 6: Heal Pulse, Protect, Water Pulse                             Starting Moves: Absorb, Spider Web, String Shot,
     Level 10: Wake-Up Slap, Soak, Wish                                    Thunder Wave
     Level 14: Brine, Safeguard, Whirlpool                                 Level 2: Screech, Fury Cutter
     Level 18: Helping Hand, Healing Wish, Wide Guard,                     Level 6: Electroweb, Bug Bite
     Hydro Pump                                                            Level 10: Gastro Acid, Slash, Electro Ball
     TM: 04, 06, 07, 10, 13, 14, 16, 17, 18, 20, 21, 27,                   Level 14: Signal Beam, Agility, Sucker Punch
     29, 30, 32, 42, 44, 45, 48, 55, 77, 87, 88, 90, 94,                   Level 18: Discharge, Bug Buzz
     98, 100
                                                                           TM: 06, 10, 16, 17, 18, 21, 24, 27, 28, 32, 42, 44,
     Egg Moves: Endure, Mirror Coat, Mist, Pain Split,                     45, 46, 48, 53, 57, 72, 73, 81, 83, 84, 87, 88, 90,
     Refresh, Tickle                                                       93, 100
                                                                           Egg Moves: Camouflage, Cross Poison, Disable, Feint
                                                                           Attack, Pin Missile, Poison Sting, Pursuit, Rock
                                                                           Climb
52
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 Galvantula #596                                                        Ferroseed #597
 Type: Bug/Electric                                                     Type: Grass/Steel
 Classification: Small | SR 8                                           Classification: Tiny | SR 2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Bug                                                         Egg Group: Grass, Mineral
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The EleSpider Pokémon. They employ an electrically                     The Thorn Seed Pokémon. They stick their spikes
 charged web to trap their prey. While it is                            into cave walls and absorb the minerals they find in
 immobilized by shock, they leisurely consume it.                       the rock.
   STR       DEX      CON       INT     WIS       CHA                      STR      DEX      CON        INT    WIS       CHA
 14 (+2) 19 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                          14 (+2) 8 (-1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
                                                                                                                                  53
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     Ferrothorn #598                                                       Klink #599
     Type: Grass/Steel                                                     Type: Steel
     Classification: Medium | SR 9                                         Classification: Tiny | SR 1/2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Grass, Mineral                                             Egg Group: Gender Unknown
     Gender Rate: 50% M / 50% F                                            Gender Rate: Genderless
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Thorn Pod Pokémon. They attach themselves to                      The Gear Pokémon. Interlocking two bodies and
     cave ceilings, firing steel spikes at targets passing                 spinning around generates the energy they need to
     beneath them.                                                         live.
       STR      DEX     CON       INT       WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     18 (+4) 9 (-1) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          13 (+1) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
     Iron Barbs: When this Pokémon is hit by a melee                       Plus: This Pokémon boosts its attack and damage
     attack, it may roll a d4. On a 4, deal an amount of                   rolls by 2 if an ally also has a Plus or Minus ability
     damage equal to its proficiency modifier to its
     attacker.                                                             Minus: This Pokémon boosts its attack and damage
                                                                           rolls by 2 if an ally also has a Plus or Minus ability
     Hidden Ability                                                        Hidden Ability
     Anticipation: When this Pokémon enters the battle,
                                                                           Clear Body: Other Pokémon's moves or abilities
     an opponent must reveal if it has a move that the
                                                                           cannot lower this Pokémon stats.
     Pokémon is vulnerable to. The move does not have
     to be revealed - only that there is such a move.
                                                                           Evolution: Klink can evolve into Klang at level 10 and
                                                                           above. When it evolves, its health increases by
     Starting Moves: Curse, Harden, Power Whip, Rock
                                                                           double its level, and it gains 10 points to add to its
     Climb, Rollout, Tackle
                                                                           ability scores (max 20).
     Level 6: Metal Claw, Pin Missile, Gyro Ball
     Level 10: Iron Defense, Mirror Shot
     Level 14: Ingrain, Self-Destruct                                      Starting Moves: Vice Grip
     Level 18: Iron Head, Payback, Flash Cannon,                           Level 2: Charge, Thunder Shock
     Explosion                                                             Level 6: Gear Grind, Bind
                                                                           Level 10: Charge Beam, Autotomize, Mirror Shot
     TM: 06, 10, 11, 15, 17, 21, 22, 24, 25, 27, 32, 37,                   Level 14: Screech, Discharge, Metal Sound, Shift
     40, 42, 44, 48, 53, 64, 65, 66, 68, 69, 73, 74, 75,                   Gear
     78, 84, 86, 87, 88, 90, 91, 96, 100                                   Level 18: Lock-On, Zap Cannon, Hyper Beam
                                                                           TM: 06, 10, 15, 17, 21, 24, 27, 32, 37, 42, 44, 48,
                                                                           57, 69, 72, 73, 87, 88, 90, 91, 93, 100
54
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 Klang #600                                                             Klinklang #601
 Type: Steel                                                            Type: Steel
 Classification: Small | SR 7                                           Classification: Small | SR 14
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Gender Unknown                                              Egg Group: Gender Unknown
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Gear Pokémon. Spinning minigears are rotated                       The Gear Pokémon. The gear with the red core is
 at high speed and repeatedly fired away. It is                         rotated at high speed for a rapid energy charge.
 dangerous if the gears don't return.
                                                                        Armor Class: 18
 Armor Class: 16                                                        Hit Points: 112 | Hit Dice: d12
 Hit Points: 50 | Hit Dice: d10                                         Speed: 30ft. flying (hover)
 Speed: 30ft. flying (hover)
                                                                                                                                  55
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     Tynamo #602                                                           Eelektrik #603
     Type: Electric                                                        Type: Electric
     Classification: Tiny | SR 1/4                                         Classification: Small | SR 5
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Amorphous                                                  Egg Group: Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The EleFish Pokémon. These Pokémon move in                            The EleFish Pokémon. These Pokémon have a big
     schools. They have an electricity-generating organ,                   appetite. When they spot their prey, they attack it
     so they discharge electricity if in danger.                           and paralyze it with electricity.
       STR        DEX     CON       INT     WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     10 (+0) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)                         15 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
Levitate: This Pokémon is immune to ground moves. Levitate: This Pokémon is immune to ground moves.
     Evolution: Tynamo can evolve into Eelektrik at level                  Evolution: Eelektrik can evolve into Eelektross at
     10 and above. When it evolves, its health increases                   level 15 and above, with the help of a Thunder
     by double its level, and it gains 11 points to add to                 Stone. When it evolves, its health increases by
     its ability scores (max 20).                                          double its level, and it gains 8 points to add to its
                                                                           ability scores (max 20).
     Starting Moves: Charge Beam, Spark, Tackle, Thunder
     Wave                                                                  Starting Moves: Charge Beam, Crunch, Headbutt,
                                                                           Spark, Thunder Wave, Bind
     TM: 57, 73                                                            Level 6: Acid, Discharge
                                                                           Level 10: Thunderbolt, Acid Spray
                                                                           Level 14: Coil, Wild Charge
                                                                           Level 18: Gastro Acid, Zap Cannon, Thrash
                                                                           TM: 06, 10, 16, 17, 18, 21, 24, 25, 27, 32, 42, 44,
                                                                           45, 48, 57, 62, 72, 73, 87, 88, 89, 90, 91, 93, 100
56
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 Eelektross #604                                                        Elgyem #605
 Type: Electric                                                         Type: Psychic
 Classification: Medium | SR 12                                         Classification: Tiny | SR 1
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Amorphous                                                   Egg Group: Human-Like
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The EleFish Pokémon. With their sucker mouths,                         The Cerebral Pokémon. This Pokémon had never
 they suck in prey. Then they use their fangs to shock                  been seen until it appeared from far in the desert 50
 the prey with electricity.                                             years ago.
 Levitate: This Pokémon is immune to ground moves.                      Telepathy: This Pokémon cannot be damaged by its
                                                                        allies' attacks.
 Starting Moves: Acid, Coil, Crunch, Crush Claw,                        Synchronize: If this Pokémon becomes burned,
 Discharge, Gastro Acid, Headbutt, Thrash, Zap                          paralyzed, or poisoned, its attacker receives the
 Cannon                                                                 negative status condition as well (if not immune).
 TM: 02, 05, 06, 10, 15, 16, 17, 18, 21, 24, 25, 27,                    Hidden Ability
 31, 32, 35, 39, 42, 44, 45, 48, 57, 62, 68, 72, 73,                    Analytic: After this Pokémon misses an attack, its
 80, 82, 86, 87, 88, 89, 90, 91, 93, 100                                next attack is done at advantage.
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     Beheeyem #606                                                         Litwick #607
     Type: Psychic                                                         Type: Ghost/Fire
     Classification: Small | SR 11                                         Classification: Tiny | SR 1/4
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Human-Like                                                 Egg Group: Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Cerebral Pokémon. It uses psychic power to                        The Candle Pokémon. While shining a light and
     control an opponent's brain and tamper with its                       pretending to be a guide, it leeches off the life force
     memories.                                                             of any who follow it.
       STR      DEX      CON       INT     WIS       CHA                      STR      DEX      CON        INT    WIS        CHA
     16 (+3) 13 (+1) 16 (+3) 6 (-2) 18 (+4) 10 (+0)                         11 (+0) 9 (-1) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
     Telepathy: This Pokémon cannot be damaged by its                      Flash Fire: This Pokémon takes no damage from fire
     allies' attacks.                                                      or fire-type attacks. Instead, immediately after taking
                                                                           a hit from a fire-type move, or in open flames,
     Synchronize: If this Pokémon becomes burned,                          double the STAB bonus on the next fire-type move.
     paralyzed, or poisoned, its attacker receives the
     negative status condition as well (if not immune).                    Flame Body: The flames from this Pokémon's body
                                                                           shine dim light in a 15 ft radius. In addition, when
     Hidden Ability                                                        hit by a melee attack, roll a d10. On a 10, the
     Analytic: After this Pokémon misses an attack, its                    attacker is burned.
     next attack is done at advantage.
                                                                           Hidden Ability
                                                                           Infiltrator: This Pokémon bypasses Light Screen and
     Starting Moves: Confusion, Growl, Heal Block,
                                                                           Reflect.
     Miracle Eye, Psybeam, Headbutt, Hidden Power,
     Psychic Terrain
     Level 10: Imprison, Simple Beam, Zen Headbutt                         Evolution: Litwick can evolve into Lampent at level
     Level 14: Psych Up, Psychic, Calm Mind, Recover                       10 and above. When it evolves, its health increases
     Level 18: Guard Split, Power Split, Synchronoise,                     by double its level, and it gains 11 points to add to
     Wonder Room                                                           its ability scores (max 20).
     TM: 03, 04, 06, 10, 15, 16, 17, 18, 20, 21, 24, 27,
     29, 30, 32, 33, 39, 42, 44, 45, 46, 48, 49, 51, 53,                   Starting Moves: Astonish, Ember, Minimize
     57, 63, 68, 73, 77, 80, 85, 87, 88, 90, 92, 97, 100                   Level 2: Smog, Fire Spin, Confuse Ray, Night Shade
                                                                           Level 6: Will-O-Wisp, Flame Burst
                                                                           Level 10: Imprison, Hex
                                                                           Level 14: Memento, Inferno, Curse
                                                                           Level 18: Shadow Ball, Pain Split, Overheat
                                                                           TM: 04, 06, 10, 11, 12, 17, 20, 21, 22, 27, 29, 30,
                                                                           32, 35, 38, 42, 43, 44, 45, 46, 48, 50, 53, 61, 63,
                                                                           66, 77, 85, 87, 88, 90, 92, 97, 100
                                                                           Egg Moves: Acid, Acid Armor, Captivate, Clear Smog,
                                                                           Endure, Haze, Heat Wave, Power Split
58
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 Lampent #608                                                           Chandelure #609
 Type: Ghost/Fire                                                       Type: Ghost/Fire
 Classification: Tiny | SR 6                                            Classification: Small | SR 14
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Amorphous                                                   Egg Group: Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Lamp Pokémon. It arrives near the moment of                        The Luring Pokémon. Being consumed in
 death and steals spirit from the body.                                 Chandelure's flame burns up the spirit, leaving the
                                                                        body behind.
 Armor Class: 14
 Hit Points: 50 | Hit Dice: d8                                          Armor Class: 16
 Speed: 25ft. flying (hover)                                            Hit Points: 107 | Hit Dice: d12
                                                                        Speed: 30ft. flying (hover)
                                                                                                                                   59
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     Axew #610                                                             Fraxure #611
     Type: Dragon                                                          Type: Dragon
     Classification: Tiny | SR 1                                           Classification: Small | SR 6
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Monster, Dragon                                            Egg Group: Monster, Dragon
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Tusk Pokémon. They mark their territory by                        The Axe Jaw Pokémon. Their tusks can shatter rocks.
     leaving gashes in trees with their tusks. If a tusk                   Territory battles between Fraxure can be intensely
     breaks, a new one grows in quickly.                                   violent.
       STR       DEX      CON        INT    WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     14 (+2) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                         16 (+3) 14 (+2) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
     Rivalry: This Pokémon adds its proficiency bonus to                   Rivalry: This Pokémon adds its proficiency bonus to
     damage when attacking a Pokémon of the same                           damage when attacking a Pokémon of the same
     type.                                                                 type.
     Mold Breaker: This Pokémon's moves ignore any                         Mold Breaker: This Pokémon's moves ignore any
     abilities or moves that would lessen their effect or                  abilities or moves that would lessen their effect or
     ability to hit an opponent (Due to things like Water                  ability to hit an opponent (Due to things like Water
     Absorb, Snow Cloak, Thick Fat, etc.)                                  Absorb, Snow Cloak, Thick Fat, etc.)
     Hidden Ability                                                        Hidden Ability
     Unnerve: Opponents in combat with this Pokémon                        Unnerve: Opponents in combat with this Pokémon
     cannot eat held berries.                                              cannot eat held berries.
     Evolution: Axew can evolve into Fraxure at level 10                   Evolution: Fraxure can evolve into Haxorus at level
     and above. When it evolves, its health increases by                   15 and above. When it evolves, its health increases
     double its level, and it gains 6 points to add to its                 by double its level, and it gains 10 points to add to
     ability scores (max 20).                                              its ability scores (max 20).
     Starting Moves: Scratch, Leer                                         Starting Moves: Assurance, Dragon Rage, Leer,
     Level 2: Assurance, Dragon Rage, Dual Chop                            Scratch, Dual Chop
     Level 6: Scary Face, Slash                                            Level 6: Scary Face, Slash
     Level 10: False Swipe, Dragon Claw                                    Level 10: False Swipe, Dragon Claw, Dragon Dance
     Level 14: Taunt, Dragon Pulse                                         Level 14: Taunt, Dragon Pulse, Swords Dance
     Level 18: Swords Dance, Guillotine, Outrage, Giga                     Level 18: Guillotine, Outrage, Giga Impact
     Impact
                                                                           TM: 02, 05, 06, 10, 11, 12, 17, 18, 21, 27, 32, 39,
     TM: 02, 05, 06, 10, 11, 12, 17, 18, 21, 27, 32, 39,                   40, 42, 44, 45, 48, 54, 56, 65, 66, 68, 75, 81, 82,
     40, 42, 44, 45, 48, 54, 56, 66, 68, 75, 81, 84, 87,                   84, 87, 88, 90, 100
     88, 90, 100
     Egg Moves: Counter, Dragon Pulse, Endeavor,
     Endure, Focus Energy, Harden, Iron Tail, Night Slash,
     Razor Wind, Reversal
60
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 Haxorus #612                                                           Cubchoo #613
 Type: Dragon                                                           Type: Ice
 Classification: Medium | SR 14                                         Classification: Tiny | SR 1/4
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Monster, Dragon                                             Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Axe Jaw Pokémon. Their sturdy tusks will stay                      The Chill Pokémon. Its nose is always running. It
 sharp even if used to cut steel beams. These                           sniffs the snot back up because the mucus provides
 Pokémon are covered in hard armor.                                     the raw material for its moves.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 19 (+4) 18 (+4) 15 (+2) 6 (-2) 14 (+2) 10 (+0)                          12 (+1) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
 Rivalry: This Pokémon adds its proficiency bonus to                    Snow Cloak: This Pokémon is immune to Hail
 damage when attacking a Pokémon of the same                            damage. It's AC is increased by 2 in arctic
 type.                                                                  conditions, or when it is snowing or hailing.
 Mold Breaker: This Pokémon's moves ignore any                          Slush Rush: This Pokémon is immune to Hail
 abilities or moves that would lessen their effect or                   damage, and its speed is doubled in arctic
 ability to hit an opponent (Due to things like Water                   conditions, or during a hailstorm.
 Absorb, Snow Cloak, Thick Fat, etc.)
                                                                        Hidden Ability
 Hidden Ability                                                         Rattled: When this Pokémon is hit by a damaging
 Unnerve: Opponents in combat with this Pokémon                         Dark, Bug, or Ghost move, it makes its next attack at
 cannot eat held berries.                                               advantage.
 Starting Moves: Assurance, Dragon Rage, Leer,                          Evolution: Cubchoo can evolve into Beartic at level
 Scratch, Dual Chop, Scary Face, Slash, False Swipe,                    10 and above. When it evolves, its health increases
 Dragon Claw, Dragon Dance                                              by double its level, and it gains 15 points to add to
 Level 14: Taunt, Dragon Pulse, Swords Dance                            its ability scores (max 20).
 Level 18: Guillotine, Outrage, Giga Impact
 TM: 02, 05, 06, 10, 11, 12, 15, 17, 18, 21, 26, 27,                    Starting Moves: Growl, Powder Snow
 31, 32, 39, 40, 42, 44, 45, 48, 52, 54, 56, 59, 65,                    Level 2: Bide, Icy Wind
 66, 68, 75, 78, 80, 81, 82, 84, 86, 87, 88, 90, 94,                    Level 6: Fury Swipes, Brine
 100                                                                    Level 10: Endure, Charm
                                                                        Level 14: Slash, Flail, Rest
                                                                        Level 18: Blizzard, Hail, Thrash, Sheer Cold
                                                                        TM: 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 39, 40,
                                                                        42, 44, 45, 48, 49, 56, 65, 79, 86, 87, 88, 90, 94,
                                                                        100
                                                                        Egg Moves: Assurance, Avalanche, Encore, Focus
                                                                        Punch, Ice Punch, Night Slash, Play Rough, Sleep
                                                                        Talk, Yawn
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     Beartic #614                                                          Cryogonal #615
     Type: Ice                                                             Type: Ice
     Classification: Large | SR 12                                         Classification: Small | SR 11
     Minimum Level Found: 8                                                Minimum Level Found: 8
     Egg Group: Field                                                      Egg Group: Gender Unknown
     Gender Rate: 50% M / 50% F                                            Gender Rate: Genderless
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Freezing Pokémon. It freezes its breath to                        The Crystallizing Pokémon. They are born in snow
     create fangs and claws of ice to fight with. Cold                     clouds. They use chains made of ice crystals to
     northern areas are its habitat.                                       capture prey.
       STR       DEX       CON      INT      WIS     CHA                      STR       DEX      CON       INT     WIS       CHA
     19 (+4) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                         13 (+1) 18 (+4) 15 (+2) 6 (-2) 16 (+3) 10 (+0)
     Snow Cloak: This Pokémon is immune to Hail                            Levitate: This Pokémon is immune to ground moves.
     damage. It's AC is increased by 2 in arctic
     conditions, or when it is snowing or hailing.                         Starting Moves: Bind, Ice Shard, Rapid Spin, Sharpen,
     Slush Rush: This Pokémon is immune to Hail                            Icy Wind, Haze, Mist, Aurora Beam, Acid Armor,
     damage, and its speed is doubled in arctic                            Ancient Power
     conditions, or during a hailstorm.                                    Level 10: Ice Beam, Light Screen
                                                                           Level 14: Reflect, Slash, Confuse Ray
     Hidden Ability                                                        Level 18: Recover, Freeze-Dry, Solar Beam, Night
     Swift Swim: This Pokémon's swim speed is doubled                      Slash, Sheer Cold
     in rainy conditions.
                                                                           TM: 06, 07, 10, 13, 14, 15, 16, 17, 18, 21, 22, 27,
                                                                           32, 33, 42, 44, 45, 48, 62, 64, 70, 79, 84, 87, 88,
     Starting Moves: Aqua Jet, Bide, Growl, Icicle Crash,                  90, 91, 100
     Icy Wind, Powder Snow, Superpower, Fury Swipes,
     Brine
     Level 10: Endure, Swagger
     Level 14: Slash, Flail, Rest
     Level 18: Blizzard, Hail, Thrash, Sheer Cold
     TM: 05, 06, 07, 08, 10, 12, 13, 14, 15, 17, 18, 21,
     27, 31, 32, 39, 40, 42, 44, 45, 48, 49, 52, 56, 65,
     68, 71, 75, 78, 79, 80, 86, 87, 88, 90, 94, 100
62
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 Shelmet #616                                                           Accelgor #617
 Type: Bug                                                              Type: Bug
 Classification: Tiny | SR 1                                            Classification: Small | SR 10
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Bug                                                         Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Snail Pokémon. It evolves when bathed in an                        The Shell Out Pokémon. Having removed its heavy
 electric-like energy along with Karrablast. The reason                 shell, it becomes very light and can fight with ninja-
 is still unknown.                                                      like movements.
    STR     DEX      CON         INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 12 (+1) 9 (-1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                           13 (+1) 20 (+5) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
 Hydration: This Pokémon is unaffected by negative                      Hydration: This Pokémon is unaffected by negative
 status ailments in water or during rainy conditions.                   status ailments in water or during rainy conditions.
 Shell Armor: This Pokémon is immune to extra                           Sticky Hold: Held items cannot be stolen or knocked
 damage dealt by a Critical Hit.                                        away from this Pokémon.
 Hidden Ability                                                         Hidden Ability
 Overcoat: This Pokémon does not take damage from                       Unburden: While this Pokémon is active and not
 weather-related moves like Hail, Weather Ball, etc.                    holding an item, its trainer gets advantage on
                                                                        initiative rolls.
 Evolution: Shelmet can evolve into Accelgor at level
 10 and above, only when in the presence of a                           Starting Moves: Absorb, Acid Spray, Double Team,
 Karrablast. When it evolves, its health increases by                   Quick Attack, Acid Armor, Struggle Bug, Mega Drain
 double its level, and it gains 14 points to add to its                 Level 10: Swift, Me First, Agility
 ability scores (max 20).                                               Level 14: Giga Drain, U-Turn
                                                                        Level 18: Bug Buzz, Recover, Power Swap, Final
 Starting Moves: Absorb, Acid                                           Gambit
 Level 2: Bide, Curse                                                   TM: 06, 09, 10, 15, 17, 18, 21, 27, 28, 32, 36, 37,
 Level 6: Struggle Bug, Mega Drain                                      42, 44, 45, 48, 52, 53, 68, 83, 87, 88, 89, 90, 100
 Level 10: Yawn, Protect, Acid Armor
 Level 14: Giga Drain, Body Slam, Bug Buzz
 Level 18: Recover, Guard Swap, Final Gambit
 TM: 06, 09, 10, 17, 18, 21, 27, 28, 32, 36, 42, 44,
 45, 48, 53, 83, 87, 88, 90, 100
 Egg Moves: Baton Pass, Double-Edge, Encore,
 Endure, Feint, Guard Split, Mind Reader, Mud-Slap,
 Pursuit, Spikes
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     Stunfisk #618                                                         Mienfoo #619
     Type: Ground/Electric                                                 Type: Fighting
     Classification: Small | SR 8                                          Classification: Small | SR 1/2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Water 1, Amorphous                                         Egg Group: Field, Human-Like
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Trap Pokémon. It conceals itself in the mud of                    The Martial Arts Pokémon. They have mastered
     the seashore. Then it waits. When prey touch it, it                   elegant combos. As they concentrate, their battle
     delivers a jolt of electricity.                                       moves become swifter and more precise.
       STR      DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     14 (+2) 11 (+0) 19 (+4) 6 (-2) 10 (+0) 10 (+0)                         14 (+2) 13 (+1) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
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 Mienshao #620                                                          Druddigon #621
 Type: Fighting                                                         Type: Dragon
 Classification: Small | SR 10                                          Classification: Medium | SR 10
 Minimum Level Found: 8                                                 Minimum Level Found: 5
 Egg Group: Field, Human-Like                                           Egg Group: Dragon, Monster
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Martial Arts Pokémon. They use the long fur on                     The Cave Pokémon. It races through narrow caves,
 their arms as a whip to strike their opponents.                        using its sharp claws to catch prey. The skin on its
                                                                        face is harder than a rock.
 Armor Class: 15
 Hit Points: 72 | Hit Dice: d10                                         Armor Class: 17
 Speed: 35ft. walking                                                   Hit Points: 52 | Hit Dice: d10
                                                                        Speed: 25ft. walking, 30ft. flying
 Regenerator: Once per long rest, this Pokémon                          Rough Skin: When this Pokémon is hit by a melee
 regains hit points equal to its level when it returns                  attack, it may roll a d4. On a 4, deal an amount of
 to its Pokéball.                                                       damage equal to its proficiency modifier to its
 Hidden Ability                                                         attacker.
 Reckless: When attacking with moves with recoil                        Sheer Force: This Pokémon adds its proficiency
 damage, this Pokémon doubles its STAB bonus.                           bonus to damage rolls while poisoned, burned,
                                                                        confused, or paralyzed.
 Starting Moves: Detect, Fake Out, Meditate, Pound,                     Hidden Ability
 Double Slap, Swift
                                                                        Mold Breaker: This Pokémon's moves ignore any
 Level 10: Calm Mind, Force Palm, Drain Punch
                                                                        abilities or moves that would lessen their effect or
 Level 14: Jump Kick, U-Turn, Wide Guard
                                                                        ability to hit an opponent (Due to things like Water
 Level 18: Bounce, High Jump Kick, Reversal, Aura
                                                                        Absorb, Snow Cloak, Thick Fat, etc.)
 Sphere
 TM: 01, 04, 06, 08, 10, 11, 12, 15, 17, 18, 21, 27,                    Starting Moves: Leer, Scratch, Hone Claws, Bite,
 31, 32, 33, 39, 40, 42, 44, 45, 47, 48, 52, 56, 62,                    Scary Face
 66, 68, 71, 75, 77, 80, 84, 86, 87, 88, 89, 90, 100                    Level 6: Dragon Rage, Slash
                                                                        Level 10: Crunch, Dragon Claw, Chip Away
                                                                        Level 14: Revenge, Night Slash
                                                                        Level 18: Dragon Tail, Rock Climb, Superpower,
                                                                        Outrage
                                                                        TM: 02, 05, 06, 10, 11, 12, 15, 17, 18, 21, 23, 26,
                                                                        27, 32, 35, 36, 39, 40, 41, 42, 44, 45, 48, 52, 56,
                                                                        57, 65, 66, 68, 78, 80, 82, 87, 88, 90, 91, 94, 95,
                                                                        97, 100
                                                                        Egg Moves: Crush Claw, Feint Attack, Fire Fang,
                                                                        Glare, Iron Tail, Metal Claw, Poison Tail, Pursuit,
                                                                        Snatch, Sucker Punch, Thunder Fang
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     Golett #622                                                           Golurk #623
     Type: Ground/Ghost                                                    Type: Ground/Ghost
     Classification: Small | SR 1                                          Classification: Large | SR 11
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Gender Unknown                                             Egg Group: Gender Unknown
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Automaton Pokémon. These Pokémon are                              The Automaton Pokémon. It is said that Golurk were
     thought to have been created by the science of an                     ordered to protect people and Pokémon by the
     ancient and mysterious civilization.                                  ancient people who made them.
       STR      DEX       CON        INT   WIS         CHA                    STR       DEX      CON       INT     WIS       CHA
     14 (+2) 10 (+0) 13 (+1) 6 (-2) 12 (+1) 10 (+0)                         19 (+4) 13 (+1) 17 (+3) 6 (-2) 14 (+2) 10 (+0)
     Iron Fist: When attacking with a punch-based move                     Iron Fist: When attacking with a punch-based move
     (Mega Punch, Dynamic Punch, Ice/Fire/Thunder                          (Mega Punch, Dynamic Punch, Ice/Fire/Thunder
     Punch, etc.), this Pokémon may roll the damage                        Punch, etc.), this Pokémon may roll the damage
     twice and choose either total.                                        twice and choose either total.
     Klutz: This Pokémon cannot hold an item.                              Klutz: This Pokémon cannot hold an item.
     Hidden Ability                                                        Hidden Ability
     No Guard: Any attack made by or against this                          No Guard: Any attack made by or against this
     Pokémon has advantage.                                                Pokémon has advantage.
     Evolution: Golett can evolve into Golurk at level 11                  Starting Moves: Astonish, Defense Curl, Heavy Slam,
     and above. When it evolves, its health increases by                   Mud-Slap, Pound, Rollout, Shadow Punch, Iron
     double its level, and it gains 12 points to add to its                Defense, High Horsepower, Stomping Tantrum
     ability scores (max 20).                                              Level 10: Mega Punch, Magnitude
                                                                           Level 14: Dynamic Punch, Night Shade
     Starting Moves: Astonish, Defense Curl, Pound                         Level 18: Curse, Earthquake, Hammer Arm, Focus
     Level 2: Mud-Slap, Rollout, Shadow Punch                              Punch
     Level 6: Iron Defense, Stomping Tantrum                               TM: 06, 10, 13, 15, 17, 18, 20, 21, 22, 24, 26, 27,
     Level 10: Mega Punch, Magnitude                                       29, 30, 31, 32, 39, 42, 44, 46, 47, 48, 52, 56, 57,
     Level 14: Dynamic Punch, Night Shade, Curse                           68, 69, 71, 74, 76, 78, 80, 86, 87, 88, 90, 91, 100
     Level 18: Earthquake, Hammer Arm, Focus Punch
     TM: 06, 10, 13, 17, 18, 20, 21, 26, 27, 29, 30, 31,
     32, 39, 42, 44, 46, 47, 48, 52, 56, 69, 74, 78, 80,
     86, 87, 88, 90, 100
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 Pawniard #624                                                          Bisharp #625
 Type: Dark/Steel                                                       Type: Dark/Steel
 Classification: Tiny | SR 2                                            Classification: Medium | SR 12
 Minimum Level Found: 1                                                 Minimum Level Found: 10
 Egg Group: Human-Like                                                  Egg Group: Human-Like
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Sharp Blade Pokémon. They fight at Bisharp's                       The Sword Blade Pokémon. Bisharp pursues prey in
 command. They cling to their prey and inflict                          the company of a large group of Pawniard. Then
 damage by sinking their blades into it.                                Bisharp finishes off the prey.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 14 (+2) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 10 (+0)                          19 (+4) 16 (+3) 15 (+2) 6 (-2) 14 (+2) 10 (+0)
 Defiant: When this Pokémon is subject to a move                        Defiant: When this Pokémon is subject to a move
 that gives it a status condition, it has advantage on                  that gives it a status condition, it has advantage on
 the next attack.                                                       the next attack.
 Inner Focus: This Pokémon is immune to flinching.                      Inner Focus: This Pokémon is immune to flinching.
 Hidden Ability                                                         Hidden Ability
 Pressure: Any move targeting this Pokémon directly                     Pressure: Any move targeting this Pokémon directly
 (non-area of effect moves) reduces its PP by two                       (non-area of effect moves) reduces its PP by two
 when activated.                                                        when activated.
 Evolution: Pawniard can evolve into Bisharp at level                   Starting Moves: Fury Cutter, Leer, Metal Burst,
 13 and above. When it evolves, its health increases                    Scratch, Torment
 by double its level, and it gains 10 points to add to                  Level 10: Feint Attack, Scary Face, Metal Claw, Slash,
 its ability scores (max 20).                                           Assurance
                                                                        Level 14: Metal Sound, Embargo, Iron Defense
 Starting Moves: Scratch                                                Level 18: Night Slash, Iron Head, Swords Dance,
 Level 2: Leer, Fury Cutter                                             Guillotine
 Level 6: Torment, Feint Attack, Scary Face                             TM: 06, 10, 12, 15, 17, 18, 21, 27, 31, 32, 37, 39,
 Level 10: Metal Claw, Slash, Assurance                                 40, 41, 42, 44, 45, 46, 47, 48, 52, 54, 56, 63, 65,
 Level 14: Metal Sound, Embargo, Iron Defense,                          66, 68, 69, 71, 73, 75, 81, 84, 86, 87, 88, 90, 95,
 Night Slash                                                            97, 100
 Level 18: Iron Head, Swords Dance, Guillotine
 TM: 06, 10, 12, 17, 18, 21, 27, 31, 32, 37, 39, 40,
 41, 42, 44, 45, 46, 47, 48, 54, 56, 63, 65, 66, 69,
 73, 75, 81, 84, 86, 87, 88, 90, 95, 97, 100
 Egg Moves: Headbutt, Mean Look, Psycho Cut,
 Pursuit, Quick Guard, Revenge, Stealth Rock, Sucker
 Punch
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     Bouffalant #626                                                       Rufflet #627
     Type: Normal                                                          Type: Normal/Flying
     Classification: Medium | SR 10                                        Classification: Tiny | SR 2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Flying
     Gender Rate: 50% M / 50% F                                            Gender Rate: 100% M / 0% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Bash Buffalo Pokémon. They charge wildly and                      The Eaglet Pokémon. They will challenge anything,
     headbutt everything. Their headbutts have enough                      even strong opponents, without fear. Their frequent
     destructive force to derail a train.                                  fights help them become stronger.
       STR       DEX       CON      INT      WIS     CHA                      STR       DEX      CON       INT     WIS       CHA
     19 (+4) 13 (+1) 18 (+4) 6 (-2) 10 (+0) 10 (+0)                         13 (+1) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
     Reckless: When attacking with moves with recoil                       Keen Eye: This Pokémon ignores disadvantage when
     damage, this Pokémon doubles its STAB bonus.                          it relates to sight.
     Sap Sipper: This Pokémon takes no damage from                         Sheer Force: This Pokémon adds its proficiency
     grass-type attacks. If hit by a grass type move, it                   bonus to damage rolls while poisoned, burned,
     takes no damage and instead absorbs the energy,                       confused, or paralyzed.
     granting advantage on its next attack.
                                                                           Hidden Ability
     Hidden Ability                                                        Hustle: When you score a critical hit, you may
     Soundproof: This Pokémon is immune to sound-                          immediately gain an additional action on your turn.
     based moves.                                                          If this action is used to make an attack, you have
                                                                           disadvantage on the roll. You may only ever have
                                                                           one additional action per round.
     Starting Moves: Leer, Pursuit, Rage, Fury Attack
     Level 6: Horn Attack, Scary Face
     Level 10: Revenge, Head Charge                                        Evolution: Rufflet can evolve into Braviary at level 13
     Level 14: Focus Energy, Megahorn                                      and above. When it evolves, its health increases by
     Level 18: Reversal, Thrash, Swords Dance, Giga                        double its level, and it gains 11 points to add to its
     Impact                                                                ability scores (max 20).
     TM: 01, 06, 10, 11, 12, 17, 18, 21, 26, 27, 32, 39,
     40, 42, 44, 45, 48, 66, 67, 68, 71, 75, 78, 80, 84,                   Starting Moves: Leer, Peck
     87, 88, 90, 93, 94, 100                                               Level 2: Fury Attack, Wing Attack
                                                                           Level 6: Hone Claws, Scary Face
     Egg Moves: Amnesia, Belch, Headbutt, Iron Head,                       Level 10: Aerial Ace, Slash, Defog
     Mud Shot, Mud-Slap, Rock Climb, Skull Bash, Stomp                     Level 14: Tailwind, Air Slash, Crush Claw
                                                                           Level 18: Sky Drop, Whirlwind, Brave Bird, Thrash
                                                                           TM: 01, 06, 08, 10, 11, 17, 18, 19, 21, 27, 32, 39,
                                                                           40, 42, 44, 45, 48, 51, 58, 65, 76, 80, 87, 88, 89,
                                                                           90, 100
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 Braviary #628                                                          Vullaby #629
 Type: Normal/Flying                                                    Type: Dark/Flying
 Classification: Medium | SR 12                                         Classification: Tiny | SR 2
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Flying                                                      Egg Group: Flying
 Gender Rate: 100% M / 0% F                                             Gender Rate: 0% M / 100% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Valiant Pokémon. The more scars they have, the                     The Diapered Pokémon. They tend to guard their
 more respect these brave soldiers of the sky get                       posteriors with suitable bones they have found.
 from their peers.                                                      They pursue weak Pokémon.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT      WIS      CHA
 18 (+4) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          12 (+1) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
 Keen Eye: This Pokémon ignores disadvantage when                       Big Pecks: This Pokémon's AC cannot be reduced by
 it relates to sight.                                                   an opponent's moves.
 Sheer Force: This Pokémon adds its proficiency                         Overcoat: This Pokémon does not take damage from
 bonus to damage rolls while poisoned, burned,                          weather-related moves like Hail, Weather Ball, etc.
 confused, or paralyzed.
                                                                        Hidden Ability
 Hidden Ability                                                         Weak Armor: When an attack hits this Pokémon, its
 Defiant: When this Pokémon is subject to a move                        speed increases by 5 feet, but its AC is temporarily
 that gives it a status condition, it has advantage on                  reduced by 1 until the end of battle (for a maximum
 the next attack.                                                       reduction of -5).
 Starting Moves: Fury Attack, Leer, Peck, Superpower,                   Evolution: Vullaby can evolve into Mandibuzz at level
 Wing Attack, Hone Claws, Scary Face                                    13 and above. When it evolves, its health increases
 Level 10: Aerial Ace, Slash, Defog                                     by double its level, and it gains 12 points to add to
 Level 14: Tailwind, Air Slash                                          its ability scores (max 20).
 Level 18: Crush Claw, Sky Drop, Whirlwind, Brave
 Bird, Thrash                                                           Starting Moves: Gust, Leer
 TM: 01, 06, 08, 10, 11, 15, 17, 18, 19, 21, 27, 32,                    Level 2: Fury Attack, Pluck
 39, 40, 42, 44, 45, 48, 51, 58, 65, 68, 76, 80, 87,                    Level 6: Nasty Plot, Flatter
 88, 89, 90, 100                                                        Level 10: Feint Attack, Punishment, Defog
                                                                        Level 14: Tailwind, Air Slash, Dark Pulse
                                                                        Level 18: Embargo, Whirlwind, Brave Bird, Mirror
                                                                        Move
                                                                        TM: 06, 10, 11, 12, 17, 18, 19, 21, 27, 30, 32, 39,
                                                                        40, 41, 42, 44, 45, 46, 48, 51, 63, 66, 76, 77, 87,
                                                                        88, 89, 90, 95, 97, 100
                                                                        Egg Moves: Fake Tears, Foul Play, Knock Off, Mean
                                                                        Look, Roost, Scary Face, Steel Wing
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     Mandibuzz #630                                                        Heatmor #631
     Type: Dark/Flying                                                     Type: Fire
     Classification: Medium | SR 13                                        Classification: Medium | SR 8
     Minimum Level Found: 8                                                Minimum Level Found: 5
     Egg Group: Flying                                                     Egg Group: Field
     Gender Rate: 0% M / 100% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Bone Vulture Pokémon. Watching from the sky,                      The Anteater Pokémon. Using their very hot, flame-
     they swoop to strike weakened Pokémon on the                          covered tongues, they burn through Durant's steel
     ground. They decorate themselves with bones.                          bodies and consume their insides.
       STR       DEX      CON      INT      WIS      CHA                      STR       DEX      CON       INT     WIS        CHA
     16 (+3) 16 (+3) 19 (+4) 6 (-2) 14 (+2) 10 (+0)                         17 (+3) 15 (+2) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
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 Durant #632                                                            Deino #633
 Type: Bug/Steel                                                        Type: Dark/Dragon
 Classification: Tiny | SR 8                                            Classification: Small | SR 1
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Bug                                                         Egg Group: Dragon
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Iron Ant Pokémon. Durant dig nests in                              The Irate Pokémon. They cannot see, so they tackle
 mountains. They build their complicated,                               and bite to learn about their surroundings. Their
 interconnected tunnels into mazes.                                     bodies are covered in wounds.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 17 (+3) 18 (+4) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                          13 (+1) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
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     Zweilous #634                                                         Hydreigon #635
     Type: Dark/Dragon                                                     Type: Dark/Dragon
     Classification: Medium | SR 6                                         Classification: Medium | SR 14
     Minimum Level Found: 5                                                Minimum Level Found: 10
     Egg Group: Dragon                                                     Egg Group: Dragon
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Hostile Pokémon. Since their two heads do not                     The Brutal Pokémon. The heads on their arms do
     get along and compete with each other for food,                       not have brains. They use all three heads to
     they always eat too much.                                             consume and destroy everything.
       STR      DEX       CON        INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     16 (+3) 13 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                         18 (+4) 19 (+4) 19 (+4) 6 (-2) 16 (+3) 10 (+0)
     Hustle: When you score a critical hit, you may                        Levitate: This Pokémon is immune to ground moves.
     immediately gain an additional action on your turn.
     If this action is used to make an attack, you have                    Starting Moves: Bite, Dragon Rage, Focus Energy, Tri
     disadvantage on the roll. You may only ever have                      Attack, Headbutt, Roar, Crunch, Slam, Dragon Pulse
     one additional action per round.                                      Level 14: Work Up, Dragon Breath
                                                                           Level 18: Scary Face, Hyper Voice, Outrage
     Evolution: Zweilous can evolve into Hydreigon at
     level 17 and above. When it evolves, its health                       TM: 01, 05, 06, 10, 11, 12, 15, 17, 18, 19, 21, 26,
     increases by double its level, and it gains 15 points                 27, 32, 33, 35, 38, 39, 41, 42, 44, 45, 46, 48, 49,
     to add to its ability scores (max 20).                                51, 52, 57, 59, 62, 66, 68, 71, 73, 76, 77, 78, 80,
                                                                           82, 87, 88, 89, 90, 91, 94, 97, 100
     Starting Moves: Bite, Double Hit, Dragon Rage,
     Focus Energy, Headbutt
     Level 6: Dragon Breath, Roar
     Level 10: Crunch, Slam, Dragon Pulse
     Level 14: Work Up, Dragon Rush, Body Slam
     Level 18: Scary Face, Hyper Voice, Outrage
     TM: 01, 05, 06, 10, 11, 12, 17, 18, 21, 27, 32, 41,
     42, 44, 45, 46, 48, 73, 77, 82, 87, 88, 90, 97, 100
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 Larvesta #636                                                          Volcarona #637
 Type: Bug/Fire                                                         Type: Bug/Fire
 Classification: Small | SR 4                                           Classification: Medium | SR 13
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Bug                                                         Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Torch Pokémon. The base of volcanoes is where                      The Sun Pokémon. A sea of fire engulfs the
 they make their homes. They shoot fire from their                      surroundings of their battles, since they use their six
 five horns to repel attacking enemies.                                 wings to scatter their ember scales.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 15 (+2) 15 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                          16 (+3) 19 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
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     Cobalion #638                                                         Terrakion #639
     Type: Steel/Fighting                                                  Type: Rock/Fighting
     Classification: Large | SR 14                                         Classification: Large | SR 14
     Minimum Level Found: 15                                               Minimum Level Found: 15
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Iron Will Pokémon. It has a body and heart of                     The Cavern Pokémon. Its charge is strong enough to
     steel. Its glare is sufficient to make even an unruly                 break through a giant castle wall in one blow. This
     Pokémon obey it.                                                      Pokémon is spoken of in legends.
       STR      DEX      CON         INT    WIS      CHA                      STR      DEX      CON        INT      WIS      CHA
     18 (+4) 18 (+4) 18 (+4) 10 (+0) 15 (+2) 10 (+0)                        20 (+5) 18 (+4) 18 (+4) 10 (+0) 16 (+3) 10 (+0)
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 Virizion #640                                                          Tornadus #641
 Type: Grass/Fighting                                                   Type: Flying
 Classification: Large | SR 14                                          Classification: Medium | SR 14
 Minimum Level Found: 15                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Grassland Pokémon. Its head sprouts horns as                       The Cyclone Pokémon. Tornadus expels massive
 sharp as blades. Using whirlwind-like movements, it                    energy from its tail, causing severe storms. Its
 confounds and swiftly cuts opponents.                                  power is great enough to blow houses away.
   STR       DEX      CON        INT      WIS      CHA                     STR      DEX      CON        INT      WIS       CHA
 18 (+4) 19 (+4) 18 (+4) 10 (+0) 17 (+3) 10 (+0)                         17 (+3) 20 (+5) 17 (+3) 12 (+1) 16 (+3) 10 (+0)
 Justified: When this Pokémon is hit by a dark-type                     Prankster: Once per short rest, this Pokémon can
 move, it gets advantage on its next attack.                            move to the top of initiative order in a single round,
                                                                        but must use a status-affecting move on its turn.
 Starting Moves: Double Kick, Leer, Magical Leaf,
 Quick Attack, Take Down, Helping Hand, Retaliate,
                                                                        Hidden Ability
 Giga Drain, Sacred Sword, Swords Dance, Quick                          Defiant: When this Pokémon is subject to a move
 Guard                                                                  that gives it a status condition, it has advantage on
 Level 18: Work Up, Leaf Blade, Close Combat                            the next attack.
 TM: 01, 04, 05, 06, 10, 11, 12, 15, 16, 17, 20, 21,                    Form Change: Tornadus' default form is Incarnate
 22, 27, 32, 33, 40, 42, 44, 48, 52, 53, 54, 68, 71,                    Forme. When given a Reveal Glass to hold, it can
 75, 77, 81, 86, 87, 88, 90, 96, 100                                    change to Therian Forme at will. In Therian Forme,
                                                                        its abilities are replaced with Regenerator.
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     Thundurus #642                                                        Reshiram #643
     Type: Electric/Flying                                                 Type: Dragon/Fire
     Classification: Medium | SR 14                                        Classification: Large | SR 15
     Minimum Level Found: 15                                               Minimum Level Found: 20
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Bolt Strike Pokémon. The spikes on its tail                       The Vast White Pokémon. When Reshiram's tail
     discharge immense bolts of lightning. It flies around                 flares, the heat energy moves the atmosphere and
     the Unova region firing off lightning bolts.                          changes the world's weather.
       STR      DEX      CON       INT      WIS         CHA                   STR      DEX      CON        INT      WIS      CHA
     17 (+3) 20 (+5) 17 (+3) 12 (+1) 16 (+3) 10 (+0)                        21 (+5) 19 (+4) 20 (+5) 14 (+2) 18 (+4) 10 (+0)
     Form Change: Thundurus' default form is Incarnate                     TM: 02, 06, 10, 11, 15, 16, 17, 19, 20, 21, 22,, 27,
     Forme. When given a Reveal Glass to hold, it can                      29,, 30, 32, 33, 35, 38, 39, 42, 43, 44, 48, 49, 50,
     change to Therian Forme at will. In Therian Forme,                    51, 52, 56, 59, 61, 65, 66, 68, 71, 76, 80, 82, 87,
     its abilities are replaced with Volt Absorb.                          88, 90, 100
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 Zekrom #644                                                            Landorus #645
 Type: Dragon/Electric                                                  Type: Ground/Flying
 Classification: Large | SR 15                                          Classification: Medium | SR 14
 Minimum Level Found: 20                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Deep Black Pokémon. This Pokémon appears in                        The Abundance Pokémon. The energy that comes
 legends. In its tail, it has a giant generator that                    pouring from its tail increases the nutrition in the
 creates electricity.                                                   soil, making crops grow to great size.
   STR      DEX       CON        INT     WIS      CHA                      STR      DEX      CON        INT      WIS       CHA
 21 (+5) 19 (+4) 20 (+5) 14 (+2) 18 (+4) 10 (+0)                         18 (+4) 18 (+4) 18 (+4) 12 (+1) 16 (+3) 10 (+0)
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     Kyurem #646                                                           White Kyurem #646
     Type: Dragon/Ice                                                      Type: Dragon/Ice
     Classification: Large | SR 15                                         Classification: Large | SR 15
     Minimum Level Found: 20                                               Minimum Level Found: 20
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Boundary Pokémon. It can produce ultracold air.                   The Boundary Pokémon. It can produce ultracold air.
     Its body is frozen.                                                   Its body is frozen.
       STR      DEX      CON         INT     WIS      CHA                     STR      DEX      CON        INT      WIS      CHA
     19 (+4) 20 (+5) 22 (+6) 14 (+2) 20 (+5) 15 (+2)                        20 (+5) 20 (+5) 22 (+6) 14 (+2) 22 (+6) 18 (+4)
     Pressure: Any move targeting this Pokémon directly                    Turboblaze: This Pokémon’s moves completely
     (non-area of effect moves) reduces its PP by two                      ignore any ability that would hinder or prevent their
     when activated.                                                       effect on the target or the user's ability to hit the
                                                                           target.
     Form Change: While in the presence of a willing
     Reshiram or Zekrom, Kyurem can fuse with one of                       Starting Moves: Dragon Rage, Icy Wind, Imprison,
     the willing Pokemon, at will, with the help of a DNA                  Ancient Power, Ice Beam, Dragon Breath, Slash,
     Splicer. This process is called Absofusion and will                   Fusion Flare, Ice Burn, Dragon Pulse, Endeavor,
     result in a White Kyurem (if fused with Reshiram) or                  Blizzard, Outrage, Hyper Voice
     Black Kyurem (if fused with Zekrom).
                                                                           TM: 02, 06, 07, 10, 11, 13, 14, 15, 16, 17, 18, 19,
                                                                           20, 21, 27, 29, 30, 32, 33, 39, 42, 44, 48, 49, 51,
     Starting Moves: Dragon Rage, Icy Wind, Imprison,                      52, 56, 59, 65, 66, 68, 71, 76, 80, 82, 87, 88, 90,
     Ancient Power, Ice Beam, Dragon Breath, Slash,                        91, 101
     Scary Face, Glaciate, Dragon Pulse, Endeavor,
     Blizzard, Outrage, Hyper Voice
     TM: 02, 06, 07, 10, 11, 13, 14, 15, 16, 17, 18, 19,
     20, 21, 27, 29, 30, 32, 33, 39, 42, 44, 48, 49, 51,
     52, 56, 59, 65, 66, 68, 71, 76, 80, 82, 87, 88, 90,
     91, 100
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 Black Kyurem #646                                                      Keldeo #647
 Type: Dragon/Ice                                                       Type: Water/Fighting
 Classification: Large | SR 15                                          Classification: Medium | SR 14
 Minimum Level Found: 20                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Boundary Pokémon. It can produce ultracold air.                    The Colt Pokémon. It crosses the world, running
 Its body is frozen.                                                    over the surfaces of oceans and rivers. It appears at
                                                                        scenic waterfronts.
 Armor Class: 20
 Hit Points: 524 | Hit Dice: d20                                        Armor Class: 17
 Speed: 50ft. walking, 70ft. flying                                     Hit Points: 366 | Hit Dice: d20
                                                                        Speed: 40ft. walking
 Starting Moves: Dragon Rage, Icy Wind, Imprison,                       Form Change: Keldeo's standard form is Ordinary
 Ancient Power, Ice Beam, Dragon Breath, Slash,                         Form. When it learns the move Secret Sword, it
 Fusion Bolt, Freeze Shock, Dragon Pulse, Endeavor,                     changes into Resolute Form as long as the move is
 Blizzard, Outrage, Hyper Voice                                         in its move list.
 TM: 02, 06, 07, 10, 11, 13, 14, 15, 16, 17, 18, 19,
 20, 21, 27, 29, 30, 32, 33, 39, 42, 44, 48, 49, 51,                    Starting Moves: Aqua Jet, Bubble Beam, Double Kick,
 52, 56, 59, 65, 66, 68, 71, 76, 80, 82, 87, 88, 90,                    Leer, Take Down, Helping Hand, Retaliate, Aqua Tail
 91, 102                                                                Level 18: Secret Sword, Swords Dance, Quick Guard,
                                                                        Work Up, Hydro Pump, Close Combat
                                                                        TM: 01, 04, 05, 06, 07, 10, 12, 15, 17, 18, 20, 21,
                                                                        27, 32, 33, 40, 42, 44, 48, 52, 54, 55, 68, 71, 75,
                                                                        77, 81, 84, 87, 88, 90, 94, 100
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     Meloetta - Aria #648                                                  Meloetta - Pirouette
     Type: Normal/Psychic
     Classification: Tiny | SR 15                                          #648
     Minimum Level Found: 15                                               Type: Normal/Fighting
     Egg Group: Undiscovered                                               Classification: Tiny | SR 15
     Gender Rate: Genderless                                               Minimum Level Found: 15
     Evolution Stage: 1/1 | 4 ASI                                          Egg Group: Undiscovered
                                                                           Gender Rate: Genderless
     The Melody Pokémon. Many famous songs have                            Evolution Stage: 1/1 | 4 ASI
     been inspired by the melodies that Meloetta plays.
                                                                           The Melody Pokémon. Many famous songs have
     Armor Class: 18                                                       been inspired by the melodies that Meloetta plays.
     Hit Points: 246 | Hit Dice: d12
     Speed: 30ft. walking, 30ft. flying                                    Armor Class: 17
                                                                           Hit Points: 246 | Hit Dice: d12
                                                                           Speed: 30ft. walking, 30ft. flying
       STR      DEX      CON        INT     WIS      CHA
     15 (+2) 17 (+3) 19 (+4) 14 (+2) 18 (+4) 18 (+4)
                                                                              STR      DEX      CON        INT      WIS      CHA
     Proficient Skills: Acrobatics, Persuasion, Performance                 20 (+5) 19 (+4) 17 (+3) 16 (+3) 16 (+3) 10 (+0)
     Saving Throws: Wisdom, Dexterity
     Vulnerabilities: Bug, Dark                                            Proficient Skills: Acrobatics, Persuasion, Performance
     Resistances: Psychic                                                  Saving Throws: Wisdom, Dexterity
     Immunities: Ghost                                                     Vulnerabilities: Fairy, Fighting, Flying, Psychic
     Senses: Darkvision 100ft, Truesight 100ft                             Resistances: Bug, Dark, Rock
                                                                           Immunities: Ghost
     Serene Grace: The DC to avoid a negative status                       Senses: Darkvision 100ft, Truesight 100ft
     condition from this Pokémon is increased by 1.
                                                                           Serene Grace: The DC to avoid a negative status
     Form Change: As long as Meloetta is outside of                        condition from this Pokémon is increased by 1.
     battle, it assumes Aria Forme. When the move Relic
     Song is used, Meloettta interchanges between Aria                     Form Change: As long as Meloetta is outside of
     Forme and Pirouette Forme.                                            battle, it assumes Aria Forme. When the move Relic
                                                                           Song is used, Meloettta interchanges between Aria
     Starting Moves: Confusion, Quick Attack, Round,                       Forme and Pirouette Forme.
     Sing, Relic Song, Teeter Dance, Acrobatics,
     Psybeam, Echoed Voice                                                 Starting Moves: Confusion, Quick Attack, Round,
     Level 18: U-Turn, Wake-Up Slap, Psychic, Hyper                        Sing, Relic Song, Teeter Dance, Acrobatics,
     Voice, Role Play, Close Combat, Perish Song                           Psybeam, Echoed Voice
                                                                           Level 18: U-Turn, Wake-Up Slap, Psychic, Hyper
     TM: 01, 03, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21,                   Voice, Role Play, Close Combat, Perish Song
     24, 25, 27, 29, 30, 31, 32, 42, 44, 47, 48, 49, 52,
     53, 56, 57, 62, 63, 65, 66, 68, 71, 73, 77, 85, 86,                   TM: 01, 03, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21,
     87, 88, 89, 90, 92, 99, 100                                           24, 25, 27, 29, 30, 31, 32, 42, 44, 47, 48, 49, 52,
                                                                           53, 56, 57, 62, 63, 65, 66, 68, 71, 73, 77, 85, 86,
                                                                           87, 88, 89, 90, 92, 99, 100
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 Genesect #649                                                          Chespin #650
 Type: Bug/Steel                                                        Type: Grass
 Classification: Medium | SR 15                                         Classification: Tiny | SR 1/2
 Minimum Level Found: 15                                                Minimum Level Found: 1
 Egg Group: Undiscovered                                                Egg Group: Field
 Gender Rate: Genderless                                                Gender Rate: 87% M / 13% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Paleozoic Pokémon. This ancient bug Pokémon                        The Spiny Nut Pokémon. The quills on its head are
 was altered by Team Plasma. They upgraded the                          usually soft. When it flexes them, the points
 cannon on its back.                                                    become so hard and sharp that they can pierce rock.
   STR      DEX       CON       INT      WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 20 (+5) 19 (+4) 17 (+3) 16 (+3) 16 (+3) 10 (+0)                         13 (+1) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
 Download: Once per short rest, this Pokémon can                        Hidden Ability
 choose a different damage type for one of their                        Bulletproof: This Pokémon is immune to damage
 normal attacks.                                                        from moves with Bullet, Ball, or Bomb in their name.
 Starting Moves: Magnet Rise, Metal Claw, Quick                         Evolution: Chespin can evolve into Quilladin at level
 Attack, Screech, Techno Blast, Fury Cutter, Lock-On,                   6 and above. When it evolves, its health increases by
 Flame Charge, Magnet Bomb, Slash, Metal Sound,                         double its level, and it gains 6 points to add to its
 Signal Beam                                                            ability scores (max 20).
 Level 18: Tri Attack, X-Scissor, Bug Buzz, Simple
 Beam, Zap Cannon, Hyper Beam, Self-Destruct
                                                                        Starting Moves: Growl, Vine Whip
 TM: 06, 10, 13, 14, 15, 16, 17, 21, 22, 24, 25, 27,                    Level 2: Rollout, Bite
 29, 32, 33, 35, 40, 42, 43, 44, 48, 53, 57, 64, 65,                    Level 6: Leech Seed, Pin Missile
 68, 69, 73, 76, 81, 83, 87, 88, 89, 90, 91, 97, 100                    Level 10: Take Down, Seed Bomb
                                                                        Level 14: Mud Shot, Bulk Up
                                                                        Level 18: Body Slam, Pain Split, Wood Hammer
                                                                        TM: 01, 05, 06, 08, 10, 11, 12, 17, 21, 22, 23, 27,
                                                                        31, 32, 33, 36, 39, 40, 42, 44, 45, 47, 48, 53, 56,
                                                                        65, 66, 71, 74, 75, 78, 80, 84, 86, 87, 88, 90, 96,
                                                                        100
                                                                        Egg Moves: Belly Drum, Curse, Defense Curl, Quick
                                                                        Guard, Rollout, Spikes, Synthesis
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     Quilladin #651                                                        Chesnaught #652
     Type: Grass                                                           Type: Grass/Fighting
     Classification: Tiny | SR 5                                           Classification: Small | SR 13
     Minimum Level Found: 5                                                Minimum Level Found: 10
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Spiny Armor Pokémon. It relies on its sturdy                      The Spiny Armor Pokémon. Its Tackle is forceful
     shell to deflect predators' attacks. It counterattacks                enough to flip a 50-ton tank. It shields its allies from
     with its sharp quills.                                                danger with its own body.
       STR       DEX       CON       INT     WIS       CHA                    STR       DEX      CON       INT     WIS       CHA
     15 (+2) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)                         18 (+4) 15 (+2) 17 (+3) 6 (-2) 14 (+2) 10 (+0)
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 Fennekin #653                                                          Braixen #654
 Type: Fire                                                             Type: Fire
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 5
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Fox Pokémon. Eating a twig fills it with energy,                   The Fox Pokémon. It has a twig stuck in its tail. With
 and its roomy ears give vent to air hotter than 390                    friction from its tail fur, it sets the twig on fire and
 degrees Fahrenheit.                                                    launches into battle.
   STR       DEX      CON        INT     WIS        CHA                    STR       DEX      CON       INT     WIS        CHA
 12 (+1) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                          13 (+1) 15 (+2) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
 Blaze: When this Pokémon falls below 25% of its                        Blaze: When this Pokémon falls below 25% of its
 maximum HP, double the STAB damage for its fire-                       maximum HP, double the STAB damage for its fire-
 type moves.                                                            type moves.
 Evolution: Fennekin can evolve into Braixen at level                   Evolution: Braixen can evolve into Delphox at level
 6 and above. When it evolves, its health increases by                  14 and above. When it evolves, its health increases
 double its level, and it gains 6 points to add to its                  by double its level, and it gains 10 points to add to
 ability scores (max 20).                                               its ability scores (max 20).
 Starting Moves: Scratch, Tail Whip                                     Starting Moves: Scratch, Tail Whip, Ember, Howl
 Level 2: Ember, Howl                                                   Level 6: Flame Charge, Psybeam, Fire Spin
 Level 6: Flame Charge, Psybeam, Fire Spin                              Level 10: Lucky Chant, Light Screen
 Level 10: Lucky Chant, Light Screen, Psyshock                          Level 14: Psyshock, Flamethrower, Will-O-Wisp
 Level 14: Flamethrower, Will-O-Wisp, Psychic                           Level 18: Psychic, Sunny Day, Magic Room, Fire
 Level 18: Sunny Day, Magic Room, Fire Blast                            Blast
 TM: 01, 03, 06, 10, 11, 16, 17, 18, 20, 21, 22, 27,                    TM: 01, 03, 06, 10, 11, 16, 17, 18, 20, 21, 22, 27,
 29, 32, 35, 38, 42, 43, 44, 45, 46, 48, 49, 50, 61,                    29, 32, 35, 38, 42, 43, 44, 45, 46, 48, 49, 50, 61,
 63, 77, 85, 86, 87, 88, 90, 100                                        63, 77, 85, 86, 87, 88, 90, 100
 Egg Moves: Heat Wave, Hypnosis, Magic Coat, Wish
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     Delphox #655                                                          Froakie #656
     Type: Fire/Psychic                                                    Type: Water
     Classification: Medium | SR 13                                        Classification: Tiny | SR 1/2
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Water 1
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Fox Pokémon. It gazes into the flame at the tip                   The Bubble Frog Pokémon. It secretes flexible
     of its branch to achieve a focused state, which                       bubbles from its chest and back. The bubbles
     allows it to see into the future.                                     reduce the damage it would otherwise take when
                                                                           attacked.
     Armor Class: 17
     Hit Points: 117 | Hit Dice: d12                                       Armor Class: 13
     Speed: 35ft. walking                                                  Hit Points: 17 | Hit Dice: d6
                                                                           Speed: 25ft. walking, 25ft. swimming
     Blaze: When this Pokémon falls below 25% of its                       Torrent: When this Pokémon falls below 25% of its
     maximum HP, double the STAB damage for its fire-                      maximum hp, double the STAB damage for its
     type moves.                                                           water-type moves.
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 Frogadier #657                                                         Greninja #658
 Type: Water                                                            Type: Water/Dark
 Classification: Tiny | SR 5                                            Classification: Medium | SR 13
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Water 1                                                     Egg Group: Water 1
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Bubble Frog Pokémon. It can throw bubble-                          The Ninja Pokémon. It creates throwing stars out of
 covered pebbles with precise control, hitting empty                    compressed water. When it spins them and throws
 cans up to a hundred feet away.                                        them at high speed, these stars can split metal in
                                                                        two.
 Armor Class: 14
 Hit Points: 47 | Hit Dice: d8                                          Armor Class: 16
 Speed: 35ft. walking, 35ft. swimming                                   Hit Points: 117 | Hit Dice: d12
                                                                        Speed: 40ft. walking, 40ft. swimming
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     Bunnelby #659                                                         Diggersby #660
     Type: Normal                                                          Type: Normal/Ground
     Classification: Tiny | SR 1/4                                         Classification: Small | SR 8
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Digging Pokémon. They use their large ears to                     The Digging Pokémon. With their powerful ears,
     dig burrows. They will dig the whole night through.                   they can heft boulders of a ton or more with ease.
                                                                           They can be a big help at construction sites.
     Armor Class: 12
     Hit Points: 16 | Hit Dice: d6                                         Armor Class: 15
     Speed: 25ft. walking, 20ft. burrowing                                 Hit Points: 57 | Hit Dice: d10
                                                                           Speed: 30ft. walking, 25ft. burrowing
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 Fletchling #661                                                        Fletchinder #662
 Type: Normal/Flying                                                    Type: Fire/Flying
 Classification: Tiny | SR 1/4                                          Classification: Tiny | SR 6
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Flying                                                      Egg Group: Flying
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Tiny Robin Pokémon. These friendly Pokémon                         The Ember Pokémon. From its beak, it expels
 send signals to one another with beautiful chirps                      embers that set the tall grass on fire. Then it
 and tail-feather movements.                                            pounces on the bewildered prey that pop out of the
                                                                        grass.
 Armor Class: 12
 Hit Points: 16 | Hit Dice: d6                                          Armor Class: 14
 Speed: 20ft. walking, 25ft. flying                                     Hit Points: 52 | Hit Dice: d8
                                                                        Speed: 20ft. walking, 30ft. flying
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     Talonflame #663                                                       Scatterbug #664
     Type: Fire/Flying                                                     Type: Bug
     Classification: Small | SR 13                                         Classification: Tiny | SR 1/8
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Flying                                                     Egg Group: Bug
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Scorching Pokémon. In the fever of an exciting                    The Scatterdust Pokémon. When under attack from
     battle, it showers embers from the gaps between its                   bird Pokémon, it spews a poisonous black powder
     feathers and takes to the air.                                        that causes paralysis on contact.
       STR       DEX      CON       INT     WIS       CHA                    STR     DEX      CON       INT       WIS       CHA
     14 (+2) 20 (+5) 16 (+3) 6 (-2) 14 (+2) 10 (+0)                         9 (-1) 8 (-1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
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 Spewpa #665                                                            Vivillon #666
 Type: Bug                                                              Type: Bug/Flying
 Classification: Tiny | SR 1                                            Classification: Small | SR 8
 Minimum Level Found: 2                                                 Minimum Level Found: 5
 Egg Group: Bug                                                         Egg Group: Bug
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Scatterdust Pokémon. It lives hidden within                        The Scale Pokémon. Vivillon with many different
 thicket shadows. When predators attack, it quickly                     patterns are found all over the world. These patterns
 bristles the fur covering its body in an effort to                     are affected by the climate of their habitat.
 threaten them.
                                                                        Armor Class: 14
 Armor Class: 12                                                        Hit Points: 61 | Hit Dice: d12
 Hit Points: 24 | Hit Dice: d6                                          Speed: 10ft. walking, 10ft. climbing, 25ft. flying
 Speed: 15ft. walking, 15ft. climbing
 Shed Skin: If this Pokémon is affected by a negative                   Shield Dust: Once per long rest, this Pokémon can
 status ailment, they can roll a d4 at the end of each                  ignore a negative status condition that results from
 of their turns. On a result of 4, they are cured.                      an enemy move.
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     Litleo #667                                                           Pyroar #668
     Type: Fire/Normal                                                     Type: Fire/Normal
     Classification: Tiny | SR 1                                           Classification: Medium | SR 9
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Lion Cub Pokémon. The stronger the opponent                       The Royal Pokémon. The male with the largest mane
     it faces, the more heat surges from its mane and the                  of fire is the leader of the pride.
     more power flows through its body.
                                                                           Armor Class: 15
     Armor Class: 13                                                       Hit Points: 63 | Hit Dice: d12
     Hit Points: 19 | Hit Dice: d8                                         Speed: 35ft. walking
     Speed: 25ft. walking
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 Flabébé #669                                                           Floette #670
 Type: Fairy                                                            Type: Fairy
 Classification: Tiny | SR 1/2                                          Classification: Tiny | SR 8
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Fairy                                                       Egg Group: Fairy
 Gender Rate: 0% M / 100% F                                             Gender Rate: 0% M / 100% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Single Bloom Pokémon. It draws out and                             The Single Bloom Pokémon. It flutters around fields
 controls the hidden power of flowers. The flower                       of flowers and cares for flowers that are starting to
 Flabébé holds is most likely part of its body.                         wilt. It draws out the hidden power of flowers to
                                                                        battle.
 Armor Class: 13
 Hit Points: 17 | Hit Dice: d6                                          Armor Class: 15
 Speed: 10ft. walking, 10ft. flying (hover)                             Hit Points: 52 | Hit Dice: d8
                                                                        Speed: 10ft. walking, 20ft. flying (hover)
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     Florges #671                                                          Skiddo #672
     Type: Fairy                                                           Type: Grass
     Classification: Small | SR 14                                         Classification: Small | SR 1
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Fairy                                                      Egg Group: Field
     Gender Rate: 0% M / 100% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Garden Pokémon. It claims exquisite flower                        The Mount Pokémon. Thought to be one of the first
     gardens as its territory, and it obtains power from                   Pokémon to live in harmony with humans, it has a
     basking in the energy emitted by flowering plants.                    placid disposition.
       STR       DEX      CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     16 (+3) 15 (+2) 18 (+4) 6 (-2) 14 (+2) 16 (+3)                         13 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
     Starting Moves: Aromatherapy, Disarming Voice,                        Evolution: Skiddo can evolve into Gogoat at level 9
     Flower Shield, Grass Knot, Grassy Terrain, Lucky                      and above. When it evolves, its health increases by
     Chant, Magical Leaf                                                   double its level, and it gains 12 points to add to its
     Level 14: Misty Terrain, Moonblast, Petal Blizzard                    ability scores (max 20).
     Level 18: Petal Dance, Wish
     TM: 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, 22, 27,                   Starting Moves: Growth, Tackle
     29, 32, 42, 44, 45, 48, 49, 53, 68, 86, 87, 88, 90,                   Level 2: Vine Whip, Tail Whip, Leech Seed, Razor
     96, 99, 100                                                           Leaf
                                                                           Level 6: Worry Seed, Synthesis, Take Down
                                                                           Level 10: Bulldoze, Seed Bomb
                                                                           Level 14: Bulk Up, Double-Edge
                                                                           Level 18: Horn Leech, Leaf Blade, Milk Drink
                                                                           TM: 01, 05, 06, 08, 10, 11, 17, 18, 21, 22, 27, 31,
                                                                           32, 42, 44, 45, 48, 53, 66, 78, 80, 86, 87, 88, 90,
                                                                           93, 94, 96, 100
                                                                           Egg Moves: Defense Curl, Milk Drink, Rollout
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 Gogoat #673                                                            Pancham #674
 Type: Grass                                                            Type: Fighting
 Classification: Medium | SR 12                                         Classification: Tiny | SR 1
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Field, Human-Like
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Mount Pokémon. It can tell how its Trainer is                      The Playful Pokémon. It does its best to be taken
 feeling by subtle shifts in the grip on its horns. This                seriously by its enemies, but its glare is not
 empathic sense lets them run as if one being.                          sufficiently intimidating. Chewing on a leaf is its
                                                                        trademark.
 Armor Class: 15
 Hit Points: 109 | Hit Dice: d12                                        Armor Class: 13
 Speed: 30ft. walking                                                   Hit Points: 20 | Hit Dice: d8
                                                                        Speed: 25ft. walking, 15ft. climbing
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     Pangoro #675                                                          Furfrou #676
     Type: Fighting/Dark                                                   Type: Normal
     Classification: Large | SR 12                                         Classification: Small | SR 10
     Minimum Level Found: 8                                                Minimum Level Found: 5
     Egg Group: Field, Human-Like                                          Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Daunting Pokémon. Although it possesses a                         The Poodle Pokémon. Trimming its fluffy fur not
     violent temperament, it won't put up with bullying.                   only makes it more elegant but also increases the
     It uses the leaf in its mouth to sense the                            swiftness of its movements.
     movements of its enemies.
                                                                           Armor Class: 16
     Armor Class: 15                                                       Hit Points: 59 | Hit Dice: d10
     Hit Points: 101 | Hit Dice: d12                                       Speed: 30ft. walking
     Speed: 30ft. walking, 20ft. climbing
     Hidden Ability                                                        TM: 01, 05, 06, 10, 11, 17, 18, 21, 27, 32, 42, 44,
     Scrappy: This Pokémon's Normal and Fighting type                      45, 48, 49, 57, 68, 73, 86, 87, 88, 89, 90, 93, 94,
     moves hit Ghost type Pokémon.                                         95, 97, 100
                                                                           Egg Moves: Captivate, Mimic, Refresh, Role Play,
     Starting Moves: Bullet Punch, Leer, Tackle, Arm                       Work Up
     Thrust, Work Up, Karate Chop, Comet Punch, Slash
     Level 10: Circle Throw, Vital Throw, Body Slam
     Level 14: Crunch, Entrainment, Parting Shot
     Level 18: Sky Uppercut, Low Sweep, Taunt, Hammer
     Arm
     TM: 01, 02, 05, 06, 08, 10, 11, 12, 15, 17, 18, 21,
     26, 27, 31, 32, 36, 39, 40, 41, 42, 44, 45, 46, 47,
     48, 49, 52, 54, 56, 60, 63, 65, 66, 68, 71, 75, 78,
     80, 81, 83, 84, 86, 87, 88, 90, 94, 95, 97, 100
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 Espurr #677                                                            Meowstic ♂ #678
 Type: Psychic                                                          Type: Psychic
 Classification: Tiny | SR 1                                            Classification: Small | SR 9
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 100% M / 0% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Restraint Pokémon. The organ that emits its                        The Constraint Pokémon. When in danger, it raises
 intense psychic power is sheltered by its ears to                      its ears and releases enough psychic power to grind
 keep power from leaking out.                                           a 10-ton truck into dust.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT      WIS      CHA
 11 (+0) 13 (+1) 11 (+0) 6 (-2) 12 (+1) 12 (+1)                          12 (+1) 17 (+3) 14 (+2) 6 (-2) 16 (+3) 14 (+2)
 Keen Eye: This Pokémon ignores disadvantage when                       Keen Eye: This Pokémon ignores disadvantage when
 it relates to sight.                                                   it relates to sight.
 Infiltrator: This Pokémon bypasses Light Screen and                    Infiltrator: This Pokémon bypasses Light Screen and
 Reflect.                                                               Reflect.
 Hidden Ability                                                         Hidden Ability
 Own Tempo: This Pokémon is immune to becoming                          Prankster: Once per short rest, this Pokémon can
 confused.                                                              move to the top of initiative order in a single round,
                                                                        but must use a status-affecting move on its turn.
 Evolution: Espurr can evolve into Meowstic at level 7
 and above. When it evolves, its health increases by                    Starting Moves: Helping Hand, Leer, Mean Look,
 double its level, and it gains 12 points to add to its                 Scratch, Covet, Confusion, Light Screen
 ability scores (max 20).                                               Level 6: Psybeam, Fake Out, Disarming Voice
                                                                        Level 10: Psyshock, Charm, Miracle Eye, Reflect
 Starting Moves: Leer, Scratch                                          Level 14: Psychic, Role Play, Imprison
 Level 2: Covet, Confusion, Light Screen                                Level 18: Sucker Punch, Misty Terrain, Quick Guard
 Level 6: Psybeam, Fake Out, Disarming Voice                            TM: 01, 03, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21,
 Level 10: Psyshock                                                     24, 27, 29, 30, 32, 33, 41, 42, 44, 45, 48, 49, 53,
                                                                        57, 66, 68, 73, 77, 85, 87, 88, 90, 92, 97, 100
 TM: 01, 03, 04, 06, 10, 11, 16, 17, 18, 20, 21, 24,
 27, 29, 32, 33, 41, 42, 44, 45, 48, 49, 53, 57, 66,
 73, 77, 85, 87, 88, 90, 92, 97, 100
 Egg Moves: Assist, Barrier, Trick, Yawn
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     Meowstic ♀ #678                                                       Honedge #679
     Type: Psychic                                                         Type: Steel/Ghost
     Classification: Small | SR 9                                          Classification: Small | SR 1
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Mineral
     Gender Rate: 0% M / 100% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Constraint Pokémon. When in danger, it raises                     The Sword Pokémon. Apparently this Pokémon is
     its ears and releases enough psychic power to grind                   born when a departed spirit inhabits a sword. It
     a 10-ton truck into dust.                                             attaches itself to people and drinks their life force.
       STR       DEX      CON       INT       WIS    CHA                      STR       DEX      CON       INT     WIS       CHA
     12 (+1) 17 (+3) 14 (+2) 6 (-2) 16 (+3) 14 (+2)                         11 (+0) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 10 (+0)
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 Doublade #680                                                          Aegislash #681
 Type: Steel/Ghost                                                      Type: Steel/Ghost
 Classification: Small | SR 10                                          Classification: Medium | SR 13
 Minimum Level Found: 8                                                 Minimum Level Found: 10
 Egg Group: Mineral                                                     Egg Group: Mineral
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Sword Pokémon. When Honedge evolves, it                            The Royal Sword Pokémon. Generations of kings
 divides into two swords, which cooperate via                           were attended by these Pokémon, which used their
 telepathy to coordinate attacks and slash their                        spectral power to manipulate and control people
 enemies to ribbons.                                                    and Pokémon.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 10 (+0)                          16 (+3) 20 (+5) 16 (+3) 8 (-1) 14 (+2) 10 (+0)
 No Guard: Any attack made by or against this                           Stance Change: Aegislash has two forms. When
 Pokémon has advantage.                                                 Aegislash uses King's Shield, it changes to Shield
                                                                        Forme, swapping its AC and DEX stats. When it uses
 Evolution: Doublade can evolve into Aegislash at                       a damaging move, Aegislash immediately returns to
 level 15 and above with the help of a Dusk Stone.                      Blade Forme, returning its stats to normal.
 When it evolves, its health increases by double its
 level, and it gains 12 points to add to its ability                    Starting Moves: Aerial Ace, Autotomize, Fury Cutter,
 scores (max 20).                                                       Head Smash, Iron Defense, Iron Head, King's Shield,
                                                                        Night Slash, Power Trick, Pursuit, Shadow Sneak,
                                                                        Slash, Swords Dance
 Starting Moves: Swords Dance, Tackle, Fury Cutter,
                                                                        Level 18: Sacred Sword, Iron Head
 Metal Sound, Pursuit, Autotomize, Shadow Sneak,
 Aerial Ace                                                             TM: 06, 10, 11, 15, 17, 18, 21, 27, 30, 31, 32, 33,
 Level 10: Retaliate, Slash, Iron Defense                               40, 42, 44, 45, 48, 54, 59, 65, 68, 74, 75, 80, 87,
 Level 14: Night Slash, Power Trick                                     88, 90, 91, 100
 Level 18: Iron Head, Sacred Sword
 TM: 06, 10, 17, 18, 21, 27, 31, 32, 33, 40, 42, 44,
 45, 54, 59, 65, 74, 75, 80, 87, 88, 90, 91, 100
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     Spritzee #682                                                         Aromatisse #683
     Type: Fairy                                                           Type: Fairy
     Classification: Tiny | SR 2                                           Classification: Small | SR 12
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Fairy                                                      Egg Group: Fairy
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Perfume Pokémon. It emits a scent that                            The Fragrance Pokémon. It devises various scents,
     enraptures those who smell it. This fragrance                         pleasant and unpleasant, and emits scents that its
     changes depending on what it has eaten.                               enemies dislike in order to gain an edge in battle.
        STR     DEX      CON       INT      WIS        CHA                    STR       DEX      CON       INT     WIS       CHA
     12 (+1) 9 (-1) 15 (+2) 6 (-2) 10 (+0) 14 (+2)                          14 (+2) 11 (+0) 18 (+4) 6 (-2) 12 (+1) 18 (+4)
     Healer: As an action, this Pokemon may touch a                        Healer: As an action, this Pokemon may touch a
     creature to heal poison, burn, or paralysis. When it                  creature to heal poison, burn, or paralysis. When it
     uses this ability, roll a d4. On the a result of 1 or 2,              uses this ability, roll a d4. On the a result of 1 or 2,
     the status effect is moved to itself.                                 the status effect is moved to itself.
     Evolution: Spritzee can evolve into Aromatisse at                     Starting Moves: Aromatic Mist, Fairy Wind, Heal
     level 9 and above with the help of a Sachet. When it                  Pulse, Sweet Scent, Sweet Kiss, Odor Sleuth, Echoed
     evolves, its health increases by double its level, and                Voice, Calm Mind, Draining Kiss
     it gains 11 points to add to its ability scores (max                  Level 10: Aromatherapy, Attract, Moonblast, Charm
     20).                                                                  Level 14: Flail, Misty Terrain, Skill Swap
                                                                           Level 18: Psychic, Disarming Voice, Reflect, Psych
     Starting Moves: Fairy Wind, Sweet Scent                               Up
     Level 2: Sweet Kiss, Odor Sleuth, Echoed Voice                        TM: 03, 04, 06, 10, 11, 15, 16, 17, 18, 21, 24, 25,
     Level 6: Calm Mind, Draining Kiss                                     27, 29, 32, 33, 41, 42, 44, 45, 48, 49, 53, 57, 68,
     Level 10: Aromatherapy, Attract, Moonblast                            74, 77, 85, 87, 88, 90, 91, 92, 99, 100
     Level 14: Charm, Flail, Misty Terrain
     Level 18: Skill Swap, Psychic, Disarming Voice
     TM: 04, 06, 10, 11, 16, 17, 18, 21, 24, 27, 29, 32,
     33, 41, 42, 44, 45, 48, 49, 53, 57, 74, 77, 85, 87,
     88, 90, 91, 92, 99, 100
     Egg Moves: Captivate, Disable, Refresh, Wish
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 Swirlix #684                                                           Slurpuff #685
 Type: Fairy                                                            Type: Fairy
 Classification: Tiny | SR 1                                            Classification: Small | SR 12
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Fairy                                                       Egg Group: Fairy
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Cotton Candy Pokémon. To entangle its                              The Meringue Pokémon. It can distinguish the
 opponents in battle, it extrudes white threads as                      faintest of scents. It puts its sensitive sense of smell
 sweet and sticky as cotton candy.                                      to use by helping pastry chefs in their work.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 10 (+0) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 14 (+2)                          13 (+1) 13 (+1) 16 (+3) 6 (-2) 12 (+1) 18 (+4)
 Sweet Veil: Any ally within 15 feet of this Pokémon                    Sweet Veil: Any ally within 15 feet of this Pokémon
 is immune to the sleep condition.                                      is immune to the sleep condition.
 Evolution: Swirlix can evolve into Slurpuff at level 9                 Starting Moves: Sweet Scent, Tackle, Fairy Wind, Play
 and above with the help of a Whipped Dream. When                       Nice, Fake Tears, Round, Cotton Spore, Endeavor
 it evolves, its health increases by double its level,                  Level 10: Aromatherapy, Draining Kiss
 and it gains 12 points to add to its ability scores                    Level 14: Energy Ball, Cotton Guard
 (max 20).                                                              Level 18: Wish, Play Rough, Light Screen, Safeguard
                                                                        TM: 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, 24, 27,
 Starting Moves: Sweet Scent, Tackle                                    29, 32, 35, 42, 44, 45, 46, 48, 53, 68, 77, 85, 87,
 Level 2: Fairy Wind, Play Nice, Fake Tears                             88, 90, 94, 99, 100
 Level 6: Round, Cotton Spore, Endeavor
 Level 10: Aromatherapy, Draining Kiss
 Level 14: Energy Ball, Cotton Guard, Wish
 Level 18: Play Rough, Light Screen, Safeguard
 TM: 04, 06, 10, 11, 16, 17, 18, 20, 21, 24, 27, 29,
 32, 35, 42, 44, 45, 46, 48, 53, 77, 85, 87, 88, 90,
 94, 99, 100
 Egg Moves: After You, Belly Drum, Copycat, Yawn
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      Inkay #686                                                            Malamar #687
      Type: Dark/Psychic                                                    Type: Dark/Psychic
      Classification: Tiny | SR 1                                           Classification: Medium | SR 11
      Minimum Level Found: 1                                                Minimum Level Found: 5
      Egg Group: Water 1, Water 2                                           Egg Group: Water 1, Water 2
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
      The Revolving Pokémon. Opponents who stare at                         The Overturning Pokémon. It wields the most
      the flashing of the light-emitting spots on its body                  compelling hypnotic powers of any Pokémon, and it
      become dazed and lose their will to fight.                            forces others to do whatever it wants.
        STR       DEX      CON      INT       WIS     CHA                      STR      DEX      CON        INT      WIS      CHA
      11 (+0) 11 (+0) 12 (+1) 8 (-1) 14 (+2) 10 (+0)                         14 (+2) 13 (+1) 16 (+3) 10 (+0) 18 (+4) 14 (+2)
      Contrary: Moves that affect this Pokémon's stats                      Contrary: Moves that affect this Pokémon's stats
      have the opposite effect. (For example, Defense                       have the opposite effect. (For example, Defense
      Curl would lower AC by 4. Growl would increase its                    Curl would lower AC by 4. Growl would increase its
      attack by +1)                                                         attack by +1)
      Suction Cups: This Pokémon cannot be forced out of                    Suction Cups: This Pokémon cannot be forced out of
      battle by an opponent’s moves.                                        battle by an opponent’s moves.
      Hidden Ability                                                        Hidden Ability
      Infiltrator: This Pokémon bypasses Light Screen and                   Infiltrator: This Pokémon bypasses Light Screen and
      Reflect.                                                              Reflect.
      Evolution: Inkay can evolve into Malamar at level 8                   Starting Moves: Constrict, Peck, Reversal, Tackle,
      and above. When it evolves, its health increases by                   Reflect, Foul Play, Swagger, Psywave
      double its level, and it gains 19 points to add to its                Level 6: Topsy-Turvy, Hypnosis, Psybeam
      ability scores (max 20).                                              Level 10: Switcheroo, Payback, Light Screen
                                                                            Level 14: Pluck, Psycho Cut
      Starting Moves: Constrict, Peck, Tackle, Reflect                      Level 18: Slash, Night Slash, Superpower
      Level 2: Foul Play, Swagger, Psywave                                  TM: 03, 04, 06, 10, 11, 12, 15, 16, 17, 18, 21, 24,
      Level 6: Topsy-Turvy, Hypnosis, Psybeam                               27, 29, 32, 33, 35, 40, 41, 42, 44, 45, 46, 48, 56,
      Level 10: Switcheroo, Payback, Light Screen                           59, 63, 66, 68, 77, 80, 87, 88, 90, 92, 97, 100
      Level 14: Pluck, Psycho Cut
      Level 18: Slash, Night Slash, Superpower
      TM: 04, 06, 10, 11, 12, 16, 17, 18, 21, 24, 27, 29,
      32, 33, 35, 40, 41, 42, 44, 45, 46, 48, 56, 63, 66,
      77, 80, 87, 88, 90, 92, 97, 100
      Egg Moves: Camouflage, Destiny Bond, Flatter,
      Power Split, Simple Beam
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 Binacle #688                                                           Barbaracle #689
 Type: Rock/Water                                                       Type: Rock/Water
 Classification: Tiny | SR 1                                            Classification: Small | SR 12
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Water 3                                                     Egg Group: Water 3
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Two-Handed Pokémon. Two Binacle live                               The Collective Pokémon. When they evolve, two
 together on one rock. When they fight, one of them                     Binacle multiply into seven. They fight with the
 will move to a different rock.                                         power of seven Binacle.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                          19 (+4) 15 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
 Sniper: On a critical hit made by this Pokémon,                        Sniper: On a critical hit made by this Pokémon,
 triple the dice roll instead of doubling it.                           triple the dice roll instead of doubling it.
 Tough Claws: A successful melee attack by this                         Tough Claws: A successful melee attack by this
 Pokémon automatically gets STAB, regardless of its                     Pokémon automatically gets STAB, regardless of its
 type. If it would normally get STAB, double the STAB                   type. If it would normally get STAB, double the STAB
 bonus when adding to damage.                                           bonus when adding to damage.
 Hidden Ability                                                         Hidden Ability
 Pickpocket: As a bonus action, this Pokémon can                        Pickpocket: As a bonus action, this Pokémon can
 make a DEX check contested by the opponent’s                           make a DEX check contested by the opponent’s
 WIS to attempt to steal a held item. After the first                   WIS to attempt to steal a held item. After the first
 attempt, all other attempts against the same                           attempt, all other attempts against the same
 opponent are rolled at disadvantage.                                   opponent are rolled at disadvantage.
 Evolution: Binacle can evolve into Barbaracle at level                 Starting Moves: Sand Attack, Scratch, Shell Smash,
 10 and above. When it evolves, its health increases                    Water Gun, Withdraw, Fury Swipes, Slash, Mud-Slap,
 by double its level, and it gains 13 points to add to                  Clamp
 its ability scores (max 20).                                           Level 10: Rock Polish, Ancient Power, Hone Claws
                                                                        Level 14: Fury Cutter, Night Slash, Razor Shell
 Starting Moves: Sand Attack, Scratch, Shell Smash,                     Level 18: Cross Chop, Stone Edge, Skull Bash
 Water Gun                                                              TM: 02, 06, 08, 10, 12, 13, 14, 15, 17, 18, 20, 21,
 Level 2: Withdraw, Fury Swipes, Slash                                  23, 26, 27, 31, 32, 34, 36, 37, 39, 40, 41, 42, 44,
 Level 6: Mud-Slap, Clamp                                               45, 46, 48, 52, 54, 55, 56, 59, 63, 65, 66, 68, 69,
 Level 10: Rock Polish, Ancient Power, Hone Claws                       71, 75, 78, 80, 81, 83, 84, 86, 87, 88, 90, 94, 96,
 Level 14: Fury Cutter, Night Slash                                     100
 Level 18: Razor Shell, Cross Chop
 TM: 06, 10, 12, 13, 14, 17, 18, 20, 21, 23, 26, 27,
 31, 32, 34, 36, 37, 39, 40, 41, 42, 44, 45, 46, 48,
 54, 55, 56, 63, 65, 66, 69, 71, 75, 78, 80, 81, 83,
 84, 86, 87, 88, 90, 94, 96, 100
 Egg Moves: Helping Hand, Switcheroo, Tickle, Water
 Sport
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      Skrelp #690                                                           Dragalge #691
      Type: Poison/Water                                                    Type: Poison/Dragon
      Classification: Tiny | SR 1/2                                         Classification: Medium | SR 12
      Minimum Level Found: 1                                                Minimum Level Found: 8
      Egg Group: Water 1, Dragon                                            Egg Group: Water 1, Dragon
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
      The Mock Kelp Pokémon. Camouflaged as rotten                          The Mock Kelp Pokémon. Their poison is strong
      kelp, they spray liquid poison on prey that                           enough to eat through the hull of a tanker, and they
      approaches unawares and then finish it off.                           spit it indiscriminately at anything that enters their
                                                                            territory.
      Armor Class: 13
      Hit Points: 17 | Hit Dice: d6                                         Armor Class: 17
      Speed: 5ft. walking, 25ft. swimming                                   Hit Points: 92 | Hit Dice: d8
                                                                            Speed: 5ft. walking, 30ft. swimming
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 Clauncher #692                                                         Clawitzer #693
 Type: Water                                                            Type: Water
 Classification: Tiny | SR 1                                            Classification: Medium | SR 11
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Water 1, Water 3                                            Egg Group: Water 1, Water 3
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Water Gun Pokémon. They knock down flying                          The Howitzer Pokémon. Their enormous claws
 prey by firing compressed water from their massive                     launch cannonballs of water powerful enough to
 claws like shooting a pistol.                                          pierce tanker hulls.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 14 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                          18 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
 Mega Launcher: Aura and Pulse moves made by this                       Mega Launcher: Aura and Pulse moves made by this
 Pokémon deal additional damage equal to this                           Pokémon deal additional damage equal to this
 Pokémon's proficiency bonus.                                           Pokémon's proficiency bonus.
 Evolution: Clauncher can evolve into Clawitzer at                      Starting Moves: Aura Sphere, Dark Pulse, Dragon
 level 10 and above. When it evolves, its health                        Pulse, Heal Pulse, Splash, Water Gun, Water Sport,
 increases by double its level, and it gains 11 points                  Vice Grip, Bubble, Flail, Bubble Beam
 to add to its ability scores (max 20).                                 Level 10: Swords Dance, Crabhammer
                                                                        Level 14: Water Pulse, Smack Down
                                                                        Level 18: Aqua Jet, Muddy Water
 Starting Moves: Splash, Water Gun
 Level 2: Water Sport, Vice Grip, Bubble                                TM: 06, 09, 10, 13, 15, 17, 18, 21, 23, 27, 30, 32,
 Level 6: Flail, Bubble Beam                                            34, 36, 42, 44, 45, 48, 52, 55, 68, 75, 80, 87, 88,
 Level 10: Swords Dance, Crabhammer                                     89, 90, 91, 94, 97, 98, 100
 Level 14: Water Pulse, Smack Down
 Level 18: Aqua Jet, Muddy Water
 TM: 06, 09, 10, 13, 17, 18, 21, 23, 27, 32, 34, 36,
 42, 44, 45, 48, 55, 75, 80, 87, 88, 89, 90, 91, 94,
 98, 100
 Egg Moves: Aqua Jet, Crabhammer, Endure,
 Entrainment, Helping Hand
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      Helioptile #694                                                       Heliolisk #695
      Type: Electric/Normal                                                 Type: Electric/Normal
      Classification: Tiny | SR 1/4                                         Classification: Small | SR 11
      Minimum Level Found: 1                                                Minimum Level Found: 8
      Egg Group: Monster, Dragon                                            Egg Group: Monster, Dragon
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
      The Generator Pokémon. They make their home in                        The Generator Pokémon. They flare their frills and
      deserts. They can generate their energy from                          generate energy. A single Heliolisk can generate
      basking in the sun, so eating food is not a                           sufficient electricity to power a skyscraper.
      requirement.
                                                                            Armor Class: 16
      Armor Class: 12                                                       Hit Points: 84 | Hit Dice: d10
      Hit Points: 16 | Hit Dice: d6                                         Speed: 30ft. walking
      Speed: 20ft. walking
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 Tyrunt #696                                                            Tyrantrum #697
 Type: Rock/Dragon                                                      Type: Rock/Dragon
 Classification: Small | SR 2                                           Classification: Large | SR 12
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Monster, Dragon                                             Egg Group: Monster, Dragon
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Royal Heir Pokémon. This Pokémon was                               The Despot Pokémon. Thanks to its gargantuan
 restored from a fossil. If something happens that it                   jaws, which could shred thick metal plates as if they
 doesn't like, it throws a tantrum and runs wild.                       were paper, it was invincible in the ancient world it
                                                                        once inhabited.
 Armor Class: 14
 Hit Points: 18 | Hit Dice: d6                                          Armor Class: 16
 Speed: 25ft. walking                                                   Hit Points: 92 | Hit Dice: d12
                                                                        Speed: 30ft. walking
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      Amaura #698                                                           Aurorus #699
      Type: Rock/Ice                                                        Type: Rock/Ice
      Classification: Small | SR 2                                          Classification: Large | SR 13
      Minimum Level Found: 1                                                Minimum Level Found: 8
      Egg Group: Monster                                                    Egg Group: Monster
      Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
      Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
      The Tundra Pokémon. This ancient Pokémon was                          The Tundra Pokémon. The diamond-shaped crystals
      restored from part of its body that had been frozen                   on its body expel air as cold as -240 degrees
      in ice for over 100 million years.                                    Fahrenheit, surrounding its enemies and encasing
                                                                            them in ice.
      Armor Class: 13
      Hit Points: 23 | Hit Dice: d10                                        Armor Class: 15
      Speed: 25ft. walking                                                  Hit Points: 118 | Hit Dice: d12
                                                                            Speed: 30ft. walking
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 Sylveon #700                                                           Hawlucha #701
 Type: Fairy                                                            Type: Fighting/Flying
 Classification: Small | SR 8                                           Classification: Small | SR 11
 Minimum Level Found: 5                                                 Minimum Level Found: 8
 Egg Group: Field                                                       Egg Group: Flying, Human-Like
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Intertwining Pokémon. It sends a soothing aura                     The Wrestling Pokémon. Although its body is small,
 from its ribbonlike feelers to calm fights.                            its proficient fighting skills enable it to keep up with
                                                                        big bruisers like Machamp and Hariyama.
 Armor Class: 16
 Hit Points: 52 | Hit Dice: d10                                         Armor Class: 16
 Speed: 30ft. walking                                                   Hit Points: 86 | Hit Dice: d10
                                                                        Speed: 35ft. walking, 35ft. flying
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      Dedenne #702                                                          Carbink #703
      Type: Electric/Fairy                                                  Type: Rock/Fairy
      Classification: Tiny | SR 7                                           Classification: Tiny | SR 10
      Minimum Level Found: 5                                                Minimum Level Found: 8
      Egg Group: Field, Fairy                                               Egg Group: Gender Unknown
      Gender Rate: 50% M / 50% F                                            Gender Rate: Genderless
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Antenna Pokémon. Its whiskers serve as                            The Jewel Pokémon. Born from the temperatures
      antennas. By sending and receiving electrical waves,                  and pressures deep underground, it fires beams
      it can communicate with others over vast distances.                   from the stone in its head.
        STR       DEX      CON        INT     WIS      CHA                     STR       DEX      CON       INT     WIS       CHA
      12 (+1) 18 (+4) 14 (+2) 6 (-2) 10 (+0) 14 (+2)                         14 (+2) 10 (+0) 16 (+3) 6 (-2) 14 (+2) 14 (+2)
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 Goomy #704                                                             Sliggoo #705
 Type: Dragon                                                           Type: Dragon
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 10
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Dragon                                                      Egg Group: Dragon
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Soft Tissue Pokémon. The weakest Dragon-type                       The Soft Tissue Pokémon. It drives away opponents
 Pokémon, it lives in damp, shady places, so its body                   by excreting a sticky liquid that can dissolve
 doesn't dry out.                                                       anything. Its eyes devolved, so it can't see anything.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 13 (+1) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                          16 (+3) 13 (+1) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
 Sap Sipper: This Pokémon takes no damage from                          Sap Sipper: This Pokémon takes no damage from
 grass-type attacks. If hit by a grass type move, it                    grass-type attacks. If hit by a grass type move, it
 takes no damage and instead absorbs the energy,                        takes no damage and instead absorbs the energy,
 granting advantage on its next attack.                                 granting advantage on its next attack.
 Hydration: This Pokémon is unaffected by negative                      Hydration: This Pokémon is unaffected by negative
 status ailments in water or during rainy conditions.                   status ailments in water or during rainy conditions.
 Hidden Ability                                                         Hidden Ability
 Gooey: When this Pokémon is hit with a melee                           Gooey: When this Pokémon is hit with a melee
 attack, roll 1d4. On a result of 4, the attacker's                     attack, roll 1d4. On a result of 4, the attacker's
 speed is reduced to 0 until the end of its next turn.                  speed is reduced to 0 until the end of its next turn.
 Evolution: Goomy can evolve into Sliggoo at level 12                   Evolution: Sliggoo can evolve into Goodra at level 16
 and above. When it evolves, its health increases by                    and above, only when it is raining. When it evolves,
 double its level, and it gains 9 points to add to its                  its health increases by double its level, and it gains
 ability scores (max 20).                                               12 points to add to its ability scores (max 20).
 Starting Moves: Bubble, Tackle                                         Starting Moves: Bubble, Tackle, Absorb, Protect,
 Level 2: Absorb, Protect, Bide                                         Bide, Dragon Breath
 Level 6: Dragon Breath, Rain Dance                                     Level 10: Rain Dance, Flail
 Level 10: Flail, Body Slam                                             Level 14: Body Slam, Muddy Water
 Level 14: Muddy Water                                                  Level 18: Dragon Pulse
 Level 18: Dragon Pulse
                                                                        TM: 06, 10, 11, 13, 14, 17, 18, 21, 24, 27, 32, 34,
 TM: 06, 10, 11, 17, 18, 21, 24, 27, 32, 34, 36, 42,                    36, 42, 44, 45, 48, 80, 83, 87, 88, 90, 100
 44, 45, 48, 80, 83, 87, 88, 90, 100
 Egg Moves: Acid Armor, Counter, Curse, Endure, Iron
 Tail, Poison Tail
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      Goodra #706                                                           Klefki #707
      Type: Dragon                                                          Type: Steel/Fairy
      Classification: Medium | SR 14                                        Classification: Tiny | SR 8
      Minimum Level Found: 10                                               Minimum Level Found: 5
      Egg Group: Dragon                                                     Egg Group: Mineral
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Dragon Pokémon. This very friendly Dragon-                        The Key Ring Pokémon. These key collectors
      type Pokémon will hug its beloved Trainer, leaving                    threaten any attackers by fiercely jingling their keys
      that Trainer covered in sticky slime.                                 at them.
        STR       DEX      CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
      18 (+4) 17 (+3) 20 (+5) 6 (-2) 14 (+2) 10 (+0)                         15 (+2) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 14 (+2)
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 Phantump #708                                                          Trevenant #709
 Type: Ghost/Grass                                                      Type: Ghost/Grass
 Classification: Tiny | SR 1                                            Classification: Medium | SR 11
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Grass, Amorphous                                            Egg Group: Grass, Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Stump Pokémon. These Pokémon are created                           The Elder Tree Pokémon. It can control trees at will.
 when spirits possess rotten tree stumps. They prefer                   It will trap people who harm the forest, so they can
 to live in abandoned forests.                                          never leave.
   STR       DEX       CON       INT     WIS       CHA                     STR       DEX      CON       INT     WIS       CHA
 11 (+0) 10 (+0) 13 (+1) 6 (-2) 14 (+2) 10 (+0)                          14 (+2) 14 (+2) 17 (+3) 6 (-2) 16 (+3) 10 (+0)
 Natural Cure: This Pokémon is cured of negative                        Natural Cure: This Pokémon is cured of negative
 status ailments upon returning to its Pokeball.                        status ailments upon returning to its Pokeball.
 Frisk: Upon entering a battle, a single opponent’s                     Frisk: Upon entering a battle, a single opponent’s
 held item is revealed, if it has one.                                  held item is revealed, if it has one.
 Hidden Ability                                                         Hidden Ability
 Harvest: At the end of this Pokémon's turn, if it used                 Harvest: At the end of this Pokémon's turn, if it used
 a berry, roll 1d4. On a result of 3 or 4, it regains that              a berry, roll 1d4. On a result of 3 or 4, it regains that
 berry as a held item.                                                  berry as a held item.
 Evolution: Phantump can evolve into Trevenant at                       Starting Moves: Confuse Ray, Shadow Claw, Tackle,
 level 10 and above. When it evolves, its health                        Astonish, Growth, Ingrain, Feint Attack
 increases by double its level, and it gains 11 points                  Level 10: Leech Seed, Curse, Will-O-Wisp
 to add to its ability scores (max 20).                                 Level 14: Forest's Curse, Destiny Bond
                                                                        Level 18: Phantom Force, Wood Hammer, Horn
 Starting Moves: Confuse Ray, Tackle                                    Leech
 Level 2: Astonish, Growth, Ingrain                                     TM: 04, 06, 10, 11, 15, 17, 20, 21, 22, 26,, 27, 29,
 Level 6: Feint Attack, Leech Seed                                      30, 32, 33, 42, 44, 45, 46, 48, 52, 53, 59, 61, 65,
 Level 10: Curse, Will-O-Wisp                                           68, 78, 80, 81, 84, 85, 86, 87, 88, 90, 92, 96, 97,
 Level 14: Forest's Curse, Destiny Bond                                 100
 Level 18: Phantom Force, Wood Hammer, Horn
 Leech
 TM: 06, 10, 11, 17, 20, 21, 2, 27, 29, 30, 32, 33,
 42, 44, 45, 46, 48, 53, 61, 65, 78, 80, 84, 85, 86,
 87, 88, 90, 92, 96, 97, 100
 Egg Moves: Bestow, Grudge, Imprison, Venom
 Drench
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                                                                         #N/A #N/A #N/A
      Pumpkaboo #710
      Type: Ghost/Grass
      Classification: Varies | SR 2
                                                                            Gourgeist #711
      Minimum Level Found: 1                                                Type: Ghost/Grass
      Egg Group: Amorphous                                                  Classification: Varies | SR 12
      Gender Rate: 50% M / 50% F                                            Minimum Level Found: 8
      Evolution Stage: 1/2 | 3 ASI                                          Egg Group: Amorphous
                                                                            Gender Rate: 50% M / 50% F
      The Pumpkin Pokémon. The pumpkin body is                              Evolution Stage: 2/2 | 3 ASI
      inhabited by a spirit trapped in this world. As the
      sun sets, it becomes restless and active.                             The Pumpkin Pokémon. Singing in eerie voices, they
                                                                            wander town streets on the night of the new moon.
                                                                            Anyone who hears their song is cursed.
      Armor Class: 14
      Hit Points: 17 | Hit Dice: d6
      Speed: 20ft. walking, 25ft. flying (hover)                            Armor Class: 18
                                                                            Hit Points: 84 | Hit Dice: d10
                                                                            Speed: 25ft. walking, 25ft. flying (hover)
        STR       DEX       CON      INT      WIS       CHA
      14 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)                           STR       DEX      CON       INT     WIS       CHA
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#N/A #N/A #N/A
                                                                          Avalugg #713
   Bergmite #712                                                          Type: Ice
                                                                          Classification: Medium | SR 13
   Type: Ice                                                              Minimum Level Found: 8
   Classification: Small | SR 1/4                                         Egg Group: Monster, Mineral
   Minimum Level Found: 1                                                 Gender Rate: 50% M / 50% F
   Egg Group: Monster, Mineral                                            Evolution Stage: 2/2 | 3 ASI
   Gender Rate: 50% M / 50% F
   Evolution Stage: 1/2 | 3 ASI                                           The Iceberg Pokémon. Its ice-covered body is as
                                                                          hard as steel. Its cumbersome frame crushes
   The Ice Chunk Pokémon. It blocks opponents'                            anything that stands in its way.
   attacks with the ice that shields its body. It uses
   cold air to repair any cracks with new ice.
                                                                          Armor Class: 20
                                                                          Hit Points: 93 | Hit Dice: d12
   Armor Class: 13                                                        Speed: 25ft. walking
   Hit Points: 19 | Hit Dice: d8
   Speed: 15ft. walking
                                                                             STR       DEX      CON       INT     WIS       CHA
      STR     DEX      CON         INT    WIS       CHA                    20 (+5) 10 (+0) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
   14 (+2) 9 (-1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)                          Proficient Skills: Survival
                                                                          Saving Throws: Constitution, Strength
   Proficient Skills: Survival                                            Vulnerabilities: Fighting, Fire, Rock, Steel
   Saving Throws: Constitution                                            Resistances: Ice
   Vulnerabilities: Fighting, Fire, Rock, Steel
   Resistances: Ice                                                       Own Tempo: This Pokémon is immune to becoming
                                                                          confused.
   Own Tempo: This Pokémon is immune to becoming
   confused.                                                              Ice Body: While it is snowing or hailing, this
                                                                          Pokémon heals for an amount of HP equal to its
   Ice Body: While it is snowing or hailing, this                         proficiency modifier at the end of each of its turns.
   Pokémon heals for an amount of HP equal to its
   proficiency modifier at the end of each of its turns.                  Hidden Ability
                                                                          Sturdy: When taking damage equal to half or more of
   Hidden Ability                                                         your current HP, roll a d4. On a result of 3 of 4,
   Sturdy: When taking damage equal to half or more of                    halve the damage dealt.
   your current HP, roll a d4. On a result of 3 of 4,
   halve the damage dealt.
                                                                          Starting Moves: Bite, Body Slam, Harden, Iron
                                                                          Defense, Tackle, Wide Guard, Powder Snow, Icy
   Evolution: Bergmite can evolve into Avalugg at level                   Wind, Take Down, Sharpen, Curse
   10 and above. When it evolves, its health increases                    Level 10: Ice Fang, Ice Ball
   by double its level, and it gains 11 points to add to                  Level 14: Rapid Spin, Avalanche, Blizzard
   its ability scores (max 20).                                           Level 18: Recover, Double-Edge, Skull Bash, Crunch
                                                                          TM: 05, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 26,
   Starting Moves: Bite, Harden, Tackle                                   27, 32, 39, 42, 44, 45, 48, 68, 69, 71, 74, 78, 79,
   Level 2: Powder Snow, Icy Wind                                         80, 87, 88, 90, 91, 94, 100
   Level 6: Take Down, Sharpen, Curse
   Level 10: Ice Fang, Ice Ball
   Level 14: Rapid Spin, Avalanche
   Level 18: Blizzard, Recover, Double-Edge
   TM: 06, 07, 10, 13, 14, 17, 18, 20, 21, 27, 32, 39,
   42, 44, 45, 48, 69, 71, 74, 79, 80, 87, 88, 90, 91,
   94, 100
   Egg Moves: Barrier, Mirror Coat, Mist, Recover
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      Noibat #714                                                           Noivern #715
      Type: Flying/Dragon                                                   Type: Flying/Dragon
      Classification: Tiny | SR 1                                           Classification: Large | SR 13
      Minimum Level Found: 1                                                Minimum Level Found: 10
      Egg Group: Flying, Dragon                                             Egg Group: Flying, Dragon
      Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
      Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
      The Sound Wave Pokémon. They live in pitch-black                      The Sound Wave Pokémon. They fly around on
      caves. Their enormous ears can emit ultrasonic                        moonless nights and attack careless prey. Nothing
      waves of 200,000 hertz.                                               can beat them in a battle in the dark.
        STR      DEX       CON      INT     WIS        CHA                     STR       DEX      CON       INT     WIS       CHA
      10 (+0) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)                         14 (+2) 20 (+5) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
      Frisk: Upon entering a battle, a single opponent’s                    Frisk: Upon entering a battle, a single opponent’s
      held item is revealed, if it has one.                                 held item is revealed, if it has one.
      Infiltrator: This Pokémon bypasses Light Screen and                   Infiltrator: This Pokémon bypasses Light Screen and
      Reflect.                                                              Reflect.
      Hidden Ability                                                        Hidden Ability
      Telepathy: This Pokémon cannot be damaged by its                      Telepathy: This Pokémon cannot be damaged by its
      allies' attacks.                                                      allies' attacks.
      Evolution: Noibat can evolve into Noivern at level 12                 Starting Moves: Moonlight, Screech, Supersonic,
      and above. When it evolves, its health increases by                   Tackle, Absorb, Gust, Bite, Wing Attack, Agility, Air
      double its level, and it gains 18 points to add to its                Cutter, Roost, Razor Wind
      ability scores (max 20).                                              Level 14: Tailwind, Whirlwind, Super Fang
                                                                            Level 18: Air Slash, Hurricane, Dragon Pulse,
      Starting Moves: Screech, Supersonic, Tackle                           Boomburst
      Level 2: Absorb, Gust, Bite                                           TM: 02, 06, 10, 11, 12, 15, 17, 19, 21, 22, 27, 28,
      Level 6: Wing Attack, Agility                                         29, 30, 31, 32, 35, 40, 41, 42, 44, 45, 46, 48, 49,
      Level 10: Air Cutter, Roost, Razor Wind                               51, 52, 62, 65, 68, 76, 81, 85, 87, 88, 89, 90, 93,
      Level 14: Tailwind, Whirlwind                                         97, 100
      Level 18: Super Fang, Air Slash, Hurricane
      TM: 06, 10, 11, 12, 17, 19, 21, 22, 27, 28, 29, 30,
      31, 32, 40, 41, 42, 44, 45, 46, 48, 49, 51, 62, 65,
      76, 81, 85, 87, 88, 89, 90, 93, 97, 100
      Egg Moves: Outrage, Snatch, Switcheroo, Tailwind
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 Xerneas #716                                                           Yveltal #717
 Type: Fairy                                                            Type: Dark/Flying
 Classification: Large | SR 15                                          Classification: Huge | SR 15
 Minimum Level Found: 20                                                Minimum Level Found: 20
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Life Pokémon. Legends say it can share eternal                     The Destruction Pokémon. When this legendary
 life. It slept for a thousand years in the form of a tree              Pokémon's wings and tail feathers spread wide and
 before its revival.                                                    glow red, it absorbs the life force of living creatures.
   STR      DEX       CON        INT     WIS      CHA                      STR      DEX      CON        INT      WIS      CHA
 17 (+3) 18 (+4) 20 (+5) 14 (+2) 18 (+4) 20 (+5)                         17 (+3) 18 (+4) 20 (+5) 14 (+2) 18 (+4) 20 (+5)
 Proficient Skills: Medicine, Survival, Persuasion,                     Proficient Skills: Deception, Athletics, Intimidation,
   Insight                                                                Insight
 Saving Throws: Wisdom, Constitution, Charisma                          Saving Throws: Wisdom, Constitution, Strength
 Vulnerabilities: Poison, Steel                                         Vulnerabilities: Electric, Fairy, Ice, Rock
 Resistances: Bug, Dark, Fighting                                       Resistances: Dark, Ghost, Grass
 Immunities: Dragon                                                     Immunities: Ground, Psychic
 Senses: Darkvision 100ft, Truesight 100ft                              Senses: Darkvision 100ft, Truesight 100ft
 Fairy Aura: When this Pokémon is in battle, all fairy-                 Dark Aura: When this Pokémon is in battle, all dark-
 type moves within 100 feet of you deal double their                    type moves by allies or opponents within 100 feet
 damage.                                                                deal double their damage.
 Starting Moves: Aromatherapy, Heal Pulse, Ingrain,                     Starting Moves: Hurricane, Razor Wind, Roost, Taunt,
 Take Down, Light Screen, Aurora Beam, Gravity,                         Double Team, Air Slash, Snarl, Oblivion Wing,
 Geomancy, Moonblast, Megahorn, Night Slash, Horn                       Disable, Dark Pulse, Foul Play, Phantom Force,
 Leech, Psych Up, Misty Terrain, Nature Power, Close                    Psychic, Dragon Rush, Focus Blast, Sucker Punch,
 Combat, Giga Impact, Outrage                                           Hyper Beam, Sky Attack
 TM: 03, 04, 05, 06, 07, 10, 11, 15, 16, 17, 18, 21,                    TM: 02, 06, 10, 11, 12, 15, 17, 18, 19, 21, 27, 29,
 24, 25, 27, 29, 32, 33, 42, 44, 48, 49, 52, 68, 73,                    30, 32, 40, 41, 42, 44, 46, 48, 51, 52, 58, 62, 63,
 77, 80, 86, 87, 88, 90, 91, 96, 99, 100                                65, 68, 76, 80, 85, 87, 88, 89, 90, 95, 97, 100
                                                                                                                                   115
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      Zygarde 10% Forme #718                                                Zygarde 50% Forme #718
      Type: Dragon/Ground                                                   Type: Dragon/Ground
      Classification: Medium | SR 15                                        Classification: Huge | SR 15
      Minimum Level Found: 20                                               Minimum Level Found: 20
      Egg Group: Undiscovered                                               Egg Group: Undiscovered
      Gender Rate: Genderless                                               Gender Rate: Genderless
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Order Pokémon. Its sharp fangs make short                         The Order Pokémon. This is Zygarde's form when it
      work of finishing off its enemies, but it's unable to                 has gathered 50% of its cells. It wipes out all those
      maintain this body indefinitely. After a period of                    who oppose it, showing not a shred of mercy.
      time, it falls apart.
                                                                            Armor Class: 18
      Armor Class: 16                                                       Hit Points: 448 | Hit Dice: d20
      Hit Points: 448 | Hit Dice: d20                                       Speed: 40ft. walking
      Speed: 35ft. walking
116
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 Zygarde Complete                                                       Diancie #719
                                                                        Type: Rock/Fairy
 Forme #718                                                             Classification: Small | SR 15
 Type: Dragon/Ground                                                    Minimum Level Found: 20
 Classification: Huge | SR 15                                           Egg Group: Undiscovered
 Minimum Level Found: 20                                                Gender Rate: Genderless
 Egg Group: Undiscovered                                                Evolution Stage: 1/1 | 4 ASI
 Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           The Jewel Pokémon. A sudden transformation of
                                                                        Carbink, its pink, glimmering body is said to be the
 The Order Pokémon. This is Zygarde's form at times                     loveliest sight in the whole world.
 when it uses its overwhelming power to suppress
 those who endanger the ecosystem.                                      Armor Class: 20
                                                                        Hit Points: 288 | Hit Dice: d12
 Armor Class: 20                                                        Speed: 35ft. flying (hover)
 Hit Points: 448 | Hit Dice: d20
 Speed: 50ft. walking
                                                                           STR      DEX      CON        INT      WIS      CHA
                                                                         18 (+4) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 20 (+5)
   STR      DEX      CON        INT      WIS      CHA
 19 (+4) 17 (+3) 30 (+10) 18 (+4) 18 (+4) 18 (+4)                       Proficient Skills: Performance, Persuasion, Insight
                                                                        Saving Throws: Constitution, Wisdom, Charisma
 Proficient Skills: All Skills                                          Vulnerabilities: Grass, Ground, Steel, Water
 Saving Throws: Intelligence, Wisdom, Strength                          Resistances: Bug, Dark, Fire, Flying, Normal
 Vulnerabilities: Dragon, Fairy, Ice                                    Immunities: Dragon
 Resistances: Fire, Poison, Rock                                        Senses: Darkvision 100ft, Truesight 100ft
 Immunities: Electric
 Senses: Darkvision 100ft, Truesight 100ft                              Clear Body: Other Pokémon's moves or abilities
                                                                        cannot lower this Pokémon stats.
 Power Construct: When Zygarde is reduced to less
 than half of its maximum HP, it changes to                             Starting Moves: Harden, Rock Throw, Tackle,
 Complete Forme and stays in that form, regardless                      Sharpen, Smack Down, Reflect, Stealth Rock, Guard
 of HP changes.                                                         Split, Ancient Power, Flail, Skill Swap, Power Gem,
                                                                        Trick Room, Stone Edge, Diamond Storm,
 Starting Moves: Bite, Bulldoze, Dragon Breath, Glare,                  Moonblast, Light Screen, Safeguard
 Safeguard, Dig, Bind, Land's Wrath, Sandstorm,
 Haze, Crunch, Earthquake, Camouflage, Dragon                           TM: 03, 04, 06, 07, 10, 11, 15, 16, 17, 20, 21, 23,
 Pulse, Coil, Outrage                                                   27, 29, 32, 33, 37, 39, 42, 44, 48, 64, 68, 69, 71,
                                                                        74, 77, 80, 87, 88, 90, 92, 96, 99, 100
 TM: 06, 10, 11, 15, 17, 20, 21, 26, 27, 31, 32, 34,
 37, 42, 44, 48, 52, 68, 71, 78, 80, 82, 86, 87, 88,
 90, 100
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      Hoopa Confined #720                                                   Hoopa Unbound #720
      Type: Psychic/Ghost                                                   Type: Psychic/Dark
      Classification: Small | SR 15                                         Classification: Huge | SR 15
      Minimum Level Found: 20                                               Minimum Level Found: 20
      Egg Group: Undiscovered                                               Egg Group: Undiscovered
      Gender Rate: Genderless                                               Gender Rate: Genderless
      Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
      The Mischief Pokémon. In its true form, it possesses                  The Mischief Pokémon. In its true form, it possesses
      a huge amount of power. Legends of its avarice tell                   a huge amount of power. Legends of its avarice tell
      how it once carried off an entire castle to gain the                  how it once carried off an entire castle to gain the
      treasure hidden within.                                               treasure hidden within.
        STR      DEX      CON         INT    WIS      CHA                      STR      DEX      CON        INT      WIS      CHA
      15 (+2) 17 (+3) 18 (+4) 14 (+2) 20 (+5) 16 (+3)                        20 (+5) 19 (+4) 19 (+4) 16 (+3) 20 (+5) 16 (+3)
      Proficient Skills: Stealth, Deception, Sleight of Hand                Proficient Skills: Stealth, Deception, Sleight of Hand
      Saving Throws: Intelligence, Wisdom                                   Saving Throws: Intelligence, Wisdom, Strength
      Vulnerabilities: Dark, Ghost                                          Vulnerabilities: Bug, Fairy
      Resistances: Poison, Psychic                                          Resistances: None
      Immunities: Fighting, Normal                                          Immunities: Psychic
      Senses: Darkvision 100ft, Truesight 100ft                             Senses: Darkvision 100ft, Truesight 100ft
      Magician: If not already holding an item, this                        Magician: If not already holding an item, this
      Pokémon steals the held item of any Pokémon it                        Pokémon steals the held item of any Pokémon it
      hits with a melee attack.                                             hits with a melee attack.
      Forme Change: When holding the Prison Bottle,                         Starting Moves: Ally Switch, Confusion, Destiny
      Hoopa Confined changes forme to Hoopa Unbound.                        Bond, Trick, Astonish, Magic Coat, Light Screen,
                                                                            Psybeam, Skill Swap, Guard Split, Power Split, Knock
                                                                            Off, Trick Room, Wonder Room, Dark Pulse,
      Starting Moves: Ally Switch, Confusion, Destiny
                                                                            Psychic, Hyperspace Fury
      Bond, Trick, Astonish, Magic Coat, Light Screen,
      Psybeam, Skill Swap, Guard Split, Power Split,                        TM: 03, 04, 06, 10, 11, 12, 15, 16, 17, 18, 20, 21,
      Phantom Force, Zen Headbutt, Trick Room, Wonder                       24, 27, 29, 30, 31, 32, 33, 41, 42, 44, 46, 48, 52,
      Room, Shadow Ball, Nasty Plot, Psychic, Hyperspace                    53, 56, 57, 60, 63, 68, 73, 77, 85, 86, 87, 88, 90,
      Hole                                                                  92, 97, 100
      TM: 03, 04, 06, 10, 11, 12, 15, 16, 17, 18, 20, 21,
      24, 27, 29, 30, 31, 32, 33, 41, 42, 44, 46, 48, 52,
      53, 56, 57, 60, 63, 68, 73, 77, 85, 86, 87, 88, 90,
      92, 97, 100
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 Volcanion #721
 Type: Fire/Water
 Classification: Medium | SR 15
 Minimum Level Found: 15
 Egg Group: Undiscovered
 Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI
 Armor Class: 19
 Hit Points: 380 | Hit Dice: d20
 Speed: 30ft. walking
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                    Pokémon 5e - Gen VII Monster Manual
                                Stat blocks for all Generation VII Pokémon
                                              Homebrew created by JOEtheDM
The following pages contain the stat blocks of all 116 Generation VII Pokémon to use with the Pokémon 5e ruleset by JOEtheDM.
 The Monster Manuals have been split into multiple PDFs to conserve space and improve functionality within each file. Links to
                              the original manual and other Monster Manuals can be found below.
                                                      Disclaimer
                                         Based on the original game by Satoshi Taijiri
                                            © Game Freak © Nintendo Company Inc.
     We do not claim ownership of anything related to Pokémon or Dungeons and Dragons. Please support the original source
                                    No profits are made from the release of this supplement
      Most images in this supplement are free, non-commercial use from FreePNG.com, PNGimg.com, FreePNGLogos.com
                                               All others are credited below image.
           Pokémon images in Stat Block section come from bulbapedia.bulbagarden.net and are owned by Nintendo
       Inspiration and Ideas from: Pokémon Tabletop United, Pokérole, Sakutian from trulyoutofcharacter.wordpress.com
                                                  Special Thanks
         To the members of the You Meet in a Tavern and Pokémon 5e Discord for your support, ideas, and playtesting
  To Varnell, RaverEAlice, R1bs99, John K. Walz Jr., Eschatonic, Ryan Wilkinson, FireWaterSound, Chancela Merkel, Hugh Berry,
               Kolkyboi, Lindseyrie, and Tactical_Groot for all their behind the scenes work in creating this manual.
                                                       Made with GM Binder
                                        Ideas/Concerns/Questions?
                 Join our Subreddit (https://reddit.com/r/Pokémon5e) or Discord! (https://discord.gg/DA9gQAa)
                                                                                                                                 1
    Alolan Rattata #19                                                    Alolan Raticate #20
    Type: Dark/Normal                                                     Type: Dark/Normal
    Classification: Tiny | SR 1/4                                         Classification: Small | SR 5
    Minimum Level Found: 1                                                Minimum Level Found: 5
    Egg Group: Field                                                      Egg Group: Field
    Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
    Evolution Stage: 1/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
    The Mouse Pokémon. Night after night, they sneak                      The Mouse Pokémon. It has an incredibly greedy
    into people’s homes seeking food. A massive                           personality. Its nest is filled with so much food
    outbreak of them has become an issue of public                        gathered by Rattata at its direction, it can’t possibly
    concern.                                                              eat it all.
       STR       DEX       CON      INT      WIS     CHA                     STR       DEX       CON       INT      WIS      CHA
    10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1)                          14 (+2) 15 (+2) 13 (+1) 6 (-2) 13 (+1) 8 (-1)
    Gluttony: This Pokémon must eat its held berry                        Gluttony: This Pokémon must eat its held berry
    when it falls below ½ of its maximum HP.                              when it falls below ½ of its maximum HP.
    Hustle: When you score a critical hit, you may                        Hustle: When you score a critical hit, you may
    immediately gain an additional action on your turn.                   immediately gain an additional action on your turn.
    If this action is used to make an attack, you have                    If this action is used to make an attack, you have
    disadvantage on the roll. You may only ever have                      disadvantage on the roll. You may only ever have
    one additional action per round.                                      one additional action per round.
    Hidden Ability                                                        Hidden Ability
    Thick Fat: This Pokemon takes half the damage it                      Thick Fat: This Pokemon takes half the damage it
    otherwise would from Ice and Fire damage.                             otherwise would from Ice and Fire damage.
    Evolution: Alolan Rattata can evolve into Alolan                      Starting Moves: Focus Energy, Quick Attack, Scary
    Raticate at level 6 and above. When it evolves, its                   Face, Swords Dance, Tackle, Tail Whip, Bite, Pursuit
    health increases by double its level, and it gains 10                 Level 6: Hyper Fang, Assurance
    points to add to its ability scores (max 20).                         Level 10: Crunch, Sucker Punch
                                                                          Level 14: Super Fang, Double-Edge
    Starting Moves: Tackle, Tail Whip, Quick Attack                       Level 18: Endeavor
    Level 2: Focus Energy, Bite, Pursuit                                  TM: 05, 06, 08, 10, 11, 12, 13, 14, 15, 17, 18, 21,
    Level 6: Hyper Fang, Assurance, Crunch                                27, 30, 32, 34, 36, 41, 42, 43, 44, 45, 46, 48, 60,
    Level 10: Sucker Punch, Super Fang, Double-Edge                       63, 65, 68, 75, 86, 87, 88, 89, 90, 95, 97, 100
    Level 14: Endeavor
    TM: 06, 10, 11, 12, 13, 14, 17, 18, 21, 27, 30, 32,
    36, 41, 42, 44, 45, 46, 48, 60, 63, 65, 86, 87, 88,
    89, 90, 95, 97, 100
    Egg Moves: Counter, Final Gambit, Fury Swipes, Me
    First, Revenge, Reversal, Snatch, Stockpile, Swallow,
    Switcheroo, Uproar
2
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 Alolan Raichu #26                                                      Alolan Sandshrew #27
 Type: Electric/Psychic                                                 Type: Ice/Steel
 Classification: Small | SR 7                                           Classification: Tiny | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Field, Fairy                                                Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Mouse Pokémon. It loves pancakes prepared                          The Mouse Pokémon. An ancient tradition of Alolan
 with a secret Alolan recipe. Some wonder whether                       festivals, still carried on to this day, is a competition
 that recipe holds the key to this Pokémon’s                            to slide Sandshrew across ice as far as one can.
 evolution.
                                                                        Armor Class: 14
 Armor Class: 15                                                        Hit Points: 17 | Hit Dice: d6
 Hit Points: 50 | Hit Dice: d10                                         Speed: 20ft. walking, 15ft. burrowing
 Speed: 35ft. walking, 35ft. flying (hover)
                                                                                                                                    3
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    Alolan Sandslash #28                                                  Alolan Vulpix #37
    Type: Ice/Steel                                                       Type: Ice
    Classification: Small | SR 7                                          Classification: Tiny | SR 1/4
    Minimum Level Found: 5                                                Minimum Level Found: 1
    Egg Group: Field                                                      Egg Group: Field
    Gender Rate: 50% M / 50% F                                            Gender Rate: 25% M / 75% F
    Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
    The Mouse Pokémon. It uses large, hooked claws to                     The Fox Pokémon. If you carelessly approach it
    cut a path through deep snow as it runs. On snowy                     because it’s cute, the boss of the pack, Ninetales,
    mountains, this Sandslash is faster than any other                    will appear and freeze you.
    Pokémon.
                                                                          Armor Class: 13
    Armor Class: 16                                                       Hit Points: 16 | Hit Dice: d6
    Hit Points: 50 | Hit Dice: d10                                        Speed: 30ft. walking
    Speed: 30ft. walking, 25ft. burrowing
4
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 Alolan Ninetales #38                                                   Alolan Diglett #50
 Type: Ice/Fairy                                                        Type: Ground/Steel
 Classification: Small | SR 7                                           Classification: Tiny | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 25% M / 75% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Fox Pokémon. The reason it guides people all                       The Mole Pokémon. Its three hairs change shape
 the way down to the mountain’s base is that it                         depending on Diglett’s mood. When in
 wants them to hurry up and leave.                                      communication with its comrades, its whiskers
                                                                        wobble to and fro.
 Armor Class: 17
 Hit Points: 40 | Hit Dice: d10                                         Armor Class: 12
 Speed: 30ft. walking                                                   Hit Points: 18 | Hit Dice: d6
                                                                        Speed: 20ft. burrowing
                                                                                                                                  5
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    Alolan Dugtrio #51                                                    Alolan Meowth #52
    Type: Ground/Steel                                                    Type: Dark
    Classification: Small | SR 8                                          Classification: Tiny | SR 1/2
    Minimum Level Found: 5                                                Minimum Level Found: 1
    Egg Group: Field                                                      Egg Group: Field
    Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
    Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
    The Mole Pokémon. Its shining gold hair provides it                   The Scratch Cat Pokémon. When its delicate pride is
    with protection. It’s reputed that keeping any of its                 wounded, or when the gold coin on its forehead is
    fallen hairs will bring bad luck.                                     dirtied, it flies into a hysterical rage.
      STR      DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
    17 (+3) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 10 (+0)                         10 (+0) 14 (+2) 11 (+0) 8 (-1) 10 (+0) 12 (+1)
    Sand Veil: This Pokémon is immune to Sandstorm                        Pickup: If an opponent uses a consumable held item
    damage. In addition, its AC increases by 2 in desert                  in battle, this Pokémon gains a copy of it if it is not
    terrain, or during a Sandstorm.                                       currently holding an item.
    Tangling Hair: Opponents within melee range of this                   Technician: For damaging moves activated by this
    Pokémon cannot take the Disengage action to move                      Pokémon with 15 max PP or more, they may roll the
    away.                                                                 damage twice and choose either total.
    Hidden Ability                                                        Hidden Ability
    Sand Force: During a Sandstorm, this Pokémon can                      Rattled: When this Pokémon is hit by a damaging
    double its STAB when it hits an opponent.                             Dark, Bug, or Ghost move, it makes its next attack at
                                                                          advantage.
    Starting Moves: Growl, Metal Claw, Night Slash,
    Rototiller, Sand Attack, Sand Tomb, Tri Attack,                       Evolution: Alolan Meowth can evolve into Alolan
    Growl, Astonish, Mud-Slap                                             Persian at level 8 and above. When it evolves, its
    Level 6: Magnitude, Bulldoze, Sucker Punch                            health increases by double its level, and it gains 11
    Level 10: Mud Bomb, Earth Power                                       points to add to its ability scores (max 20).
    Level 14: Dig, Iron Head
    Level 18: Earthquake, Fissure                                         Starting Moves: Growl, Scratch
    TM: 01, 06, 10, 15, 17, 21, 26, 27, 28, 32, 36, 37,                   Level 2: Bite, Fake Out
    39, 40, 42, 43, 44, 45, 46                                            Level 6: Fury Swipes, Screech, Feint Attack
                                                                          Level 10: Taunt, Pay Day
                                                                          Level 14: Slash, Nasty Plot, Assurance
                                                                          Level 18: Captivate, Night Slash, Feint, Dark Pulse
                                                                          TM: 01, 06, 10, 11, 12, 17, 18, 21, 24, 25, 27, 30,
                                                                          32, 40, 41, 42, 44, 45, 46, 48, 49, 60, 63, 65, 66,
                                                                          77, 85, 87, 88, 89, 90, 97, 100
                                                                          Egg Moves: Amnesia, Assist, Charm, Flail, Flatter,
                                                                          Foul Play, Hypnosis, Parting Shot, Punishment,
                                                                          Snatch, Snatch, Spite
6
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 Alolan Persian #53                                                     Alolan Geodude #74
 Type: Dark                                                             Type: Rock/Electric
 Classification: Small | SR 7                                           Classification: Tiny | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Mineral
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Classy Cat Pokémon. It looks down on everyone                      The Rock Pokémon. Its stone head is imbued with
 other than itself. Its preferred tactics are sucker                    electricity and magnetism. If you carelessly step on
 punches and blindside attacks.                                         one, you’ll be in for a painful shock.
   STR       DEX      CON       INT     WIS       CHA                      STR      DEX      CON        INT    WIS       CHA
 14 (+2) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 14 (+2)                          14 (+2) 9 (-1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
                                                                                                                                  7
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    Alolan Graveler #75                                                   Alolan Golem #76
    Type: Rock/Electric                                                   Type: Rock/Electric
    Classification: Medium | SR 6                                         Classification: Medium | SR 13
    Minimum Level Found: 5                                                Minimum Level Found: 10
    Egg Group: Mineral                                                    Egg Group: Mineral
    Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
    Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
    The Rock Pokémon. They eat rocks and often get                        The Megaton Pokémon. Because it can’t fire
    into a scrap over them. The shock of Graveler                         boulders at a rapid pace, it’s been known to seize
    smashing together causes a flash of light and a                       nearby Geodude and fire them from its back.
    booming noise.
                                                                          Armor Class: 16
    Armor Class: 15                                                       Hit Points: 117 | Hit Dice: d12
    Hit Points: 55 | Hit Dice: d8                                         Speed: 30ft. walking
    Speed: 25ft. walking
8
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 Alolan Grimer #88                                                      Alolan Muk #89
 Type: Poison/Dark                                                      Type: Poison/Dark
 Classification: Small | SR 1/2                                         Classification: Medium | SR 10
 Minimum Level Found: 1                                                 Minimum Level Found: 8
 Egg Group: Amorphous                                                   Egg Group: Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Sludge Pokémon. Brought to Alola to solve the                      The Sludge Pokémon. While it’s unexpectedly quiet
 garbage problem, Grimer seems to relish any and all                    and friendly, if it’s not fed any trash for a while, it
 kinds of trash.                                                        will smash its Trainer’s furnishings and eat up the
                                                                        fragments.
 Armor Class: 12
 Hit Points: 18 | Hit Dice: d6                                          Armor Class: 16
 Speed: 15ft. walking                                                   Hit Points: 75| Hit Dice: d12
                                                                        Speed: 20ft. walking
                                                                                                                                  9
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     Alolan Exeggutor #103                                                 Alolan Marowak #105
     Type: Grass/Dragon                                                    Type: Fire/Ghost
     Classification: Huge | SR 8                                           Classification: Small | SR 7
     Minimum Level Found: 5                                                Minimum Level Found: 5
     Egg Group: Grass                                                      Egg Group: Monster
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Coconut Pokémon. As it grew taller and taller, it                 The Bone Keeper Pokémon. The bones it possesses
     outgrew its reliance on psychic powers, while within                  were once its mother’s. Its mother’s regrets have
     it awakened the power of the sleeping dragon.                         become like a vengeful spirit protecting this
                                                                           Pokémon.
     Armor Class: 15
     Hit Points: 61 | Hit Dice: d10                                        Armor Class: 16
     Speed: 30ft. walking                                                  Hit Points: 50 | Hit Dice: d10
                                                                           Speed: 30ft. walking
10
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 Rowlet #722                                                            Dartrix #723
 Type: Grass/Flying                                                     Type: Grass/Flying
 Classification: Tiny | SR 1/2                                          Classification: Small | SR 5
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Flying                                                      Egg Group: Flying
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 1/3 | 2 ASI                                           Evolution Stage: 2/3 | 2 ASI
 The Grass Quill Pokémon. It sends its feathers,                        The Blade Quill Pokémon. This narcissistic
 which are as sharp as blades, flying in attack. Its legs               Pokémon is a clean freak. If you don’t groom it
 are strong, so its kicks are also formidable.                          diligently, it will stop listening to you.
   STR       DEX       CON      INT      WIS        CHA                    STR       DEX      CON       INT     WIS        CHA
 10 (+0) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)                          12 (+1) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
 Overgrow: When this Pokémon falls below 25% of                         Overgrow: When this Pokémon falls below 25% of
 its maximum HP, double the STAB damage for its                         its maximum HP, double the STAB damage for its
 grass-type moves.                                                      grass-type moves.
 Evolution: Rowlet can evolve into Dartrix at level 6                   Evolution: Dartrix can evolve into Decidueye at level
 and above. When it evolves, its health increases by                    13 and above. When it evolves, its health increases
 double its level, and it gains 6 points to add to its                  by double its level, and it gains 10 points to add to
 ability scores (max 20).                                               its ability scores (max 20).
 Starting Moves: Leafage, Tackle, Growl                                 Starting Moves: Growl, Leafage, Peck, Tackle,
 Level 2: Peck, Astonish                                                Astonish
 Level 6: Razor Leaf, Ominous Wind, Foresight, Pluck                    Level 6: Razor Leaf, Ominous Wind, Foresight
 Level 10: Synthesis, Fury Attack, Sucker Punch                         Level 10: Pluck, Synthesis
 Level 14: Leaf Blade, Feather Dance                                    Level 14: Fury Attack, Sucker Punch
 Level 18: Brave Bird, Nasty Plot                                       Level 18: Leaf Blade, Feather Dance, Brave Bird,
                                                                        Nasty Plot
 TM: 01, 06, 10, 11, 16, 17, 19, 20, 21, 22, 27, 32,
 42, 44, 45, 48, 49, 51, 53, 54, 65, 75, 86, 87, 88,                    TM: 01, 06, 10, 11, 16, 17, 19, 20, 21, 22, 27, 32,
 90, 96, 100                                                            42, 44, 45, 48, 49, 51, 53, 54, 65, 75, 86, 87, 88,
                                                                        90, 96, 100
 Egg Moves: Baton Pass, Confuse Ray, Curse, Defog,
 Haze, Ominous Wind
                                                                                                                                  11
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     Decidueye #724                                                        Litten #725
     Type: Grass/Ghost                                                     Type: Fire
     Classification: Medium | SR 13                                        Classification: Tiny | SR 1/2
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Flying                                                     Egg Group: Field
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 3/3 | 2 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Arrow Quill Pokémon. It nocks its arrow quills                    The Fire Cat Pokémon. If you try too hard to get
     and shoots them at opponents. When it simply can’t                    close to it, it won’t open up to you. Even if you do
     afford to miss, it tugs the vine on its head to                       grow close, giving it too much affection is still a no-
     improve its focus.                                                    no.
       STR       DEX       CON      INT      WIS       CHA                    STR       DEX      CON       INT     WIS        CHA
     14 (+2) 19 (+4) 17 (+3) 6 (-2) 14 (+2) 10 (+0)                         12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
12
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 Torracat #726                                                          Incineroar #727
 Type: Fire                                                             Type: Fire/Dark
 Classification: Small | SR 5                                           Classification: Medium | SR 13
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 87% M / 13% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Fire Cat Pokémon. It can act spoiled if it grows                   The Heel Pokémon. Although it’s rough mannered
 close to its Trainer. A powerful Pokémon, its sharp                    and egotistical, it finds beating down unworthy
 claws can leave its Trainer’s whole body covered in                    opponents boring. It gets motivated for stronger
 scratches.                                                             opponents.
   STR       DEX      CON       INT      WIS        CHA                    STR       DEX      CON       INT     WIS       CHA
 13 (+1) 15 (+2) 13 (+1) 6 (-2) 12 (+1) 10 (+0)                          17 (+3) 18 (+4) 15 (+2) 6 (-2) 14 (+2) 10 (+0)
                                                                                                                                  13
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     Popplio #728                                                          Brionne #729
     Type: Water                                                           Type: Water
     Classification: Tiny | SR 1/2                                         Classification: Tiny | SR 5
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Water 1, Field                                             Egg Group: Water 1, Field
     Gender Rate: 87% M / 13% F                                            Gender Rate: 87% M / 13% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Sea Lion Pokémon. The balloons it inflates with                   The Pop Star Pokémon. It gets excited when it sees
     its nose grow larger and larger as it practices day by                a dance it doesn’t know. This hard worker practices
     day.                                                                  diligently until it can learn that dance.
       STR       DEX      CON       INT     WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     10 (+0) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 12 (+1)                         12 (+1) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 14 (+2)
     Torrent: When this Pokémon falls below 25% of its                     Torrent: When this Pokémon falls below 25% of its
     maximum hp, double the STAB damage for its                            maximum hp, double the STAB damage for its
     water-type moves.                                                     water-type moves.
     Evolution: Popplio can evolve into Brionne at level 6                 Evolution: Brionne can evolve into Primarina at level
     and above. When it evolves, its health increases by                   13 and above. When it evolves, its health increases
     double its level, and it gains 8 points to add to its                 by double its level, and it gains 9 points to add to its
     ability scores (max 20).                                              ability scores (max 20).
     Starting Moves: Pound, Water Gun, Growl                               Starting Moves: Disarming Voice, Growl, Pound,
     Level 2: Disarming Voice, Baby-Doll Eyes                              Water Gun, Baby-Doll Eyes
     Level 6: Aqua Jet, Icy Wind, Encore, Bubble Beam                      Level 6: Aqua Jet, Icy Wind, Encore
     Level 10: Sing, Double Slap, Hyper Voice                              Level 10: Bubble Beam, Sing
     Level 14: Moonblast, Captivate                                        Level 14: Double Slap, Hyper Voice
     Level 18: Hydro Pump, Misty Terrain                                   Level 18: Moonblast, Captivate, Hydro Pump, Misty
                                                                           Terrain
     TM: 01, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42,
     44, 45, 48, 49, 55, 62, 87, 88, 90, 94, 98, 100                       TM: 01, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42,
                                                                           44, 45, 48, 49, 55, 62, 87, 88, 90, 94, 98, 100
     Egg Moves: Amnesia, Aqua Ring, Aromatic Mist,
     Charm, Perish Song, Wonder Room
14
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 Primarina #730                                                         Pikipek #731
 Type: Water/Fairy                                                      Type: Normal/Flying
 Classification: Medium | SR 13                                         Classification: Tiny | SR 1/4
 Minimum Level Found: 10                                                Minimum Level Found: 1
 Egg Group: Water 1, Field                                              Egg Group: Flying
 Gender Rate: 87% M / 13% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Soloist Pokémon. To Primarina, every battle is a                   The Woodpecker Pokémon. It pecks at trees with its
 stage. It takes down its prey with beautiful singing                   hard beak. You can get some idea of its mood or
 and dancing.                                                           condition from the rhythm of its pecking.
   STR       DEX      CON       INT     WIS       CHA                     STR      DEX       CON      INT      WIS       CHA
 14 (+2) 15 (+2) 16 (+3) 6 (-2) 14 (+2) 16 (+3)                          9 (-1) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
 Torrent: When this Pokémon falls below 25% of its                      Keen Eye: This Pokémon ignores disadvantage when
 maximum hp, double the STAB damage for its                             it relates to sight.
 water-type moves.
                                                                        Skill Link: Combo moves that have the ability to hit
 Hidden Ability                                                         more than once, after the same attack roll, are
 Liquid Voice: Any sound-based move activated by                        guaranteed to hit at least twice. (Fury Swipes,
 this Pokémon is water-type.                                            Double Slap, Water Shuriken, etc.)
                                                                        Hidden Ability
 Starting Moves: Disarming Voice, Growl, Pound,                         Pickup: If an opponent uses a consumable held item
 Sparkling Aria, Water Gun, Baby-Doll Eyes, Aqua Jet,                   in battle, this Pokémon gains a copy of it if it is not
 Icy Wind, Encore, Bubble Beam, Sing                                    currently holding an item.
 Level 14: Double Slap, Hyper Voice
 Level 18: Moonblast, Captivate, Hydro Pump, Misty
                                                                        Evolution: Pikipek can evolve into Trumbeak at level
 Terrain
                                                                        5 and above. When it evolves, its health increases by
 TM: 01, 06, 07, 10, 13, 14, 16, 17, 18, 21, 27, 29,                    double its level, and it gains 7 points to add to its
 30, 32, 33, 42, 44, 45, 48, 49, 53, 55, 62, 68, 77,                    ability scores (max 20).
 87, 88, 90, 94, 98, 99, 100
                                                                        Starting Moves: Peck, Growl
                                                                        Level 2: Echoed Voice, Rock Smash, Supersonic
                                                                        Level 6: Pluck, Roost, Fury Attack
                                                                        Level 10: Screech, Drill Peck, Bullet Seed
                                                                        Level 14: Feather Dance, Hyper Voice
                                                                        TM: 01, 06, 10, 11, 17, 19, 21, 23, 27, 31, 32, 40,
                                                                        43, 44, 45, 46, 48, 49, 51, 75, 76, 87, 88, 89, 90,
                                                                        100
                                                                        Egg Moves: Boomburst, Brave Bird, Mirror Move,
                                                                        Tailwind, Uproar
                                                                                                                                  15
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     Trumbeak #732                                                          Toucannon #733
     Type: Normal/Flying                                                    Type: Normal/Flying
     Classification: Tiny | SR 3                                            Classification: Small | SR 10
     Minimum Level Found: 5                                                 Minimum Level Found: 8
     Egg Group: Flying                                                      Egg Group: Flying
     Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
     Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
     The Bugle Beak Pokémon. It can bend the tip of its                     The Cannon Pokémon. They smack beaks with
     beak to produce over a hundred different cries at                      others of their kind to communicate. The strength
     will.                                                                  and number of hits tell each other how they feel.
       STR       DEX       CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     11 (+0) 15 (+2) 11 (+0) 6 (-2) 12 (+1) 10 (+0)                          17 (+3) 15 (+2) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
     Keen Eye: This Pokémon ignores disadvantage when                       Keen Eye: This Pokémon ignores disadvantage when
     it relates to sight.                                                   it relates to sight.
     Skill Link: Combo moves that have the ability to hit                   Skill Link: Combo moves that have the ability to hit
     more than once, after the same attack roll, are                        more than once, after the same attack roll, are
     guaranteed to hit at least twice. (Fury Swipes,                        guaranteed to hit at least twice. (Fury Swipes,
     Double Slap, Water Shuriken, etc.)                                     Double Slap, Water Shuriken, etc.)
     Hidden Ability                                                         Hidden Ability
     Pickup: If an opponent uses a consumable held item                     Sheer Force: This Pokémon adds its proficiency
     in battle, this Pokémon gains a copy of it if it is not                bonus to damage rolls while poisoned, burned,
     currently holding an item.                                             confused, or paralyzed.
     Evolution: Trumbeak can evolve into Toucannon at                       Starting Moves: Beak Blast, Echoed Voice, Growl,
     level 11 and above. When it evolves, its health                        Peck, Rock Blast, Rock Smash, Supersonic, Pluck,
     increases by double its level, and it gains 11 points                  Roost
     to add to its ability scores (max 20).                                 Level 10: Fury Attack, Screech
                                                                            Level 14: Drill Peck, Bullet Seed
     Starting Moves: Echoed Voice, Growl, Peck, Rock                        Level 18: Feather Dance, Hyper Voice
     Blast, Rock Smash, Supersonic                                          TM: 01, 06, 10, 11, 17, 19, 21, 23, 27, 31, 32, 40,
     Level 6: Pluck, Roost                                                  43, 44, 45, 46, 48, 49, 50, 51, 75, 76, 87, 88, 89,
     Level 10: Fury Attack, Screech, Drill Peck                             90, 91, 100
     Level 14: Bullet Seed, Feather Dance
     Level 18: Hyper Voice
     TM: 01, 06, 10, 11, 17, 19, 21, 23, 27, 31, 32, 40,
     43, 44, 45, 46, 48, 49, 51, 75, 76, 87, 88, 89, 90,
     100
16
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 Yungoos #734                                                           Gumshoos #735
 Type: Normal                                                           Type: Normal
 Classification: Tiny | SR 1/4                                          Classification: Small | SR 7
 Minimum Level Found: 1                                                 Minimum Level Found: 5
 Egg Group: Field                                                       Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Loitering Pokémon. Its stomach takes up most                       The Stakeout Pokémon. Although it wasn’t originally
 of its long torso. It’s a big eater, so the amount                     found in Alola, this Pokémon was brought over a
 Trainers have to spend on its food is no laughing                      long time ago when there was a huge Rattata
 matter.                                                                outbreak.
   STR       DEX       CON       INT     WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
 11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                          14 (+2) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
 Stakeout: When an opponent is switched out in                          Stakeout: When an opponent is switched out in
 battle, this Pokémon doubles the damage dealt if it                    battle, this Pokémon doubles the damage dealt if it
 targets the replacement on the first turn                              targets the replacement on the first turn
 immediately following the switch.                                      immediately following the switch.
 Strong Jaw: For biting moves activated by this                         Strong Jaw: For biting moves activated by this
 Pokémon (Bite, Thunder Fang, Crunch, etc.), they                       Pokémon (Bite, Thunder Fang, Crunch, etc.), they
 may roll the damage twice and choose either total.                     may roll the damage twice and choose either total.
 Hidden Ability                                                         Hidden Ability
 Adaptability: When this Pokémon uses a move of its                     Adaptability: When this Pokémon uses a move of its
 own type, it may roll the damage twice and choose                      own type, it may roll the damage twice and choose
 either total.                                                          either total.
 Evolution: Yungoos can evolve into Gumshoos at                         Starting Moves: Leer, Pursuit, Sand Attack, Tackle,
 level 6 and above, during the day. When it evolves,                    Odor Sleuth
 its health increases by double its level, and it gains                 Level 6: Bide, Bite
 10 points to add to its ability scores (max 20).                       Level 10: Mud-Slap, Super Fang, Take Down
                                                                        Level 14: Scary Face, Crunch, Hyper Fang
 Starting Moves: Tackle, Leer                                           Level 18: Yawn, Thrash, Rest
 Level 2: Pursuit, Sand Attack, Odor Sleuth                             TM: 01, 06, 10, 12, 17, 21, 26, 32, 37, 39, 41, 42,
 Level 6: Bide, Bite, Mud-Slap                                          44, 45, 46, 48, 49, 66, 87, 88, 89, 90, 100
 Level 10: Super Fang, Take Down, Scary Face
 Level 14: Crunch, Hyper Fang, Yawn
 Level 18: Thrash, Rest
 TM: 01, 06, 10, 12, 17, 21, 26, 32, 37, 39, 41, 42,
 44, 45, 46, 48, 49, 66, 87, 88, 89, 90, 100
 Egg Moves: Fire Fang, Ice Fang, Last Resort,
 Revenge, Thunder Fang
                                                                                                                                  17
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     Grubbin #736                                                          Charjabug #737
     Type: Bug                                                             Type: Bug/Electric
     Classification: Tiny | SR 1/4                                         Classification: Tiny | SR 5
     Minimum Level Found: 1                                                Minimum Level Found: 2
     Egg Group: Bug                                                        Egg Group: Bug
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Larva Pokémon. If you find its nest, you                          The Battery Pokémon. It buries itself in fallen leaves
     shouldn’t stick your hand inside. You’ll get bitten by                and barely moves, munching away on humus. If you
     an irritated Grubbin.                                                 accidentally step on one, you’ll get a shock!
       STR      DEX       CON        INT    WIS      CHA                      STR       DEX      CON       INT     WIS       CHA
     10 (+0) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)                         13 (+1) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
     Swarm: This Pokémon adds doubles its STAB bonus                       Battery: Allies that activate electric-type moves
     when it has 25% or less of its maximum health.                        within 20 feet of this Pokémon double their
                                                                           damage dice.
     Evolution: Grubbin can evolve into Charjabug at level
     6 and above. When it evolves, its health increases by                 Evolution: Charjabug can evolve into Vikavolt at level
     double its level, and it gains 12 points to add to its                12 and above with the help of a Thunder Stone.
     ability scores (max 20).                                              When it evolves, its health increases by double its
                                                                           level, and it gains 9 points to add to its ability scores
                                                                           (max 20).
     Starting Moves: Vice Grip, String Shot
     Level 2: Mud-Slap, Bite, Bug Bite
     Level 6: Spark, Acrobatics, Crunch                                    Starting Moves: Charge, Vice Grip, String Shot
     Level 10: X-Scissor, Dig                                              Level 2: Mud-Slap, Bite, Bug Bite
                                                                           Level 6: Spark, Acrobatics
     TM: 06, 10, 16, 17, 18, 21, 24, 27, 32, 42, 44, 45,                   Level 10: Crunch, X-Scissor
     48, 57, 62, 72, 73, 81, 84, 87, 88, 90, 93, 100                       Level 14: Dig
     Egg Moves: Electroweb, Endure, Harden, Mud Shot                       Level 18: Discharge, Iron Defense
                                                                           TM: 06, 10, 16, 17, 18, 21, 24, 27, 32, 42, 44, 45,
                                                                           48, 57, 62, 72, 73, 81, 84, 87, 88, 90, 93, 100
18
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 Vikavolt #738                                                          Crabrawler #739
 Type: Bug/Electric                                                     Type: Fighting
 Classification: Medium | SR 10                                         Classification: Tiny | SR 1
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Bug                                                         Egg Group: Water 3
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Stag Beetle Pokémon. It has an organ that                          The Boxing Pokémon. Its hard pincers are well
 generates electricity in its abdomen. It concentrates                  suited to both offense and defense. Fights between
 energy in its strong jaws and fires off powerful jolts                 two Crabrawler are like boxing matches.
 of electricity.
                                                                        Armor Class: 13
 Armor Class: 15                                                        Hit Points: 17 | Hit Dice: d6
 Hit Points: 59 | Hit Dice: d10                                         Speed: 35ft. walking
 Speed: 5ft. walking, 30ft. flying
                                                                                                                                  19
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     Crabominable #740                                                      Oricorio Baile Style
     Type: Fighting/Ice
     Classification: Medium | SR 8                                          #741
     Minimum Level Found: 5                                                 Type: Fire/Flying
     Egg Group: Water 3                                                     Classification: Tiny | SR 7
     Gender Rate: 50% M / 50% F                                             Minimum Level Found: 5
     Evolution Stage: 2/2 | 3 ASI                                           Egg Group: Flying
                                                                            Gender Rate: 25% M / 75% F
     The Woolly Crab Pokémon. It stores coldness in its                     Evolution Stage: 1/1 | 4 ASI
     pincers and pummels its foes. It can even smash
     thick walls of ice to bits!                                            The Dancing Pokémon. It wins the hearts of its
                                                                            enemies with its passionate dancing and then uses
     Armor Class: 14                                                        the opening it creates to burn them up with blazing
     Hit Points: 60 | Hit Dice: d12                                         flames.
     Speed: 30ft. walking
                                                                            Armor Class: 15
                                                                            Hit Points: 50 | Hit Dice: d10
       STR       DEX       CON       INT      WIS       CHA                 Speed: 30ft. walking, 30ft. flying
     17 (+3) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
                                                                               STR       DEX      CON       INT     WIS       CHA
     Proficient Skills: Athletics
     Saving Throws: Strength, Dexterity                                      15 (+2) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
     Vulnerabilities: Fairy, Fighting, Fire, Flying, Psychic,
       Steel                                                                Proficient Skills: Performance
     Resistances: Bug, Dark, Ice                                            Saving Throws: Dexterity, Charisma
                                                                            Vulnerabilities: Electric, Rock, Water
     Hyper Cutter: This Pokémon’s attack or damage                          Resistances: Bug, Fairy, Fighting, Fire, Grass, Steel
     bonuses cannot be decreased by an opponent’s                           Immunities: Ground
     moves.
                                                                            Dancer: If any creature within sight of this Pokémon
     Iron Fist: When attacking with a punch-based move                      activates a move with Dance in its name, this
     (Mega Punch, Dynamic Punch, Ice/Fire/Thunder                           Pokémon may immediately use one of its moves as
     Punch, etc.), this Pokémon may roll the damage                         a reaction.
     twice and choose either total.
     Hidden Ability                                                         Form Change: This Pokémon's default form is Baile
     Anger Point: After suffering a critical hit, this                      Style, but can change by giving it a certain kind of
     Pokémon doubles the damage dice for a single                           Nectar. Yellow Nectar changes it to Pom-Pom Style,
     move it activates on the following turn.                               Pink Nectar changes it to Pa'u Style, Purple Nectar
                                                                            changes it to Sensu Style, and Red Nectar reverts its
                                                                            form to Baile Style.
     Starting Moves: Bubble, Ice Punch, Leer, Pursuit,
     Rock Smash
     Level 6: Bubble Beam, Power-Up Punch                                   Starting Moves: Pound, Growl, Peck, Helping Hand,
     Level 10: Dizzy Punch, Avalanche                                       Air Cutter
     Level 14: Reversal, Ice Hammer                                         Level 6: Baton Pass, Feather Dance
     Level 18: Iron Defense, Dynamic Punch, Close                           Level 10: Double Slap, Teeter Dance, Roost
     Combat                                                                 Level 14: Captivate, Air Slash, Revelation Dance
                                                                            Level 18: Mirror Move, Agility, Hurricane
     TM: 01, 06, 07, 08, 10, 11, 13, 14, 17, 18, 21, 26,
     27, 31, 32, 39, 42, 44, 45, 46, 48, 52, 55, 56, 59,                    TM: 01, 04, 06, 10, 12, 17, 19, 20, 21, 27, 32, 37,
     66, 68, 71, 78,79, 80, 87, 88, 90, 100                                 40, 42, 44, 45, 48, 51, 60, 62, 63, 75, 76, 87, 88,
                                                                            89, 90, 100
                                                                            Egg Moves: Captivate, Pluck, Safeguard, Tailwind
20
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 Oricorio Pom-Pom                                                       Oricorio Pa'u Style
 Style #741                                                             #741
 Type: Electric/Flying                                                  Type: Psychic/Flying
 Classification: Tiny | SR 7                                            Classification: Tiny | SR 7
 Minimum Level Found: 5                                                 Minimum Level Found: 5
 Egg Group: Flying                                                      Egg Group: Flying
 Gender Rate: 25% M / 75% F                                             Gender Rate: 25% M / 75% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Dancing Pokémon. It lifts its opponents’ spirits                   The Dancing Pokémon. It relaxes its opponents with
 with its cheerful dance moves. When they let their                     its elegant dancing. When they let their guard down,
 guard down, it electrocutes them with a jolt.                          it showers them with psychic energy.
   STR       DEX      CON       INT     WIS         CHA                    STR       DEX      CON       INT     WIS         CHA
 15 (+2) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 10 (+0)                          15 (+2) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
 Dancer: If any creature within sight of this Pokémon                   Dancer: If any creature within sight of this Pokémon
 activates a move with Dance in its name, this                          activates a move with Dance in its name, this
 Pokémon may immediately use one of its moves as                        Pokémon may immediately use one of its moves as
 a reaction.                                                            a reaction.
 Form Change: This Pokémon's default form is Pom-                       Form Change: This Pokémon's default form is Pa'u
 Pom Style, but can change by giving it a certain kind                  Style, but can change by giving it a certain kind of
 of Nectar. Red Nectar changes it to Baile Style, Pink                  Nectar. Yellow Nectar changes it to Pom-Pom Style,
 Nectar changes it to Pa'u Style, Purple Nectar                         Red Nectar changes it to Baile Style, Purple Nectar
 changes it to Sensu Style, and Yellow Nectar reverts                   changes it to Sensu Style, and Pink Nectar reverts its
 its form to Pom-Pom Style.                                             form to Pa'u Style.
 Starting Moves: Pound, Growl, Peck, Helping Hand,                      Starting Moves: Pound, Growl, Peck, Helping Hand,
 Air Cutter                                                             Air Cutter
 Level 6: Baton Pass, Feather Dance                                     Level 6: Baton Pass, Feather Dance
 Level 10: Double Slap, Teeter Dance, Roost                             Level 10: Double Slap, Teeter Dance, Roost
 Level 14: Captivate, Air Slash, Revelation Dance                       Level 14: Captivate, Air Slash, Revelation Dance
 Level 18: Mirror Move, Agility, Hurricane                              Level 18: Mirror Move, Agility, Hurricane
 TM: 01, 04, 06, 10, 12, 17, 19, 20, 21, 27, 32, 37,                    TM: 01, 04, 06, 10, 12, 17, 19, 20, 21, 27, 32, 37,
 40, 42, 44, 45, 48, 51, 60, 62, 63, 75, 76, 87, 88,                    40, 42, 44, 45, 48, 51, 60, 62, 63, 75, 76, 87, 88,
 89, 90, 100                                                            89, 90, 100
 Egg Moves: Captivate, Pluck, Safeguard, Tailwind                       Egg Moves: Captivate, Pluck, Safeguard, Tailwind
                                                                                                                                  21
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     Oricorio Sensu Style                                                  Cutiefly #742
                                                                           Type: Bug/Fairy
     #741                                                                  Classification: Tiny | SR 1/4
     Type: Ghost/Flying                                                    Minimum Level Found: 1
     Classification: Tiny | SR 7                                           Egg Group: Bug, Fairy
     Minimum Level Found: 5                                                Gender Rate: 50% M / 50% F
     Egg Group: Flying                                                     Evolution Stage: 1/2 | 3 ASI
     Gender Rate: 25% M / 75% F
     Evolution Stage: 1/1 | 4 ASI                                          The Bee Fly Pokémon. Nectar and pollen are its
                                                                           favorite fare. In fields of flowers, it gets into
     The Dancing Pokémon. It charms its opponents                          skirmishes with Butterfree over food.
     with its refined dancing. When they let their guard
     down, it places a curse on them that will bring on                    Armor Class: 13
     their demise.                                                         Hit Points: 16 | Hit Dice: d6
                                                                           Speed: 5ft. walking, 25ft. flying
     Armor Class: 15
     Hit Points: 50 | Hit Dice: d10
     Speed: 30ft. walking, 30ft. flying                                       STR       DEX      CON       INT     WIS       CHA
                                                                            10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
       STR       DEX      CON       INT     WIS          CHA
                                                                           Proficient Skills: Arcana
     15 (+2) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 10 (+0)                        Saving Throws: Charisma
                                                                           Vulnerabilities: Fire, Flying, Poison, Rock, Steel
     Proficient Skills: Performance                                        Resistances: Bug, Dark, Fighting, Grass, Ground
     Saving Throws: Dexterity, Charisma                                    Immunities: Dragon
     Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
     Resistances: Bug, Grass, Poison                                       Honey Gather: At the end of each battle, this
     Immunities: Fighting, Ground, Normal                                  Pokémon may roll a d20. On a result of 20, its
                                                                           trainer adds a Honey to its inventory.
     Dancer: If any creature within sight of this Pokémon
     activates a move with Dance in its name, this                         Shield Dust: Once per long rest, this Pokémon can
     Pokémon may immediately use one of its moves as                       ignore a negative status condition that results from
     a reaction.                                                           an enemy move.
                                                                           Hidden Ability
     Form Change: This Pokémon's default form is Sensu                     Sweet Veil: Any ally within 15 feet of this Pokémon
     Style, but can change by giving it a certain kind of                  is immune to the sleep condition.
     Nectar. Yellow Nectar changes it to Pom-Pom Style,
     Pink Nectar changes it to Pa'u Style, Red Nectar
     changes it to Baile Style, and Purple Nectar reverts                  Evolution: Cutiefly can evolve into Ribombee at level
     its form to Sensu Style.                                              7 and above. When it evolves, its health increases by
                                                                           double its level, and it gains 11 points to add to its
                                                                           ability scores (max 20).
     Starting Moves: Pound, Growl, Peck, Helping Hand,
     Air Cutter
                                                                           Starting Moves: Absorb, Fairy Wind
     Level 6: Baton Pass, Feather Dance
                                                                           Level 2: Stun Spore, Struggle Bug, Silver Wind
     Level 10: Double Slap, Teeter Dance, Roost
                                                                           Level 6: Draining Kiss, Sweet Scent
     Level 14: Captivate, Air Slash, Revelation Dance
                                                                           Level 10: Bug Buzz, Dazzling Gleam
     Level 18: Mirror Move, Agility, Hurricane
                                                                           Level 14: Aromatherapy, Quiver Dance
     TM: 01, 04, 06, 10, 12, 17, 19, 20, 21, 27, 32, 37,
     40, 42, 44, 45, 48, 51, 60, 62, 63, 75, 76, 87, 88,                   TM: 04, 06, 10, 11, 16, 17, 19, 20, 21, 27, 28, 29,
     89, 90, 100                                                           32, 33, 40, 42, 44, 45, 46, 48, 53, 62, 77, 83, 85,
                                                                           87, 88, 89, 90, 99, 100
     Egg Moves: Captivate, Pluck, Safeguard, Tailwind
                                                                           Egg Moves: Baton Pass, Bestow, Moonblast, Powder,
                                                                           Skill Swap, Speed Swap, Sticky Web
22
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 Ribombee #743                                                          Rockruff #744
 Type: Bug/Fairy                                                        Type: Rock
 Classification: Tiny | SR 7                                            Classification: Tiny | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Bug, Fairy                                                  Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Bee Fly Pokémon. Rain makes pollen damp, so                        The Puppy Pokémon. As they develop, their
 Ribombee hates rain. When it sees ominous clouds,                      disposition grows more violent and aggressive.
 it finds a hollow in a tree, where it waits stock-still.               Many Trainers find them too much to handle and
                                                                        abandon them.
 Armor Class: 15
 Hit Points: 50 | Hit Dice: d10                                         Armor Class: 12
 Speed: 10ft. walking, 30ft. flying                                     Hit Points: 17 | Hit Dice: d6
                                                                        Speed: 30ft. walking
                                                                                                                                  23
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     Lycanroc Midday Form                                                  Lycanroc Midnight
     #745                                                                  Form #745
     Type: Rock                                                            Type: Rock
     Classification: Small | SR 9                                          Classification: Small | SR 9
     Minimum Level Found: 5                                                Minimum Level Found: 5
     Egg Group: Field                                                      Egg Group: Field
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 2/2 | 3 ASI
     The Wolf Pokémon. The sharp rocks in its mane can                     The Wolf Pokémon. It has no problem ignoring
     cut like knives. Lycanroc wears its prey down by                      orders it doesn’t like. It doesn’t seem to mind
     degrees before finishing them off.                                    getting hurt at all—as long as it can finish off its
                                                                           opponent.
     Armor Class: 15
     Hit Points: 55 | Hit Dice: d10                                        Armor Class: 15
     Speed: 30ft. walking                                                  Hit Points: 55 | Hit Dice: d10
                                                                           Speed: 30ft. walking
     Starting Moves: Accelerock, Bite, Leer, Quick Attack,                 Starting Moves: Bite, Counter, Leer, Reversal, Sand
     Quick Guard, Sand Attack, Tackle, Howl                                Attack, Tackle, Taunt, Howl
     Level 2: Howl                                                         Level 2: Howl
     Level 6: Rock Throw, Odor Sleuth                                      Level 6: Rock Throw, Odor Sleuth
     Level 10: Rock Tomb, Roar, Stealth Rock                               Level 10: Rock Tomb, Roar, Stealth Rock
     Level 14: Rock Slide, Scary Face, Crunch                              Level 14: Rock Slide, Scary Face, Crunch
     Level 18: Rock Climb, Stone Edge                                      Level 18: Rock Climb, Stone Edge
     TM: 05, 06, 08, 10, 12, 17, 21, 27, 32, 39, 42, 44,                   TM: 05, 06, 08, 10, 12, 17, 21, 27, 32, 39, 42, 44,
     45, 48, 49, 69, 71, 80, 87, 88, 90, 95, 100                           45, 48, 49, 69, 71, 80, 87, 88, 90, 95, 100
24
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 Lycanroc Dusk Form                                                     Wishiwashi Solo Form
 #745                                                                   #746
 Type: Rock                                                             Type: Water
 Classification: Small | SR 9                                           Classification: Tiny | SR 5
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Water 2
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Wolf Pokémon. Bathed in the setting sun of                         The Small Fry Pokémon. They’re weak, so they move
 evening, Lycanroc has undergone a special kind of                      in schools. However, they can also often be seen all
 evolution. An intense fighting spirit underlies its                    alone, having strayed from the school.
 calmness.
                                                                        Armor Class: 13
 Armor Class: 15                                                        Hit Points: 18 | Hit Dice: d8
 Hit Points: 55 | Hit Dice: d10                                         Speed: 5ft. walking, 25ft. swimming
 Speed: 30ft. walking
                                                                                                                                  25
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     Wishiwashi School                                                     Mareanie #747
                                                                           Type: Poison/Water
     Form #746                                                             Classification: Tiny | SR 1
     Type: Water                                                           Minimum Level Found: 1
     Classification: Huge | SR 5                                           Egg Group: Water 1
     Minimum Level Found: 1                                                Gender Rate: 50% M / 50% F
     Egg Group: Water 2                                                    Evolution Stage: 1/2 | 3 ASI
     Gender Rate: 50% M / 50% F
     Evolution Stage: 1/1 | 4 ASI                                          The Brutal Star Pokémon. They eat Corsola
                                                                           branches, so Mareanie are hated by craftsmen who
     The Small Fry Pokémon. Wishiwashi assemble in                         work with Corsola branches that have naturally fallen
     this formation to face off against strong foes. It                    off.
     boasts a strength that earned it the name “demon of
     the sea.”                                                             Armor Class: 14
                                                                           Hit Points: 19 | Hit Dice: d8
     Armor Class: 18                                                       Speed: 10ft. walking, 20ft. swimming
     Hit Points: 18 | Hit Dice: d8
     Speed: 5ft. walking, 25ft. swimming
                                                                              STR       DEX      CON       INT     WIS       CHA
                                                                            14 (+2) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
       STR       DEX      CON       INT     WIS      CHA
     13 (+1) 14 (+2) 15 (+2) 6 (-2) 10 (+0) 10 (+0)                        Proficient Skills: Medicine
                                                                           Saving Throws: Constitution
     Proficient Skills: Intimidation                                       Vulnerabilities: Electric, Ground, Psychic
     Saving Throws: Constitution                                           Resistances: Bug, Fairy, Fighting, Fire, Ice, Poison,
     Vulnerabilities: Electric, Grass                                        Steel, Water
     Resistances: Fire, Ice, Steel, Water
                                                                           Merciless: This Pokémon doubles their damage dice
     Schooling: Beginning at level 5, this Pokémon may                     when dealing damage to an opponent that is
     change to School Form as a free action when it                        poisoned.
     begins its turn above 25% of its maximum health.
     In School Form, the Pokémon adds 5 to its AC and                      Limber: This Pokémon is immune to being
     Strength, Dexterity, and Constitution ability scores                  paralyzed.
     (Additional CON does not alter this Pokemon's HP                      Hidden Ability
     in this form). The Pokémon reverts back to Solo
                                                                           Regenerator: Once per long rest, this Pokémon
     Form when it falls below 25% of maximum health,
                                                                           regains hit points equal to its level when it returns
     and must complete a short rest before activating
                                                                           to its Pokéball.
     this ability again.
     Starting Moves: Growl, Water Gun                                      Evolution: Mareanie can evolve into Toxapex at level
     Level 2: Helping Hand, Feint Attack                                   10 and above. When it evolves, its health increases
     Level 6: Brine, Aqua Ring, Tearful Look                               by double its level, and it gains 11 points to add to
     Level 10: Take Down, Dive                                             its ability scores (max 20).
     Level 14: Beat Up, Aqua Tail, Double-Edge
     Level 18: Soak, Endeavor, Hydro Pump                                  Starting Moves: Poison Sting
                                                                           Level 2: Peck, Bite, Toxic Spikes
     TM: 06, 07, 10, 13, 17, 18, 21, 26, 27, 32, 42, 44,                   Level 6: Wide Guard, Toxic
     45, 48, 55, 78, 87, 88, 89, 90, 94, 98, 100                           Level 10: Venoshock, Spike Cannon
                                                                           Level 14: Recover, Poison Jab, Venom Drench
                                                                           Level 18: Pin Missile, Liquidation
                                                                           TM: 06, 07, 09, 10, 13, 14, 17, 18, 20, 21, 27, 32,
                                                                           34, 36, 42, 44, 45, 48, 55, 66, 79, 83, 84, 87, 88,
                                                                           90, 94, 100
                                                                           Egg Moves: Haze, Spit Up, Stockpile, Swallow
26
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 Toxapex #748                                                           Mudbray #749
 Type: Poison/Water                                                     Type: Ground
 Classification: Small | SR 13                                          Classification: Small | SR 2
 Minimum Level Found: 8                                                 Minimum Level Found: 1
 Egg Group: Water 1                                                     Egg Group: Field
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Brutal Star Pokémon. To attack, this Pokémon                       The Donkey Pokémon. It loves playing in the mud. If
 sends toxic spikes flying at its enemies. Ones that                    it isn’t showered with mud on a daily basis, it gets
 come close get mown down by the claws on its feet.                     stressed out and stops listening to its Trainer.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 20 (+5) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          14 (+2) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
 Merciless: This Pokémon doubles their damage dice                      Own Tempo: This Pokémon is immune to becoming
 when dealing damage to an opponent that is                             confused.
 poisoned.
                                                                        Stamina: When this Pokémon is damaged by a move,
 Limber: This Pokémon is immune to being                                increase its AC by 2 until the start of its next turn.
 paralyzed.                                                             This ability does not stack and will remain in effect if
                                                                        the Pokémon is successfully attacked multiple turns
 Hidden Ability                                                         in a row.
 Regenerator: Once per long rest, this Pokémon
 regains hit points equal to its level when it returns                  Hidden Ability
 to its Pokéball.                                                       Inner Focus: This Pokémon is immune to flinching.
 Starting Moves: Baneful Bunker, Bite, Peck, Poison                     Evolution: Mudbray can evolve into Mudsdale at
 Sting, Toxic Spikes, Wide Guard, Toxic                                 level 8 and above. When it evolves, its health
 Level 10: Venoshock, Spike Cannon                                      increases by double its level, and it gains 11 points
 Level 14: Recover, Poison Jab                                          to add to its ability scores (max 20).
 Level 18: Venom Drench, Pin Missile, Liquidation
 TM: 06, 07, 109, 10, 13, 14, 17, 18, 20, 21, 27,                       Starting Moves: Mud-Slap, Mud Sport
 32, 34, 36, 42, 44, 45, 48, 55, 66, 79, 83, 84, 87,                    Level 2: Rototiller, Bulldoze
 88, 90, 94, 100                                                        Level 6: Double Kick, Stomp, Bide
                                                                        Level 10: High Horsepower, Iron Defense, Heavy
                                                                        Slam
                                                                        Level 14: Counter, Earthquake
                                                                        Level 18: Mega Kick, Superpower
                                                                        TM: 05, 06, 10, 17, 21, 26, 27, 32, 37, 39, 42, 44,
                                                                        45, 47, 48, 66, 78, 80, 87, 88, 90, 100
                                                                        Egg Moves: Double-Edge, Fissure, Roar, Smack
                                                                        Down
                                                                                                                                   27
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     Mudsdale #750                                                         Dewpider #751
     Type: Ground                                                          Type: Water/Bug
     Classification: Large | SR 10                                         Classification: Tiny | SR 1/2
     Minimum Level Found: 5                                                Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Water 1, Bug
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Draft Horse Pokémon. It remains calm and                          The Water Bubble Pokémon. When two Dewpider
     unmoving no matter the situation. It mixes dirt with                  meet, they display their water bubbles to each other.
     the saliva in its mouth to make a special kind of                     Then the one with the smaller bubble gets out of
     mud.                                                                  the other’s way.
       STR       DEX      CON      INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     18 (+4) 12 (+1) 19 (+4) 6 (-2) 12 (+1) 10 (+0)                         12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
28
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 Araquanid #752                                                         Fomantis #753
 Type: Water/Bug                                                        Type: Grass
 Classification: Large | SR 10                                          Classification: Tiny | SR 1/8
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Water 1, Bug                                                Egg Group: Grass
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Water Bubble Pokémon. It usually passes its                        The Sickle Grass Pokémon. When the sun rises,
 time in the water. When its belly is full, it stores its               Fomantis spreads its four leaves and bathes in the
 subdued prey in the water bubble on its head.                          sunlight. The tip of its head has a pleasant aroma.
   STR       DEX       CON      INT      WIS       CHA                     STR       DEX      CON       INT      WIS      CHA
 15 (+2) 15 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          11 (+0) 11 (+0) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
 Water Bubble: This Pokémon is resistant to fire-type                   Leaf Guard: This Pokémon does not suffer from any
 damage and immune to the burned condition.                             negative status ailments in harsh sunlight.
 Starting Moves: Bubble, Bug Bite, Infestation, Soak,                   Evolution: Fomantis can evolve into Lurantis at level
 Spider Web, Wide Guard                                                 9 and above during the day. When it evolves, its
 Level 6: Bubble Beam, Bite                                             health increases by double its level, and it gains 12
 Level 10: Aqua Ring                                                    points to add to its ability scores (max 20).
 Level 14: Leech Life, Crunch
 Level 18: Lunge, Mirror Coat, Liquidation,                             Starting Moves: Fury Cutter
 Entrainment                                                            Level 2: Leafage, Razor Leaf
 TM: 06, 10, 13, 14, 17, 18, 21, 27, 28, 32, 42, 44,                    Level 6: Growth, Ingrain
 45, 48, 55, 79, 81, 83, 84, 87, 88, 90, 94, 98, 100                    Level 10: Leaf Blade, Synthesis, Slash
                                                                        Level 14: Sweet Scent, Solar Beam
                                                                        Level 18: Sunny Day
                                                                        TM: 06, 11, 17, 20, 21, 22, 27, 28, 32, 42, 44, 45,
                                                                        48, 53, 54, 56, 66, 75, 81, 84, 86, 87, 88, 90, 96,
                                                                        100
                                                                        Egg Moves: Aromatherapy, Defog, Giga Drain, Leaf
                                                                        Storm, Weather Ball
                                                                                                                                  29
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     Lurantis #754                                                         Morelull #755
     Type: Grass                                                           Type: Grass/Fairy
     Classification: Small | SR 10                                         Classification: Tiny | SR 1/4
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Grass                                                      Egg Group: Grass
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Bloom Sickle Pokémon. For self-protection, it                     The Illuminating Pokémon. It scatters its shining
     pretends to be a bug Pokémon. Both of its arms                        spores around itself. Even though they’re dangerous,
     bear keen-edged petals.                                               nighttime tours of forests where Morelull live are
                                                                           popular.
     Armor Class: 16
     Hit Points: 72 | Hit Dice: d10                                        Armor Class: 13
     Speed: 30ft. walking                                                  Hit Points: 17 | Hit Dice: d6
                                                                           Speed: 10ft. walking
30
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 Shiinotic #756                                                         Salandit #757
 Type: Grass/Fairy                                                      Type: Poison/Fire
 Classification: Small | SR 8                                           Classification: Tiny | SR 1/2
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Grass                                                       Egg Group: Monster, Dragon
 Gender Rate: 50% M / 50% F                                             Gender Rate: 87% M / 13% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Illuminating Pokémon. It puts its prey to sleep                    The Toxic Lizard Pokémon. The males will do
 and siphons off their vitality through the tip of its                  whatever the females tell them. They give the
 arms. If one of its kind is weakened, it helps by                      females most of their food. Due to malnutrition, the
 sending it vitality.                                                   males can’t evolve.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
                                                                                                                                  31
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     Salazzle #758                                                         Stufful #759
     Type: Poison/Fire                                                     Type: Normal/Fighting
     Classification: Small | SR 10                                         Classification: Tiny | SR 1
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Monster, Dragon                                            Egg Group: Field
     Gender Rate: 0% M / 100% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Toxic Lizard Pokémon. Salazzle lives deep in                      The Flailing Pokémon. It boasts power enough to
     caves and forces the Salandit it has attracted with its               split large trees in half. The organ on its rear releases
     pheromones to serve it.                                               an odor that it uses to communicate with others of
                                                                           its kind.
     Armor Class: 15
     Hit Points: 72 | Hit Dice: d10                                        Armor Class: 13
     Speed: 35ft. walking, 30ft. climbing                                  Hit Points: 20 | Hit Dice: d8
                                                                           Speed: 20ft. walking
32
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 Bewear #760                                                            Bounsweet #761
 Type: Normal/Fighting                                                  Type: Grass
 Classification: Medium | SR 10                                         Classification: Tiny | SR 1/4
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Field                                                       Egg Group: Grass
 Gender Rate: 50% M / 50% F                                             Gender Rate: 0% M / 100% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/3 | 2 ASI
 The Strong Arm Pokémon. It waves its hands wildly                      The Fruit Pokémon. Because of its sweet, delicious
 in intimidation and warning. Life is over for anyone                   aroma, bird Pokémon are always after it, but it’s not
 who doesn’t run away as fast as possible.                              intelligent enough to care.
   STR       DEX       CON      INT      WIS         CHA                   STR      DEX      CON        INT    WIS        CHA
 16 (+3) 14 (+2) 20 (+5) 6 (-2) 12 (+1) 10 (+0)                          10 (+0) 9 (-1) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
                                                                                                                                  33
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     Steenee #762                                                          Tsareena #763
     Type: Grass                                                           Type: Grass
     Classification: Small | SR 3                                          Classification: Small | SR 13
     Minimum Level Found: 5                                                Minimum Level Found: 10
     Egg Group: Grass                                                      Egg Group: Grass
     Gender Rate: 0% M / 100% F                                            Gender Rate: 0% M / 100% F
     Evolution Stage: 2/3 | 2 ASI                                          Evolution Stage: 3/3 | 2 ASI
     The Fruit Pokémon. It’s protected by its hard sepals,                 The Fruit Pokémon. A master of grand and beautiful
     so it plays with bird Pokémon without worry. They                     kicks, it can knock out even kickboxing champions
     peck it relentlessly, but it doesn’t care.                            with a single blow.
       STR       DEX       CON       INT     WIS       CHA                    STR       DEX      CON       INT     WIS       CHA
     11 (+0) 13 (+1) 13 (+1) 6 (-2) 12 (+1) 10 (+0)                         18 (+4) 15 (+2) 17 (+3) 6 (-2) 14 (+2) 10 (+0)
     Leaf Guard: This Pokémon does not suffer from any                     Leaf Guard: This Pokémon does not suffer from any
     negative status ailments in harsh sunlight.                           negative status ailments in harsh sunlight.
     Oblivious: This Pokémon is immune to moves that                       Queen Majesty: Bonus action moves activated by
     attempt to charm or taunt it.                                         any creature within sight of this Pokémon become
                                                                           standard actions.
     Hidden Ability
     Sweet Veil: Any ally within 15 feet of this Pokémon                   Hidden Ability
     is immune to the sleep condition.                                     Sweet Veil: Any ally within 15 feet of this Pokémon
                                                                           is immune to the sleep condition.
     Evolution: Steenee can evolve into Tsareena at the
     time it learns Stomp. When it evolves, its health                     Starting Moves: Flail, Play Nice, Power Whip, Rapid
     increases by double its level, and it gains 14 points                 Spin, Razor Leaf, Splash, Swagger, Trop Kick, Sweet
     to add to its ability scores (max 20).                                Scent, Magical Leaf, Stomp
                                                                           Level 14: Teeter Dance, Aromatic Mist
     Starting Moves: Flail, Play Nice, Rapid Spin, Razor                   Level 18: Aromatherapy, Leaf Storm, High Jump Kick
     Leaf, Splash                                                          TM: 06, 10, 11, 16, 17, 20, 21, 22, 27, 32, 33, 42,
     Level 6: Sweet Scent, Magical Leaf                                    44, 45, 47, 48, 53, 56, 62, 66, 68, 86, 87, 88, 89,
     Level 10: Stomp                                                       90, 96, 99, 100
     Level 14: Teeter Dance, Aromatic Mist
     Level 18: Aromatherapy, Leaf Storm
     TM: 06, 10, 11, 16, 17, 20, 21, 22, 27, 32, 33, 42,
     44, 45, 48, 53, 86, 87, 88, 90, 96, 99, 100
34
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 Comfey #764                                                            Oranguru #765
 Type: Fairy                                                            Type: Normal/Psychic
 Classification: Tiny | SR 9                                            Classification: Medium | SR 10
 Minimum Level Found: 5                                                 Minimum Level Found: 8
 Egg Group: Grass                                                       Egg Group: Field
 Gender Rate: 25% M / 75% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Posy Picker Pokémon. It stretches sticky vines                     The Sage Pokémon. It normally spends its time
 out from its head and picks flowers to adorn itself                    meditating in the treetops. It throws Poké Balls and
 with. When it doesn’t have any flowers, it feels                       gives other Pokémon orders as it pleases.
 uneasy.
                                                                        Armor Class: 16
 Armor Class: 18                                                        Hit Points: 70 | Hit Dice: d12
 Hit Points: 43 | Hit Dice: d8                                          Speed: 25ft. walking, 15ft. climbing
 Speed: 30ft. flying (hover)
                                                                                                                                  35
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     Passimian #766                                                        Wimpod #767
     Type: Fighting                                                        Type: Bug/Water
     Classification: Medium | SR 10                                        Classification: Tiny | SR 1/4
     Minimum Level Found: 8                                                Minimum Level Found: 1
     Egg Group: Field                                                      Egg Group: Bug, Water 3
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Teamwork Pokémon. They use their saliva to                        The Turn Tail Pokémon. It will pick up anything it
     stick leaves to their shoulders. You can tell what                    finds on the ground. Sometimes it finds coins, so
     troop they belong to from the position of the leaves.                 Murkrow and Meowth will go after it.
       STR       DEX      CON       INT     WIS      CHA                     STR      DEX       CON       INT     WIS        CHA
     17 (+3) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 10 (+0)                         9 (-1) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
     Receiver: When switched in after an ally faints, this                 Wimp Out: When a damaging move causes this
     Pokémon copies the non-hidden ability of the                          Pokémon to fall below 50% of its maximum HP, it
     fainted ally until switched out.                                      MUST disengage and move up to its speed in a
                                                                           straight line towards its trainer as a free action. If
     Hidden Ability                                                        this would put the Pokémon in range of switching
     Defiant: When this Pokémon is subject to a move                       out, it must do so as another free action if another
     that gives it a status condition, it has advantage on                 Pokémon is available to replace it.
     the next attack.
                                                                           Evolution: Wimpod can evolve into Golisopod at
     Starting Moves: Tackle, Leer, Rock Smash, Focus                       level 8 and above. When it evolves, its health
     Energy, Beat Up, Scary Face, Take Down                                increases by double its level, and it gains 13 points
     Level 10: Bestow, Thrash, Bulk Up                                     to add to its ability scores (max 20).
     Level 14: Double-Edge, Fling
     Level 18: Close Combat, Reversal, Giga Impact                         Starting Moves: Defense Curl, Sand Attack, Struggle
     TM: 01, 06, 08, 10, 11, 12, 15, 17, 18, 21, 23, 26,                   Bug
     27, 30, 31, 32, 39, 40, 42, 44, 45, 46, 47, 48, 52,                   TM: 06, 07, 10, 12, 17, 18, 21, 27, 28, 32, 42, 44,
     53, 56, 59, 62, 66, 68, 74, 78, 80, 86, 87, 88, 89,                   45, 48, 55, 87, 88, 90, 94, 98, 100
     90, 100
                                                                           Egg Moves: Aqua Jet, Harden, Metal Claw, Spikes,
     Egg Moves: Feint, Iron Head, Quick Attack, Quick                      Wide Guard
     Guard, Seismic Toss, Vital Throw
36
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 Golisopod #768                                                         Sandygast #769
 Type: Bug/Water                                                        Type: Ghost/Ground
 Classification: Medium | SR 9                                          Classification: Tiny | SR 1
 Minimum Level Found: 5                                                 Minimum Level Found: 1
 Egg Group: Bug, Water 3                                                Egg Group: Amorphous
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/2 | 3 ASI
 The Hard Scale Pokémon. The shell covering its                         The Sand Heap Pokémon. It likes the shovel on its
 body is as hard as diamond. This Pokémon will do                       head, so Sandygast will get serious and fight any
 anything it takes to win.                                              children who come to take it back.
   STR       DEX      CON       INT     WIS       CHA                      STR      DEX      CON        INT    WIS        CHA
 17 (+3) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                          14 (+2) 9 (-1) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
                                                                                                                                  37
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     Palossand #770                                                        Pyukumuku #771
     Type: Ghost/Ground                                                    Type: Water
     Classification: Medium | SR 11                                        Classification: Tiny | SR 8
     Minimum Level Found: 8                                                Minimum Level Found: 5
     Egg Group: Amorphous                                                  Egg Group: Water 1
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 2/2 | 3 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Sand Castle Pokémon. Each of its grains of sand                   The Sea Cucumber Pokémon. The tradition known
     has its own will. Palossand eats small Pokémon and                    as Pyukumuku chucking started from the custom of
     siphons away their vital essence while they’re still                  throwing Pyukumuku back into the sea after they
     alive.                                                                wash onshore.
       STR      DEX       CON      INT     WIS         CHA                    STR      DEX      CON       INT     WIS        CHA
     17 (+3) 13 (+1) 17 (+3) 6 (-2) 14 (+2) 10 (+0)                         21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 10 (+0)
     Starting Moves: Absorb, Astonish, Harden, Sand                        Starting Moves: Baton Pass, Bide, Harden, Mud
     Tomb, Mega Drain, Sand Attack                                         Sport, Water Sport, Helping Hand, Taunt, Safeguard
     Level 10: Bulldoze, Hypnosis                                          Level 6: Counter, Purify
     Level 14: Giga Drain, Iron Defense                                    Level 10: Curse, Gastro Acid
     Level 18: Shadow Ball, Earth Power, Shore Up,                         Level 14: Pain Split, Recover, Soak
     Sandstorm                                                             Level 18: Toxic, Memento
     TM: 06, 10, 17, 21, 26, 27, 29, 30, 32, 37, 39, 42,                   TM: 06, 07, 12, 16, 17, 18, 20, 32, 33, 44, 45, 60,
     44, 45, 48, 53, 69, 71, 78, 80, 83, 87, 88, 90, 100                   77, 87, 88, 90, 100
                                                                           Egg Moves: Bestow, Endure, Spite, Tickle, Venom
                                                                           Drench
38
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 Type: Null #772                                                        Silvally #773
 Type: Normal                                                           Type: Normal
 Classification: Medium | SR 13                                         Classification: Medium | SR 14
 Minimum Level Found: 8                                                 Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Synthetic Pokémon. A Pokémon weapon                                The Synthetic Pokémon. This is its form once it has
 developed for a specific mission, it went berserk                      awakened and evolved. Freed from its heavy mask,
 during an experiment, so it was cryogenically frozen.                  its speed is greatly increased.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 18 (+4) 15 (+2) 18 (+4) 6 (-2) 10 (+0) 10 (+0)                          18 (+4) 20 (+5) 19 (+4) 6 (-2) 12 (+1) 10 (+0)
 Battle Armor: This Pokémon is immune to extra                          RKS System: This Pokémon's type is determined by
 damage dealt by a Critical Hit.                                        the memory disc it holds. If not holding a memory
                                                                        disc, this Pokémon's type is normal.
 Evolution: Type: Null can evolve into Silvally at level
 16 and above if its Loyalty is +2 or higher. When it                   Starting Moves: Aerial Ace, Bite, Explosion, Fire Fang,
 evolves, its health increases by double its level, and                 Ice Fang, Imprison, Iron Head, Multi-Attack, Poison
 it gains 11 points to add to its ability scores (max                   Fang, Scary Face, Tackle, Thunder Fang, Double Hit,
 20).                                                                   Metal Sound, Crush Claw, Air Slash, Tri Attack
                                                                        Level 6: Double Hit, Metal Sound
                                                                        Level 10: Crush Claw, Air Slash
 Starting Moves: Tackle, Rage, Pursuit, Imprison,
                                                                        Level 14: Tri Attack, X-Scissor, Crunch
 Aerial Ace
                                                                        Level 18: Take Down, Double-Edge, Parting Shot
 Level 10: Crush Claw, Scary Face, X-Scissor, Take
 Down, Metal Sound                                                      TM: 01, 02, 05, 06, 07, 10, 11, 13, 15, 17, 18, 21,
 Level 14: Iron Head, Double Hit, Air Slash,                            24, 27, 30, 32, 35, 37, 40, 42, 43, 44, 48, 51, 64,
 Punishment                                                             65, 66, 68, 73, 75, 80, 81, 87, 88, 89, 90, 91, 94,
 Level 18: Razor Wind, Tri Attack, Double-Edge, Heal                    95, 100
 Block
 TM: 01, 02, 05, 06, 07, 10, 11, 17, 18, 21, 27, 32,
 37, 40, 42, 43, 44, 48, 65, 66, 68, 73, 75, 80, 81,
 87, 88, 89, 90, 100
                                                                                                                                  39
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     Minior Meteor Form                                                    Minior Core Form #774
                                                                           Type: Rock/Flying
     #774                                                                  Classification: Tiny | SR 4
     Type: Rock/Flying                                                     Minimum Level Found: 5
     Classification: Tiny | SR 4                                           Egg Group: Gender Unknown
     Minimum Level Found: 5                                                Gender Rate: Genderless
     Egg Group: Gender Unknown                                             Evolution Stage: 1/1 | 4 ASI
     Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          The Meteor Pokémon. Places where Minior fall from
                                                                           the night sky are few and far between, with Alola
     The Meteor Pokémon. It lives in the ozone layer,                      being one of the precious few.
     where it becomes food for stronger Pokémon.
     When it tries to run away, it falls to the ground.                    Armor Class: 14
                                                                           Hit Points: 43 | Hit Dice: d10
     Armor Class: 18                                                       Speed: 10ft. walking, 35ft. flying (hover)
     Hit Points: 43 | Hit Dice: d10
     Speed: 10ft. walking, 35ft. flying (hover)
                                                                              STR       DEX      CON       INT     WIS       CHA
                                                                            15 (+2) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
       STR       DEX      CON       INT      WIS      CHA
     15 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)                        Proficient Skills: Arcana, Survival
                                                                           Saving Throws: Constitution
     Proficient Skills: Arcana Survival                                    Vulnerabilities: Electric, Ice, Rock, Steel, Water
     Saving Throws: Constitution                                           Resistances: Bug, Fire, Flying, Normal, Poison
     Vulnerabilities: Electric, Ice, Rock, Steel, Water                    Immunities: Ground
     Resistances: Bug, Fire, Flying, Normal, Poison
     Immunities: Ground                                                    Shields Down: This Pokémon is immune to Non-
                                                                           Volatile status effects while in Meteor Form. When
     Shields Down: This Pokémon is immune to Non-                          this Pokémon falls below 50% of its maximum hp,
     Volatile status effects while in Meteor Form. When                    its outer shell breaks and it changes to Core Form.
     this Pokémon falls below 50% of its maximum hp,                       In Core Form, it adds 6 points to its DEX, but
     its outer shell breaks and it changes to Core Form.                   reduces its AC by 4. The Pokémon must complete a
     In Core Form, it adds 6 points to its DEX, but                        short rest to restore itself to Meteor Form.
     reduces its AC by 4. The Pokémon must complete a
     short rest to restore itself to Meteor Form.                          Starting Moves: Tackle, Defense Curl, Rollout,
                                                                           Confuse Ray
     Starting Moves: Tackle, Defense Curl, Rollout,                        Level 6: Swift, Ancient Power, Self-Destruct
     Confuse Ray                                                           Level 10: Take Down, Stealth Rock, Autotomize
     Level 6: Swift, Ancient Power, Self-Destruct                          Level 14: Cosmic Power, Power Gem
     Level 10: Take Down, Stealth Rock, Autotomize                         Level 18: Double-Edge, Shell Smash, Explosion
     Level 14: Cosmic Power, Power Gem
     Level 18: Double-Edge, Shell Smash, Explosion                         TM: 04, 06, 10, 15, 16, 17, 20, 21, 2, 26, 27, 29,
                                                                           32, 33, 37, 39, 42, 44, 45, 48, 57, 62, 64, 68, 69,
     TM: 04, 06, 10, 15, 16, 17, 20, 21, 2, 26, 27, 29,                    71, 74, 77, 78, 80, 87, 88, 89, 90, 99, 100
     32, 33, 37, 39, 42, 44, 45, 48, 57, 62, 64, 68, 69,
     71, 74, 77, 78, 80, 87, 88, 89, 90, 99, 100
40
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 Komala #775                                                            Turtonator #776
 Type: Normal                                                           Type: Fire/Dragon
 Classification: Tiny | SR 7                                            Classification: Medium | SR 12
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Field                                                       Egg Group: Monster, Dragon
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Drowsing Pokémon. It stays asleep from the                         The Blast Turtle Pokémon. It lives in volcanoes and
 moment it’s born. When it falls into a deep sleep, it                  eats sulfur and other minerals. Materials from the
 stops moving altogether.                                               food it eats form the basis of its explosive shell.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 17 (+3) 15 (+2) 16 (+3) 6 (-2) 10 (+0) 10 (+0)                          19 (+4) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
 Starting Moves: Defense Curl, Rollout, Spit Up,                        TM: 01, 02, 05, 06, 08, 09, 10, 11, 12, 15, 17, 21,
 Stockpile, Swallow, Rapid Spin                                         22, 23, 26, 27, 32, 35, 38, 39, 42, 43, 44, 45, 48,
 Level 6: Yawn, Slam                                                    50, 52, 56, 57, 59, 61, 64, 66, 68, 71, 78, 82, 87,
 Level 10: Flail, Sucker Punch                                          88, 90, 91, 100
 Level 14: Psych Up, Wood Hammer                                        Egg Moves: Fire Spin, Head Smash, Revenge, Wide
 Level 18: Thrash                                                       Guard
 TM: 01, 04, 06, 08, 10, 11, 17, 21, 26, 27, 31, 32,
 42, 45, 47, 48, 60, 62, 65, 66, 75, 77, 78, 80, 87,
 88, 89, 90, 100
 Egg Moves: Charm, Play Rough, Sing, Wish
                                                                                                                                  41
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     Togedemaru #777                                                       Mimikyu #778
     Type: Electric/Steel                                                  Type: Ghost/Fairy
     Classification: Tiny | SR 3                                           Classification: Tiny | SR 8
     Minimum Level Found: 1                                                Minimum Level Found: 5
     Egg Group: Field, Fairy                                               Egg Group: Amorphous
     Gender Rate: 50% M / 50% F                                            Gender Rate: 50% M / 50% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Roly-Poly Pokémon. When it’s surprised or                         The Disguise Pokémon. It stands in front of a mirror,
     agitated, the 14 fur spikes on its back will stand up                 trying to fix its broken neck as if its life depended
     involuntarily.                                                        on it. It has a hard time getting it right, so it’s crying
                                                                           inside.
     Armor Class: 15
     Hit Points: 21 | Hit Dice: d10                                        Armor Class: 17
     Speed: 35ft. walking                                                  Hit Points: 43 | Hit Dice: d10
                                                                           Speed: 10ft. walking, 30ft. flying (hover)
42
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 Bruxish #779                                                           Drampa #780
 Type: Water/Psychic                                                    Type: Normal/Dragon
 Classification: Small | SR 7                                           Classification: Large | SR 9
 Minimum Level Found: 5                                                 Minimum Level Found: 10
 Egg Group: Water 2                                                     Egg Group: Monster, Dragon
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Gnash Teeth Pokémon. It burrows beneath the                        The Placid Pokémon. If a child it has made friends
 sand, radiating psychic power from the                                 with is bullied, Drampa will find the bully’s house
 protuberance on its head. It waits for prey as it                      and burn it to the ground.
 surveys the area.
                                                                        Armor Class: 15
 Armor Class: 15                                                        Hit Points: 75 | Hit Dice: d10
 Hit Points: 50 | Hit Dice: d10                                         Speed: 20ft. flying
 Speed: 5ft. walking, 35ft. swimming
 Dazzling: Bonus action moves activated by any                          Berserk: When this Pokémon falls below 25% of its
 creature within sight of this Pokémon become                           maximum health, all of its attacks are rolled with
 standard actions.                                                      disadvantage, but deal double their damage. If a
                                                                        move activated requires a saving throw, the target(s)
 Strong Jaw: For biting moves activated by this                         have advantage on the roll.
 Pokémon (Bite, Thunder Fang, Crunch, etc.), they
 may roll the damage twice and choose either total.                     Sap Sipper: This Pokémon takes no damage from
                                                                        grass-type attacks. If hit by a grass type move, it
 Hidden Ability                                                         takes no damage and instead absorbs the energy,
 Wonder Skin: This Pokémon has advantage on all                         granting advantage on its next attack.
 saving throws against being burned, frozen,
 poisoned, or paralyzed.                                                Hidden Ability
                                                                        Cloud Nine: While this Pokémon is in battle,
                                                                        weather-related abilities have no effect on the
 Starting Moves: Water Gun, Astonish, Confusion,
                                                                        Pokémon that have them.
 Bite
 Level 6: Aqua Jet, Disable
 Level 10: Psywave, Crunch                                              Starting Moves: Echoed Voice, Play Nice, Twister,
 Level 14: Aqua Tail, Screech, Psychic Fangs                            Protect, Glare, Safeguard, Dragon Breath,
 Level 18: Synchronoise                                                 Extrasensory
                                                                        Level 14: Dragon Pulse, Light Screen
 TM: 04, 06, 08, 09, 10, 12, 13, 14, 16, 17, 18, 20,                    Level 18: Fly, Hyper Voice, Outrage
 21, 27, 29, 32, 33, 40, 41, 42, 44, 45, 48, 55, 56,
 63, 66, 68, 75, 79, 85, 87, 88, 90, 92, 94, 98, 100                    TM: 01, 02, 04, 05, 06, 10, 11, 13, 14, 15, 16, 17,
                                                                        18, 19, 20, 21, 22, 24, 25, 26, 27, 30, 32, 35, 38,
 Egg Moves: Ice Fang, Poison Fang, Rage, Water Pulse
                                                                        42, 44, 45, 48, 49, 51, 52, 53, 56, 65, 68, 73, 76,
                                                                        77, 78, 80, 82, 86, 88, 90, 94, 95, 96, 100
                                                                        Egg Moves: Dragon Rush, Hurricane, Mist, Play
                                                                        Rough, Razor Wind
                                                                                                                                  43
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     Dhelmise #781                                                         Jangmo-o #782
     Type: Ghost/Grass                                                     Type: Dragon
     Classification: Huge | SR 11                                          Classification: Small | SR 1
     Minimum Level Found: 10                                               Minimum Level Found: 1
     Egg Group: Gender Unknown                                             Egg Group: Dragon
     Gender Rate: Genderless                                               Gender Rate: 50% M / 50% F
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/3 | 2 ASI
     The Sea Creeper Pokémon. It wraps its prey in green                   The Scaly Pokémon. It smacks the scales on its head
     seaweed and sucks away their vitality. It only likes to               against rocks or against the ground to frighten its
     go after big prey like Wailord.                                       opponents. It can also contact its friends with these
                                                                           noises.
     Armor Class: 16
     Hit Points: 85 | Hit Dice: d10                                        Armor Class: 13
     Speed: 30ft. swimming, 20ft. flying (hover)                           Hit Points: 17 | Hit Dice: d6
                                                                           Speed: 20ft. walking
     Steelworker: This Pokémon adds its proficiency                        Bulletproof: This Pokémon is immune to damage
     bonus to damage dealt by steel-type moves.                            from moves with Bullet, Ball, or Bomb in their name.
                                                                           Soundproof: This Pokémon is immune to sound-
     Starting Moves: Absorb, Astonish, Growth, Rapid                       based moves.
     Spin, Switcheroo, Mega Drain, Wrap, Gyro Ball,
     Metal Sound, Giga Drain, Whirlpool, Anchor Shot                       Hidden Ability
     Level 14: Shadow Ball, Energy Ball, Slam                              Overcoat: This Pokémon does not take damage from
     Level 18: Heavy Slam, Phantom Force, Power Whip                       weather-related moves like Hail, Weather Ball, etc.
     TM: 06, 10, 11, 15, 17, 18, 21, 22, 26, 27, 30, 31,
     32, 34, 40, 42, 44, 45, 46, 48, 53, 59, 63, 65, 68,                   Evolution: Jangmo-o can evolve into Hakamo-o at
     74, 75, 78, 80, 86, 87, 88, 90, 91, 94, 100                           level 9 and above. When it evolves, its health
                                                                           increases by double its level, and it gains 10 points
                                                                           to add to its ability scores (max 20).
44
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 Hakamo-o #783                                                          Kommo-o #784
 Type: Dragon/Fighting                                                  Type: Dragon/Fighting
 Classification: Small | SR 7                                           Classification: Medium | SR 14
 Minimum Level Found: 5                                                 Minimum Level Found: 15
 Egg Group: Dragon                                                      Egg Group: Dragon
 Gender Rate: 50% M / 50% F                                             Gender Rate: 50% M / 50% F
 Evolution Stage: 2/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Scaly Pokémon. It makes noise by clanging its                      The Scaly Pokémon. When it howls after finishing
 scales together. When the rhythm has reached its                       off its prey, the metallic sounds of its celebrating
 peak, Hakamo-o attacks.                                                comrades can be heard from all around.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 12 (+1)                          20 (+5) 17 (+3) 18 (+4) 6 (-2) 14 (+2) 14 (+2)
 Bulletproof: This Pokémon is immune to damage                          Bulletproof: This Pokémon is immune to damage
 from moves with Bullet, Ball, or Bomb in their name.                   from moves with Bullet, Ball, or Bomb in their name.
 Soundproof: This Pokémon is immune to sound-                           Soundproof: This Pokémon is immune to sound-
 based moves.                                                           based moves.
 Hidden Ability                                                         Hidden Ability
 Overcoat: This Pokémon does not take damage from                       Overcoat: This Pokémon does not take damage from
 weather-related moves like Hail, Weather Ball, etc.                    weather-related moves like Hail, Weather Ball, etc.
 Evolution: Hakamo-o can evolve into Kommo-o at                         Starting Moves: Autotomize, Belly Drum, Bide,
 level 16 and above. When it evolves, its health                        Clanging Scales, Leer, Protect, Sky Uppercut, Tackle,
 increases by double its level, and it gains 12 points                  Dragon Tail, Scary Face, Headbutt, Work Up,
 to add to its ability scores (max 20).                                 Screech, Iron Defense, Dragon Claw
                                                                        Level 18: Noble Roar, Dragon Dance, Outrage, Close
 Starting Moves: Autotomize, Bide, Leer, Protect, Sky                   Combat
 Uppercut, Tackle                                                       TM: 01, 02, 05, 06, 08, 10, 12, 17, 20, 21, 26, 27,
 Level 6: Dragon Tail, Scary Face                                       31, 32, 37, 39, 40, 42, 44, 45, 48, 49, 52, 54, 56,
 Level 10: Headbutt, Work Up                                            59, 65, 66, 75, 78, 80, 81, 82, 87, 88, 90, 100
 Level 14: Screech, Iron Defense, Dragon Claw
 Level 18: Noble Roar, Dragon Dance, Outrage, Close
 Combat
 TM: 01, 02, 05, 06, 08, 10, 12, 17, 20, 21, 26, 27,
 31, 32, 37, 39, 40, 42, 44, 45, 48, 49, 52, 54, 56,
 59, 65, 66, 75, 78, 80, 81, 82, 87, 88, 90, 100
                                                                                                                                  45
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     Tapu Koko #785                                                        Tapu Lele #786
     Type: Electric/Fairy                                                  Type: Psychic/Fairy
     Classification: Medium | SR 15                                        Classification: Medium | SR 15
     Minimum Level Found: 15                                               Minimum Level Found: 15
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Land Spirit Pokémon. Although it’s called a                       The Land Spirit Pokémon. As it flutters about, it
     guardian deity, if a person or Pokémon puts it in a                   scatters its strangely glowing scales. Touching them
     bad mood, it will become a malevolent deity and                       is said to restore good health on the spot.
     attack.
                                                                           Armor Class: 18
     Armor Class: 18                                                       Hit Points: 352 | Hit Dice: d20
     Hit Points: 352 | Hit Dice: d20                                       Speed: 50ft. flying
     Speed: 50ft. flying
46
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 Tapu Bulu #787                                                         Tapu Fini #788
 Type: Grass/Fairy                                                      Type: Water/Fairy
 Classification: Medium | SR 15                                         Classification: Medium | SR 15
 Minimum Level Found: 15                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Land Spirit Pokémon. Although it’s called a                        The Land Spirit Pokémon. This guardian deity of
 guardian deity, it’s violent enough to crush anyone it                 Poni Island manipulates water. Because it lives deep
 sees as an enemy.                                                      within a thick fog, it came to be both feared and
                                                                        revered.
 Armor Class: 20
 Hit Points: 366 | Hit Dice: d20                                        Armor Class: 19
 Speed: 50ft. flying                                                    Hit Points: 380 | Hit Dice: d20
                                                                        Speed: 50ft. swimming, 50ft. flying
                                                                                                                                  47
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     Cosmog #789                                                           Cosmoem #790
     Type: Psychic                                                         Type: Psychic
     Classification: Tiny | SR 7                                           Classification: Huge | SR 13
     Minimum Level Found: 1                                                Minimum Level Found: 8
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/3 | 2 ASI                                          Evolution Stage: 2/3 | 2 ASI
     The Nebula Pokémon. Even though its helpless,                         The Protostar Pokémon. The king who ruled Alola in
     gaseous body can be blown away by the slightest                       times of antiquity called it the “cocoon of the stars”
     breeze, it doesn’t seem to care.                                      and built an altar to worship it.
      STR      DEX      CON         INT    WIS       CHA                      STR      DEX      CON        INT      WIS      CHA
     9 (-1) 12 (+1) 14 (+2) 8 (-1) 12 (+1) 12 (+1)                          12 (+1) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 14 (+2)
     Unaware: When this Pokémon attacks an opponent,                       Sturdy: When taking damage equal to half or more of
     it ignores any stat boosts the opponent has been                      your current HP, roll a d4. On a result of 3 of 4,
     affected with after the start of battle. This includes                halve the damage dealt.
     boosts to AC or saving throws the Pokémon has to
     make.                                                                 Evolution: Cosmoem can evolve into Solgaleo at
                                                                           level 16 and above during the day, or Lunala at level
     Evolution: Cosmog can evolve into Cosmoem at                          16 and above at night. When it evolves, its health
     level 10 and above. When it evolves, its health                       increases by double its level, and it gains 14 points
     increases by double its level, and it gains 17 points                 to add to its ability scores (max 20).
     to add to its ability scores (max 20).
                                                                           Starting Moves: Cosmic Power, Teleport
     Starting Moves: Splash
     Level 10: Teleport                                                    TM: None
TM: None
48
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 Solgaleo #791                                                          Lunala #792
 Type: Psychic/Steel                                                    Type: Psychic/Ghost
 Classification: Huge | SR 15                                           Classification: Huge | SR 15
 Minimum Level Found: 15                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 3/3 | 2 ASI                                           Evolution Stage: 3/3 | 2 ASI
 The Sunne Pokémon. Sometimes the result of its                         The Moone Pokémon. Records of it exist in writings
 opening an Ultra Wormhole is that energy and life-                     from long, long ago, where it was known by the
 forms from other worlds are called here to this                        name “the beast that calls the moon.”
 world.
                                                                        Armor Class: 18
 Armor Class: 18                                                        Hit Points: 335 | Hit Dice: d20
 Hit Points: 335 | Hit Dice: d20                                        Speed: 50ft. flying
 Speed: 50ft. walking
                                                                                                                                  49
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     Nihilego #793                                                         Buzzwole #794
     Type: Rock/Poison                                                     Type: Bug/Fighting
     Classification: Small | SR 15                                         Classification: Large | SR 15
     Minimum Level Found: 15                                               Minimum Level Found: 15
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Parasite Pokémon. A life-form from another                        The Swollen Pokémon. Although it’s alien to this
     world, it was dubbed an Ultra Beast and is thought                    world and a danger here, it’s apparently a common
     to produce a strong neurotoxin.                                       organism in the world where it normally lives.
       STR       DEX      CON        INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     16 (+3) 18 (+4) 20 (+5) 8 (-1) 17 (+3) 12 (+1)                         20 (+5) 18 (+4) 18 (+4) 8 (-1) 12 (+1) 10 (+0)
     Proficient Skills: Survival, Nature, Deception                        Proficient Skills: Athletics, Survival, Intimidation
     Saving Throws: Constitution, Wisdom                                   Saving Throws: Stength, Dexterity
     Vulnerabilities: Ground, Psychic, Steel, Water                        Vulnerabilities: Fairy, Fire, Flying, Psychic
     Resistances: Bug, Fairy, Fire, Flying, Normal, Poison                 Resistances: Bug, Dark, Fighting, Grass, Ground
     Senses: Darkvision 80ft, Truesight 20ft                               Senses: Darkvision 100ft
     Beast Boost: Upon causing an opponent to faint, this                  Beast Boost: Upon causing an opponent to faint, this
     Pokémon increases the ability scores of its saving                    Pokémon increases the ability scores of its saving
     throw proficiencies by 2 until the end of combat.                     throw proficiencies by 2 until the end of combat.
     This is stackable up to a maximum of +10 to any                       This is stackable up to a maximum of +10 to any
     one ability score.                                                    one ability score.
     Starting Moves: Acid, Constrict, Guard Split, Pound,                  Starting Moves: Fell Stinger, Focus Energy, Harden,
     Power Split, Tickle, Clear Smog, Psywave, Headbutt,                   Ice Punch, Power-Up Punch, Reversal, Thunder
     Venoshock, Toxic Spikes, Safeguard, Power Gem                         Punch, Comet Punch, Bulk Up, Vital Throw, Endure,
     Level 18: Mirror Coat, Acid Spray, Venom Drench,                      Leech Life, Taunt, Mega Punch
     Stealth Rock, Wonder Room, Head Smash                                 Level 18: Counter, Hammer Arm, Lunge, Dynamic
                                                                           Punch, Superpower, Focus Punch
     TM: 03, 06, 09, 10, 16, 17, 20, 21, 24, 25, 27, 29,
     32, 33, 34, 36, 37, 42, 44, 48, 49, 57, 59, 73, 84,                   TM: 01, 06, 08, 10, 12, 17, 19, 21, 23, 26, 27, 28,
     86, 87, 88, 90, 92, 99, 100                                           31, 32, 39, 42, 44, 47, 48, 54, 56, 66, 68, 71, 74,
                                                                           78, 80, 84, 87, 88, 90, 100
50
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 Pheromosa #795                                                         Xurkitree #796
 Type: Bug/Fighting                                                     Type: Electric
 Classification: Medium | SR 15                                         Classification: Huge | SR 15
 Minimum Level Found: 15                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Lissome Pokémon. A life-form that lives in                         The Glowing Pokémon. Although it’s alien to this
 another world, its body is thin and supple, but it also                world and a danger here, it’s apparently a common
 possesses great power.                                                 organism in the world where it normally lives.
   STR       DEX      CON       INT     WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 16 (+3) 22 (+6) 16 (+3) 8 (-1) 14 (+2) 12 (+1)                          16 (+3) 20 (+5) 16 (+3) 8 (-1) 14 (+2) 12 (+1)
 Proficient Skills: Acrobatics, Survival, Persuasion                    Proficient Skills: Survival, Deception, Acrobatics
 Saving Throws: Dexterity, Constitution                                 Saving Throws: Strength, Dexterity
 Vulnerabilities: Fairy, Fire, Flying, Psychic                          Vulnerabilities: Ground
 Resistances: Bug, Dark, Fighting, Grass, Ground                        Resistances: Electric, Flying, Steel
 Senses: Darkvision 100ft
                                                                        Beast Boost: Upon causing an opponent to faint, this
 Beast Boost: Upon causing an opponent to faint, this                   Pokémon increases the ability scores of its saving
 Pokémon increases the ability scores of its saving                     throw proficiencies by 2 until the end of combat.
 throw proficiencies by 2 until the end of combat.                      This is stackable up to a maximum of +10 to any
 This is stackable up to a maximum of +10 to any                        one ability score.
 one ability score.
                                                                        Starting Moves: Charge, Spark, Tail Glow, Thunder
 Starting Moves: Double Kick, Leer, Low Kick, Quick                     Shock, Wrap, Thunder Wave, Shock Wave, Ingrain,
 Guard, Quiver Dance, Rapid Spin, Swift, Stomp,                         Thunder Punch, Eerie Impulse, Signal Beam,
 Feint, Silver Wind, Bounce, Jump Kick, Agility                         Thunderbolt
 Level 18: Triple Kick, Lunge, Bug Buzz, Me First,                      Level 18: Hypnosis, Discharge, Electric Terrain,
 High Jump Kick, Speed Swap                                             Power Whip, Ion Deluge, Zap Cannon
 TM: 06, 10, 12, 13, 14, 15, 17, 19, 21, 27, 31, 32,                    TM: 04, 06, 10, 11, 15, 16, 17, 18, 21, 22, 24, 25,
 41, 42, 44, 47, 48, 49, 52, 54, 56, 68, 84, 87, 88,                    27, 32, 33, 42, 44, 48, 53, 56, 57, 59, 68, 72, 73,
 89, 90, 100, 90, 92, 99, 100                                           86, 87, 88, 90, 93, 96, 99, 100
                                                                                                                                  51
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     Celesteela #797                                                       Kartana #798
     Type: Steel/Flying                                                    Type: Grass/Steel
     Classification: Gargantuan | SR 15                                    Classification: Small | SR 15
     Minimum Level Found: 15                                               Minimum Level Found: 15
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Launch Pokémon. One kind of Ultra Beast.                          The Drawn Sword Pokémon. This Ultra Beast’s body,
     Witnesses have seen it burn down a forest by                          which is as thin as paper, is like a sharpened sword.
     expelling gas from its two arms.
                                                                           Armor Class: 16
     Armor Class: 18                                                       Hit Points: 218 | Hit Dice: d12
     Hit Points: 246 | Hit Dice: d12                                       Speed: 50ft. walking
     Speed: 50ft. walking, 50ft. flying
52
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 Guzzlord #799                                                          Necrozma #800
 Type: Dark/Dragon                                                      Type: Psychic
 Classification: Huge | SR 15                                           Classification: Large | SR 15
 Minimum Level Found: 15                                                Minimum Level Found: 20
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Junkivore Pokémon. Although it’s alien to this                     The Prism Pokémon. It looks somehow pained as it
 world and a danger here, it’s apparently a common                      rages around in search of light, which serves as its
 organism in the world where it normally lives.                         energy. It’s apparently from another world.
   STR       DEX      CON       INT     WIS       CHA                      STR      DEX      CON        INT      WIS      CHA
 18 (+4) 14 (+2) 26 (+8) 8 (-1) 12 (+1) 12 (+1)                          20 (+5) 18 (+4) 18 (+4) 12 (+1) 20 (+5) 18 (+4)
 Proficient Skills: Survival, Intimidation, Athletics                   Proficient Skills: Insight, Arcana, Deception,
 Saving Throws: Strength, Constitution                                    Intimidation
 Vulnerabilities: Bug, Dragon, Fairy, Fighting, Ice                     Saving Throws: Stength, Dexterity, Wisdom
 Resistances: Dark, Electric, Fire, Ghost, Grass, Water                 Vulnerabilities: Bug, Dark, Ghost
 Immunities: Psychic                                                    Resistances: Fighting, Psychic
                                                                        Senses: Darkvision 80ft, Truesight 20ft
 Beast Boost: Upon causing an opponent to faint, this
 Pokémon increases the ability scores of its saving                     Prism Armor: When this Pokémon is subject to
 throw proficiencies by 2 until the end of combat.                      damage in its vulnerabilities list, roll the damage
 This is stackable up to a maximum of +10 to any                        dice twice and use the lower result for the damage
 one ability score.                                                     calculation.
 Starting Moves: Belch, Bite, Dragon Rage, Stockpile,                   Form Change: Necrozma can fuse with a willing
 Swallow, Wide Guard, Stomp, Brutal Swing,                              Solgaleo, at will, with the help of the N-Solarizer, or
 Steamroller, Dragon Tail, Iron Tail, Stomping                          Lunala with the help of the N-Lunarizer. The fusion
 Tantrum, Crunch                                                        will result in a Dusk Mane Necrozma (if fused with
 Level 18: Hammer Arm, Thrash, Gastro Acid, Heavy                       Solgaleo) or Dawn Wings Necrozma (if fused with
 Slam, Wring Out, Dragon Rush                                           Lunala) with the same current HP.
 TM: 02, 06, 10, 15, 17, 21, 23, 26, 27, 31, 32, 34,
 35, 36, 38, 39, 42, 44, 46, 48, 56, 59, 65, 66, 68,                    Starting Moves: Charge Beam, Confusion, Metal
 71, 74, 78, 80, 82, 84, 88, 90, 95, 97                                 Claw, Mirror Shot, Moonlight, Morning Sun, Slash,
                                                                        Stored Power, Rock Blast, Night Slash, Gravity,
                                                                        Psycho Cut, Power Gem, Autotomize, Photon
                                                                        Geyser, Stealth Rock, Iron Defense, Wring Out,
                                                                        Prismatic Laser
                                                                        TM: 03, 04, 06, 10, 15, 16, 17, 21, 22, 26, 27, 29,
                                                                        31, 32, 33, 39, 40, 42, 44, 46, 48, 56, 57, 59, 63,
                                                                        65, 67, 68, 69, 71, 73, 74, 75, 78, 80, 81, 87, 88,
                                                                        90, 91, 92, 97, 100
                                                                                                                                  53
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     Dusk Mane Necrozma                                                    Dawn Wings Necrozma
     #800                                                                  #800
     Type: Psychic/Steel                                                   Type: Psychic/Ghost
     Classification: Huge | SR 15                                          Classification: Huge | SR 15
     Minimum Level Found: 20                                               Minimum Level Found: 20
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Prism Pokémon. This is Necrozma’s form while                      The Prism Pokémon. This is its form while it’s
     it’s absorbing the power of Solgaleo, making it                       devouring the light of Lunala. It grasps foes in its
     extremely ferocious and impossible to control.                        giant claws and rips them apart with brute force.
       STR      DEX      CON        INT     WIS      CHA                      STR      DEX      CON        INT      WIS      CHA
     22 (+6) 22 (+6) 18 (+4) 14 (+2) 20 (+5) 18 (+4)                        20 (+5) 18 (+4) 18 (+4) 14 (+2) 24 (+7) 20 (+5)
     Proficient Skills: Insight, Arcana, Deception,                        Proficient Skills: Insight, Arcana, Deception,
       Intimidation                                                          Intimidation
     Saving Throws: Stength, Dexterity, Wisdom                             Saving Throws: Stength, Dexterity, Wisdom
     Vulnerabilities: Dark, Fire, Ghost, Ground                            Vulnerabilities: Dark, Ghost
     Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal,               Resistances: Poison, Psychic
       Psychic, Rock, Steel                                                Immunities: Fighting, Normal
     Immunities: Poison                                                    Senses: Darkvision 100ft, Truesight 30ft
     Senses: Darkvision 100ft, Truesight 30ft
                                                                           Prism Armor: When this Pokémon is subject to
     Prism Armor: When this Pokémon is subject to                          damage in its vulnerabilities list, roll the damage
     damage in its vulnerabilities list, roll the damage                   dice twice and use the lower result for the damage
     dice twice and use the lower result for the damage                    calculation.
     calculation.
                                                                           Form Change: Dawn Wings Necrozma can transform
     Form Change: Dusk Mane Necrozma can transform                         into Ultra Necrozma as a bonus action on its turn.
     into Ultra Necrozma as a bonus action on its turn.                    When it does, the transformation is treated as a
     When it does, the transformation is treated as a                      permanent mega evolution, following the rules as
     permanent mega evolution, following the rules as                      stated in the Pokémon 5e Player Handbook.
     stated in the Pokémon 5e Player Handbook.
                                                                           Starting Moves: Charge Beam, Confusion, Metal
     Starting Moves: Charge Beam, Confusion, Metal                         Claw, Mirror Shot, Moonlight, Morning Sun, Slash,
     Claw, Mirror Shot, Moonlight, Morning Sun, Slash,                     Stored Power, Rock Blast, Night Slash, Gravity,
     Stored Power, Rock Blast, Night Slash, Gravity,                       Psycho Cut, Power Gem, Autotomize, Photon
     Psycho Cut, Power Gem, Autotomize, Photon                             Geyser, Stealth Rock, Iron Defense, Wring Out,
     Geyser, Stealth Rock, Iron Defense, Wring Out,                        Prismatic Laser
     Prismatic Laser
                                                                           TM: 03, 04, 06, 10, 15, 16, 17, 21, 22, 26, 27, 29,
     TM: 03, 04, 06, 10, 15, 16, 17, 21, 22, 26, 27, 29,                   31, 32, 33, 39, 40, 42, 44, 46, 48, 56, 57, 59, 63,
     31, 32, 33, 39, 40, 42, 44, 46, 48, 56, 57, 59, 63,                   65, 67, 68, 69, 71, 73, 74, 75, 78, 80, 81, 87, 88,
     65, 67, 68, 69, 71, 73, 74, 75, 78, 80, 81, 87, 88,                   90, 91, 92, 97, 100
     90, 91, 92, 97, 100
54
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 Ultra Necrozma #800                                                    Magearna #801
 Type: Psychic/Dragon                                                   Type: Steel/Fairy
 Classification: Huge | SR 15                                           Classification: Small | SR 15
 Minimum Level Found: 20                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/1 | 4 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Prism Pokémon. The light pouring out from all                      The Artificial Pokémon. It synchronizes its
 over its body affects living things and nature,                        consciousness with others to understand their
 impacting them in various ways.                                        feelings. This faculty makes it useful for taking care
                                                                        of people.
 Armor Class: 22
 Hit Points: 486 | Hit Dice: d20                                        Armor Class: 18
 Speed: 50ft. walking, 50ft. flying                                     Hit Points: 232 | Hit Dice: d12
                                                                        Speed: 35ft. walking
                                                                                                                                  55
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     Marshadow #802                                                        Poipole #803
     Type: Fighting/Ghost                                                  Type: Poison
     Classification: Small | SR 15                                         Classification: Small | SR 12
     Minimum Level Found: 15                                               Minimum Level Found: 8
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/2 | 3 ASI
     The Gloomdweller Pokémon. It slips into the                           The Poison Pin Pokémon. An Ultra Beast that lives
     shadows of others and mimics their powers and                         in a different world, it cackles wildly as it sprays its
     movements. As it improves, it becomes stronger                        opponents with poison from the needles on its
     than those it’s imitating.                                            head.
       STR       DEX      CON        INT   WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
     18 (+4) 21 (+5) 18 (+4) 8 (-1) 16 (+3) 12 (+1)                         15 (+2) 15 (+2) 15 (+2) 8 (-1) 14 (+2) 10 (+0)
56
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 Naganadel #804                                                         Stakataka #805
 Type: Poison/Dragon                                                    Type: Rock/Steel
 Classification: Large | SR 15                                          Classification: Huge | SR 15
 Minimum Level Found: 15                                                Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 2/2 | 3 ASI                                           Evolution Stage: 1/1 | 4 ASI
 The Poison Pin Pokémon. One kind of Ultra Beast, it                    The Rampart Pokémon. It appeared from an Ultra
 fires a glowing, venomous liquid from its needles.                     Wormhole. Each one appears to be made up of
 This liquid is also immensely adhesive.                                many life-forms stacked one on top of each other.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 18 (+4) 22 (+6) 16 (+3) 8 (-1) 14 (+2) 10 (+0)                          22 (+6) 12 (+1) 22 (+6) 8 (-1) 12 (+1) 10 (+0)
                                                                                                                                  57
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     Blacephalon #806                                                      Zeraora #807
     Type: Fire/Ghost                                                      Type: Electric
     Classification: Medium | SR 15                                        Classification: Medium | SR 15
     Minimum Level Found: 15                                               Minimum Level Found: 15
     Egg Group: Undiscovered                                               Egg Group: Undiscovered
     Gender Rate: Genderless                                               Gender Rate: Genderless
     Evolution Stage: 1/1 | 4 ASI                                          Evolution Stage: 1/1 | 4 ASI
     The Fireworks Pokémon. It slithers toward people.                     The Thunderclap Pokémon. It electrifies its claws
     Then, without warning, it triggers the explosion of                   and tears its opponents apart with them. Even if
     its own head. It’s apparently one kind of Ultra Beast.                they dodge its attack, they’ll be electrocuted by the
                                                                           flying sparks.
     Armor Class: 15
     Hit Points: 218 | Hit Dice: d12                                       Armor Class: 17
     Speed: 50ft. walking, 50ft. flying (hover)                            Hit Points: 232 | Hit Dice: d12
                                                                           Speed: 50ft. walking, 35ft. climbing
     Beast Boost: Upon causing an opponent to faint, this                  Volt Absorb: This Pokémon takes no damage from
     Pokémon increases the ability scores of its saving                    electricity or electric-type attacks. Instead, half of
     throw proficiencies by 2 until the end of combat.                     any electric damage done is absorbed, restoring the
     This is stackable up to a maximum of +10 to any                       Pokémon's HP.
     one ability score.
                                                                           Starting Moves: Scratch, Spark, Hone Claws, Quick
     Starting Moves: Astonish, Ember, Magic Coat, Stored                   Attack, Fury Swipes, Volt Switch, Snarl, Fake Out,
     Power, Flame Burst, Night Shade, Light Screen, Calm                   Charge, Thunder Punch, Slash, Wild Charge, Quick
     Mind, Fire Blast, Shadow Ball                                         Guard
     Level 18: Trick, Mind Blown                                           Level 18: Plasma Fists, Close Combat, Discharge
     TM: 03, 04, 06, 10, 11, 12, 15, 16, 17, 21, 23, 27,                   TM: 01, 04, 06, 08, 10, 12, 17, 21, 24, 25, 27, 31,
     29, 30, 32, 35, 38, 41, 42, 43, 44, 46, 48, 50, 56,                   32, 40, 42, 44, 47, 48, 49, 52, 54, 56, 59, 62, 68,
     60, 61, 64, 65, 66, 87, 88, 90, 97, 100                               72, 73, 86, 88, 90, 93, 95, 100
58
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 Meltan #808                                                            Melmetal #809
 Type: Steel                                                            Type: Steel
 Classification: Tiny | SR 5                                            Classification: Large | SR 14
 Minimum Level Found: 5                                                 Minimum Level Found: 15
 Egg Group: Undiscovered                                                Egg Group: Undiscovered
 Gender Rate: Genderless                                                Gender Rate: Genderless
 Evolution Stage: 1/2 | 3 ASI                                           Evolution Stage: 2/2 | 3 ASI
 The Hex Nut Pokémon. It dissolves and eats metal.                      The Hex Nut Pokémon. At the end of its life-span,
 Circulating liquid metal within its body is how it                     Melmetal will rust and fall apart. The small shards
 generates energy.                                                      left behind will eventually be reborn as Meltan.
   STR       DEX      CON        INT    WIS       CHA                      STR       DEX      CON       INT     WIS       CHA
 15 (+2) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 10 (+0)                          22 (+6) 14 (+2) 20 (+5) 8 (-1) 14 (+2) 10 (+0)
 Magnet Pull: Steel opponents in battle with this                       Iron Fist: When attacking with a punch-based move
 Pokémon may not switch out or flee.                                    (Mega Punch, Dynamic Punch, Ice/Fire/Thunder
                                                                        Punch, etc.), this Pokémon may roll the damage
 Evolution: Meltan can evolve into Melmetal at level                    twice and choose either total.
 10 and above. When it evolves, its health increases
 by double its level, and it gains 16 points to add to                  Starting Moves: Harden, Headbutt, Tail Whip,
 its ability scores (max 20).                                           Thunder Punch, Thunder Shock, Thunder Wave,
                                                                        Acid Armor
                                                                        Level 14: Flash Cannon, Mega Punch, Protect,
 Starting Moves: Harden, Thunder Shock, Tail Whip
                                                                        Discharge
 Level 6: Headbutt
                                                                        Level 18: Dynamic Punch, Superpower, Double Iron
 Level 10: Thunder Wave, Acid Armor
                                                                        Bash, Hyper Beam
 Level 14: Flash Cannon
 TM: 06, 17, 24, 42, 44, 48, 73, 74, 88, 90, 91                         TM: 06, 15, 17, 22, 24, 31, 39, 42, 44, 48, 59, 68,
                                                                        73, 74, 80, 88, 90, 91
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