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Pokemon D - D 5e

The document is a guide for running a Pokémon role-playing game using 5th Edition Dungeons and Dragons rules, covering Generations I to VII. It includes details on creating Pokémon trainers, catching and caring for Pokémon, battling mechanics, and various game updates based on community feedback. The guide emphasizes a focus on Pokémon rather than direct combat for trainers, and encourages community engagement for ongoing improvements and resources.

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Beny Campelo
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0% found this document useful (0 votes)
256 views585 pages

Pokemon D - D 5e

The document is a guide for running a Pokémon role-playing game using 5th Edition Dungeons and Dragons rules, covering Generations I to VII. It includes details on creating Pokémon trainers, catching and caring for Pokémon, battling mechanics, and various game updates based on community feedback. The guide emphasizes a focus on Pokémon rather than direct combat for trainers, and encourages community engagement for ongoing improvements and resources.

Uploaded by

Beny Campelo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Pokémon in 5th Edition

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

New to this Edition!


This seventh edition of Pokémon5e contains: Revised Status Effects
Addition of all Pokémon/move/abilities from Gen VII A large complaint from the general community was the
New rules for Breeding and Pokémon eggs debilitating power of the previous versions of the status
New "Breeder" trainer path effects. I took these to the community and set out to decrease
Loads of balancing improvements in existing Pokémon their lethality with minor changes. The intention is to still
and moves keep them as powerful effects that may sway the tide of
A new, cleaner look for the monster manuals battle, but not so strong as to completely cripple a creature
Some important changes in this version include: subject to them. Find the revised status effects in the "Other
Changes" section of the manual
General Balancing Improved Move/Ability Language
I feel as though P5e really hit its stride after the Gen 6 With input from the community, a ton of moves and abilities
update. A lot of people are playing the system, which means a were reworded to avoid common confusion in their
lot of people are playtesting and finding things that could be descriptions.
improved. I've taken steps to listen and work with the
community to address concerns, and they are all reflected in
this update. Each individual update is carefully considered Flying/Burrowing
with input from the P5e Discord community, and I feel as A large concern I heard with P5e was the ability for flying
though the changes to this version help to improve the and burrowing Pokémon to avoid the brunt of battle by flying
system substantially. I thank everyone in the community who or burrowing out of range, leaving their opponent defenseless
has offered their input and continues to offer input to make and unable to attack. New rules for flying and burrowing
this thing better. speeds work to mitigate this "hit and run" strategy to keep
creatures closer together and moving combat forward
Updated Sizes without boring stall tactics. You can find these new rules in
My previous method for assigning sizes was faulty in a lot of the "Battling" section.
cases, so I took the time to look at each Pokémon and assign
them a size that made more sense based on the individual Loyalty
creature. A new take to decrease egregious saving throw bonuses,
scale HP better, and add some non-combat utility.
2
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Table of Contents
1. Creating a Pokémon Trainer (pg 4)
a. Pokémon Trainer Class
b. Starter Pokémon
c. Pokémon Control
d. Specializations
e. Trainer Paths
2. Catching Pokémon (pg 10)
3. Pokémon Care (pg 11)
a. Active Pokémon
b. Healing
c. Pokémon Nature
d. Bonding
e. Loyalty
4. Battling Pokémon (pg 13)
a. Combat
b. Trainer Actions
c. Attacks of Opportunity
d. Recalling/Releasing 8. Running a Game (pg 25)
e. Moves/Move Powers a. Building Encounters
f. Readying an Action b. Starting Past Level 1
g. Reach c. Abilities
h. Pokémon Speeds d. Mega Evolution
i. Raised/Grounded e. Experience Points
j. Running Away f. Weather
k. Death Saving Throws g. Legendary / Boss Battles
l. Damage Types
m. Critical Hits 9. Items (pg 28)
a. Modern Trainer Items
5. Pokémon & Character Advancement (pg 15) b. Basic Restoratives
a. Pokémon Experience c. Pokéballs
b. Pokémon Advancement d. X-Items
c. Ability Score Improvements e. Evolutionary Items
d. Evolution f. Berries and Held Items
e. Character Advancement g. Vitamins
f. Feats h. Pokémon-Specific Items
6. Breeding (pg 19) i. Miscellaneous
a. Pokémon Eggs j. TMs
b. Creating an Egg 10. Move List (pg 37)
c. Incubation
d. Egg Handling 11. Abilities (pg 121)
e. You're Expecting! 12. Pokémon Stat Blocks (pg 131)
f. Special Caveats/Rules
g. Egg Groups 13. Appendix (pg 132)
7. Other Changes (pg 24) a. Experience by SR/Level
a. Non-Volatile Status Effects b. Pokémon List by SR
b. Volatile Status Effects c. Digital Pokédex
c. Status "Grace Period" d. Character Sheets
d. Species Rating (SR) e. DM Pokémon Creator Tool
e. Mounts f. Oak's Parcel: Intro One-Shot
f. A Note on Armor Class Changelog (pg 136)

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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

Hit Points 2nd +2 Trainer Path 3 2


Hit Dice: 1d8 per level 3rd +2 Control Upgrade 3 5
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution 4th +2 Ability Score Improvement 3 5
modifier. 5th +3 Trainer Path Feature, 4 5
Pokéslot
Proficiencies
6th +3 Control Upgrade 4 8
Armor: None
Weapons: None 7th +3 Specialization 4 8
Saving Throws: Charisma Ability Score Improvement,
Skill Proficiencies: Animal Handling and choose two from 8th +3
Control Upgrade
4 10
Acrobatics, Athletics, Insight, Intimidation, Investigation,
Medicine, Nature, Perception, Performance, Persuasion, 9th +4 Trainer Path Feature 4 10
Sleight of Hand, Stealth, or Survival. 10th +4 Trainer's Resolve, Pokéslot 5 10
Equipment 11th +4 Control Upgrade 5 12
You start with the following equipment, in addition to the 12th +4 Ability Score Improvement 5 12
equipment granted by your background: 13th +5 Pokémon Tracker 5 12
5 Pokéballs 14th +5 Control Upgrade 5 14
1 potion
a dungeoneer, explorer, or filcher's pack 15th +5 Trainer Path Feature,
Pokéslot
6 14
Trainer's License
A Pokédex 16th +5 Ability Score Improvement 6 14
A starter Pokémon 17th +6 Control Upgrade 6 15
₽ 1000 + ₽ 100 x 4d4
18th +6 Specialization 6 15
Trainer License 19th +6 Ability Score Improvement 6 15
Only licensed trainers are permitted to capture Pokémon, 20th +6 Master Trainer 6 15
and this license identifies you as having such authorization. It
also allows trainers to gain access to special services at
Pokémon centers and to purchase goods at the Poké Mart.
Trainers can lose their license for attacking other trainers or
their Pokémon, or failing to take care of their own Pokémon. Pokéslots
Starter Pokémon A Trainer’s Pokéslots are the number of Pokémon a Trainer
can carry in their pack. At level 1, a Trainer carries their
A trainer must begin with any single unevolved Pokémon of Starter and has two empty slots. Trainers can carry an
Species Rating (SR) 1/2 or lower with the base stats in its additional Pokémon at levels 5, 10, and 15.
stat block. This Pokémon starts with a nature and non-hidden
ability of the player's choice. See the Pokémon Nature section Pokémon Control Upgrade
in Pokémon Care for available natures. A Pokémon by SR list
is at the end of this manual as well. Each species of Pokémon is given its own Species Rating
(SR). More on Species Rating can be found on page 13. The
Pokédex stronger the Pokémon, the more difficult they are to control.
The type of Pokémon you can control in the game depends
A hand-held computer with an advanced camera and image on the level of your character (As seen in the Trainer Level
recognition software. A trainer can use a bonus action to Table above). Without the proper level, a Pokémon with a
identify a Pokémon within 50 feet using the Pokédex's higher SR than allowed will remain permanently at the
scanner. Doing so registers the Pokémon on the Pokédex, "Disloyal" Loyalty level until the proper control level has been
and reveals the base SR and some brief facts about the reached. The maximum Pokémon SR that you can control
species. increases at levels 3, 6, 8, 11, 14, and 17.

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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.

8
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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.

9
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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

Image by Hynael via DeviantArt


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Loyalty
The bond between a Pokémon and its trainer is not always stable; It can ebb and flow as the two parties interact with one another.
In Pokémon 5e, the relationship between a Pokémon and its trainer moves through various level of Loyalty. These levels each have
different effects on the ability of a Pokémon, how well they listen to you, and even whether or not certain Pokémon can evolve.
Ultimately, the Loyalty level of a Pokémon is determined by the DM. Examples of raising loyalty may include bonding with a
Pokémon multiple times, seeking out snack and foods that the Pokémon enjoys, winning a particularly difficult battle, etc.
Lowering loyalty may involve catching a Pokémon in an undeserving way, leaving a Pokémon in the PC for too long, allowing a
Pokémon to faint from poison instead of healing it with antidote. The extremes of the loyalty scale should be more difficult to
reach than the levels closer to Neutral. Rarely should Pokémon reach -3 or +3 without extreme circumstances.
The following table describes the effects of each Loyalty level:
Level Emotion Effect
Disloyal Pokémon hold disdain for being captured, and would rather be free. They have no need to
-3 Disloyal impress or obey their trainers, and actively disobey orders. Pokémon at this level have the same saving
throw penalty as the "Upset" and "Indifferent" levels. In addition, before activating a move, the trainer must
roll higher than a 15 on a d20 roll or the move fails.
Indifferent Pokémon do not care if their trainers win or lose. They will sometimes obey orders, and other
-2 Indifferent times simply refuse to act. Pokémon at this level have the same saving throw penalty as the "Upset" level. In
addition, before activating a move, must roll higher than a 10 on a d20 roll or the move fails.

-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.

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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.

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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.
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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.

Example Evolution of Pikachu at level 10


1.) A level 10, Brave (+2 STR, -2 WIS) Pikachu's ability scores may look something like this, assuming it was caught at level 1 and given
Ability Score Increases at levels 4 and 8 (+2 DEX and +2 CON).

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.

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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.

The highest leveled Pokémon a trainer owns do not need to


be carried by that trainer in order to level up.
It is important to note that Pokémon captured at a high
level are typically not as strong as those caught at a lower
level and trained up to that point. Capturing higher leveled
Pokémon may be beneficial for player level changes, but a
trainer with 3 recently captured Charizards is weaker than a
trainer who has cared for 3 Charmanders through their
evolutions.

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 Eggs Incubation


A Pokémon egg is an object from which most Pokémon are When an egg is created, it begins an incubation counter to
known to hatch. An egg's shell will usually have a pattern that determine how long it will take for the egg to hatch. Progress
reflects the appearance of the Pokémon developing inside. It against this timer may only be made if the egg is being
is worth mentioning that no one has ever seen a Pokémon lay carried by its trainer through the night or a significant portion
an egg, and thus, it is not confirmed that this is how they of the prior session. A trainer will roll 1d100 at the beginning
appear. of each in-campaign day (or session), and reduce the
remaining counter by the result. Hatch times below are listed
Creating an Egg based on the Species Rating of Pokémon inside the egg.
At the end of each in-campaign day (or session, if you see fit SR Hatch Time SR Hatch Time
as GM), a player may choose to have two of their carried 1/8 125 7 1200
Pokémon "breed" in an attempt to create an egg. (If your 1/4 250 8 1300
world would contain Pokémon Daycares, you may choose for
this to only be allowed at those locations, but I am not 1/2 500 9 1400
making that a requirement.) 1 600 10 1500
General Rules 2 700 11 1600

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.

Egg Incubator Effect Cost


Tiny ??? Type (Dependent on Pokémon Inside) Trainer's may reduce Hatch Time by ₽
Basic an additional 1d20 when rolling 1,000
against the incubation counter.
Armor Class: 8 | Hit Points: 10 | Speed: 0ft.
Trainer's may reduce Hatch Time by ₽
Plus an additional 2d20 when rolling 3,000
STR DEX CON INT WIS CHA against the incubation counter.
8 (-1) 8 (-1) 8 (-1) 8 (-1) 8 (-1) 8 (-1) Trainer's may reduce Hatch Time by ₽
Super an additional 3d20 when rolling 10,000
against the incubation counter.

19
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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

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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

Hail and Sandstorm


These are special weather-related phenomenon that can occur naturally or in specific areas as the result of moves/abilities like
Hail, Sandstorm, Snow Warning, and Sand Stream.
Weather Effect
At the beginning of a creature's turn for 5 rounds, any non ice-type Pokémon take ice damage equal to the level
Hail of the creature that created this weather, divided by 2, rounded up. If the weather occurred in nature, no damage
is dealt.
At the beginning of a creature's turn for 5 rounds, any non rock-, steel- or ground-type Pokémon take rock
Sandstorm damage equal to the level of the creature that created this weather, divided by 2, rounded up. If the weather
occurred in nature, no damage is dealt.

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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

Basic Restoratives and Medicines


The following items are given to your Pokémon to restore HP, revive, boost stats, or cure status ailments. A master trainer is
always prepared with a slew of restoratives and medicines.
Item Effect Cost
Potion Restores 2d4+2 HP ₽ 200
Super Potion Restores 3d6+6 HP ₽ 500
Hyper Potion Restores 4d12+10 HP ₽ 800
Antidote Instantly cures a Pokémon from the "Poisoned" status ₽ 200
Paralyze Heal Instantly cures a Pokémon from the "Paralyzed" status ₽ 200
Burn Heal Instantly cures a Pokémon from the "Burned" status ₽ 200
Ice Heal Instantly cures a Pokémon from the "Frozen" status ₽ 200
Awakening Instantly wakes a Pokémon from the "Asleep" status ₽ 200
Full Heal Cures all Status Effects and grants immunity to all statuses for one round. ₽ 450
Revive Revives fainted Pokémon with 2d4+2 HP ₽ 3,000
Max Revive Revives fainted Pokémon with 4d12+10 HP ₽ 5,000
Ether Restores 5 PP to a single move ₽ 500
Max Ether Restores 5 PP to all moves ₽ 1,800
Elixir Restores 10 PP to a single move ₽ 900
Max Elixir Restores 10 PP to all moves ₽ 3,200
Sacred Ash Restores HP of all fainted Pokémon carried by the trainer. Only usable outside of battle ₽ 10,000
Lava Cookie Restores all Status Effects ₽ 450
Mighty Candy Increases STR by +1 for 1 minute ₽ 1,000
Quick Candy Increases DEX by +1 for 1 minute ₽ 1,000
Health Candy Gives 20 temp HP for 1 minute ₽ 1,000
Smart Candy Increases INT by +1 for 1 minute ₽ 1,000
Tough Candy Increases AC by +1 for 1 minute ₽ 1,000
Courage Candy Increases WIS by +1 for 1 minute ₽ 1,000
Candy Bar Restores 5 HP ₽ 150
Fresh Water Restores 7 HP ₽ 200
Soda Pop Restores 10 HP ₽ 275
Berry Juice Restores 20 HP ₽ 500
Lemonade Restores 30 HP ₽ 650
MooMoo Milk Restores 50 HP ₽ 1,200
Energy Powder Restores 3d6+6 HP. 1/4 chance to lower Loyalty by 1 ₽ 300
Energy Root Restores 4d12+10 HP. 1/4 chance to lower Loyalty by 1 ₽ 700
Heal Powder Restores all negative status effects. 1/4 chance to lower Loyalty by 1 ₽ 300
Revival Herb Revives fainted Pokémon with 4d12+10 HP. 1/4 chance to lower Loyalty by 1 ₽ 4,200
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Pokéballs
The essential item for any trainer, Pokéballs allow you to catch wild Pokémon and give them a place to be safe, warm, and ready
for battle.
Item Effect Cost
Pokéball +0 to Capture Rolls ₽ 250
Great Ball +5 to Capture Rolls ₽ 500
Ultra Ball +10 to Capture Rolls ₽ 1,000
Hyper Ball +20 to Capture Rolls ₽ 2,400
Nest Ball +5 to Capture Rolls against Pokémon level 5 or below ₽ 400
Level Ball +5 to Capture Rolls if active Pokémon is a higher level than target. ₽ 400
Timer Ball +1 to Capture Rolls for each round of combat that has passed before throwing. (Max +10) ₽ 600
Luxury Ball +5 to Capture Rolls. Sets Loyalty level to +1 after catch ₽ 800
Repeat Ball +10 to Capture Rolls against species already caught by user ₽ 800
Net Ball +10 to Capture Rolls against Bug or Water type Pokémon ₽ 800
Dive Ball +10 to Capture Rolls while fishing or underwater ₽ 800
Dusk Ball +10 to Capture Rolls at night or in dark places like caves ₽ 800
Moon Ball +10 to Capture Rolls against Pokémon that evolve with Moon Stone ₽ 800
Heal Ball +5 to Capture Rolls. Restores caught Pokémon’s health and cures all status effects ₽ 1,000
Quick Ball +15 to Capture Rolls only if used in the first round of combat ₽ 1,000
Love Ball +15 to Capture Rolls against targets of the opposite gender from your Active Pokémon ₽ 1,300
Heavy Ball +15 to Capture Rolls against Pokémon of size Medium or bigger. ₽ 1,300
Master Ball Automatic Success on Capture Roll Not Sold

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.

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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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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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Miscellaneous
Item Effect Cost

Pokédex Used to register Pokémon (See Below) ₽


10,000
Old Rod Used to fish for Pokémon (See Below) ₽ 1,000
Good Rod Used to fish for Pokémon (See Below) ₽ 5,000

Super Rod Used to fish for Pokémon (See Below) ₽


15,000
Escape Rope Use as an automatic success to run away from combat ₽ 150
Honey Can be used to automatically attract a single Pokémon that resides in the area (DM discretion) ₽ 1,000

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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

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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

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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.

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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
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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
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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
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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
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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
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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
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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
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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
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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

Heavy Slam 2 Fire 12 Bug


Type: Steel 3 Water 13 Rock
Move Power: STR 4 Electric 14 Ghost
Move Time: 1 action
PP: 5 5 Grass 15 Dragon
Duration: Instantaneous 6 Ice 16 Dark
Range: Melee 7 Fighting 17 Steel
Description: You slam into a creature with your heavy body.
Make a melee attack on a target, dealing a minimum of 1d8 8 Poison 18 Fairy
+ MOVE steel damage on a hit. Add an additional bonus to 9 Ground 19 Roll Again
damage equal to your MOVE modifier for each size level
you are above a creature. (Sizes, in order, are: Tiny, Small, 10 Flying 20 Roll Again
Medium, Large, Huge, Gargantuan)
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.
Helping Hand High Horsepower
Type: Normal Type: Ground
Move Power: None Move Power: STR
Move Time: 1 bonus action Move Time: 1 action
PP: 5 PP: 5
Duration: 10 minutes Duration: Instantaneous
Range: 60ft Range: Melee
Description: You can use a bonus action on your turn to Description: You fiercely attack the target using your entire
choose one ally other than yourself within 60 feet of you body. Make a melee attack, dealing 2d8 + MOVE ground
who can hear you. That ally can add a d6 to one ability damage on a hit.
check, attack roll, or saving throw it makes within the next Higher Levels: The damage dice roll for this move changes
10 minutes, before the result of the roll is called by the to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
DM. An ally being helped can only have one d6 available at
a time.
Higher Levels: The helping dice for this move changes to d8
at level 5, d10 at level 10, and d12 at level 17.

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.

72
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
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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.

77
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
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.
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
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.
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
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.
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
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.
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
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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
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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
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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
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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.

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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
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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
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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
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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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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.

110
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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.

112
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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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

115
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.
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.

117
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

118
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

119
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Anger Point Big Pecks


After suffering a critical hit, this Pokémon doubles the This Pokémon's AC cannot be reduced by an opponent's
damage dice for a single move it activates on the following moves.
turn. Blaze
Anticipation This Pokémon adds doubles its STAB bonus when it has
When this Pokémon enters the battle, an opponent must 25% or less of its maximum health.
reveal if it has a move that the Pokémon is vulnerable to. The Blizzard
move does not have to be revealed - only that there is such a
move. This Pokémon knows Blizzard as a fifth move. The move is
forgotten if it takes any other form.
Arena Trap
Grounded creatures within 50 feet of this Pokémon may not Bulletproof
flee or switch out, except by item, Move, or ability. This Pokémon is immune to damage from moves with Bullet,
Ball, or Bomb in their name.
Aroma Veil
Any ally within 15 feet of this Pokémon automatically passes Burrower
any WIS save they are required to make. This Pokémon can burrow underground traveling a distance
equal to its walking speed before re-emerging.
Aura Break
When this Pokémon is in battle, the boost of Fairy Aura and Cacophony
Dark Aura abilities is reversed, Any applicable move type This Pokémon is immune to sound-based moves.
activated within 100 feet deals half damage instead of double.
Cheek Pouch
Bad Dreams When this Pokémon eats any type of berry, is heals for an
If an opponent in battle with this Pokémon falls asleep, they additional 10% of its maximum HP (rounded up to the
take an amount of damage equal to this Pokémon's nearest whole number).
proficeincy bonus at the end of each of their turns.
Chlorophyll
This Pokémon’s speed is doubled in harsh sunlight.

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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.

Paper Thin Protean


This Pokémon always has a maximum HP of 1. (Shedinja This Pokémon's type changes to the type of move it uses, just
only. Cannot be passed or swapped) before the move is used. It takes on the new type's
resistances, vulnerabilities, and immunities.
Pickpocket Psychic Surge
When hit by a melee attack, this Pokémon may use a reaction If the move is known, this Pokémon may use the Psychic
to attempt to steal the creature's held item with a Sleight of Terrain move as a bonus action.
Hand check contested by the target's Passive Perception.
After the first attempt, all other attempts against the same Pure Power
opponent are rolled at disadvantage.
Once per short rest, this Pokémon may double the damage
Pickup dice for a single damage roll. The player must announce that
If an opponent uses a consumable held item in battle, this they are using this ability before the attack roll.
Pokémon gains a copy of it if it is not currently holding an Queenly Majesty
item.
Creatures within line of sight of this Pokémon cannot use
Pixilate bonus actions to activate Moves. Moves that would normally
All of this Pokémon's normal-type moves become fairy-type. have a Move Time of "1 bonus action" instead have a Move
Time of "1 action".
Plus Quick Feet
This Pokémon boosts its attack and damage rolls by 2 if an When suffering from a negative status condition, this
ally also has a Plus or Minus ability Pokémon’s speed increases by 15 ft.
Poison Heal Rain Dish
This Pokémon does not suffer the disadvantage effects of the In rainy conditions, this Pokémon heals for an amount of HP
poisoned status. In addition, this Pokémon recovers half of all equal to its proficiency bonus at the end of each of its turns.
poison damage it would take, including the damage at each of
the end of its turns. Rattled
Poison Point When this Pokémon is hit by a damaging Dark, Bug, or Ghost
When this Pokémon is hit with a melee attack, roll a 1d4. On move, it makes its next attack at advantage.
a result of 4, the attacker takes an amount of poison damage
equal to this Pokémon’s proficiency modifier.

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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.
130
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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
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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

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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

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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

Oak's Parcel - Introductory One-Shot Adventure


An introductory, four-hour adventure to introduce trainers to the system! Oak needs trainers to head to Veridian City to pick up a
very important package, but he's not the only one that wants it...
Oak's Parcel: https://drive.google.com/open?id=1RFJuJHkJ8DCVZ0IcUfeldne5838zUg08

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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

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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

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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

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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

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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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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

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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

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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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.

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consider joining our Patreon community.
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You always seem to find trouble. Every side is the wrong side
Pokemon 5e Backgrounds of the tracks. It's not your fault, you just want Pokemon to
Many D&D backgrounds don't work well set in a Pokemon reach their full potential! Somedays you seem to think no one
world. When starting your journey, you might choose one of understands you. Especially since all of your pals left to join
the following backgrounds for your character instead. Team Whatever.
Any of the proficiencies or knowledge can be swapped out Talk to your DM about some of the trouble you've been in.
for different ones. If you change your Item Knowledge, you Was it your fault?
also change the Bonus Equipment to one related to your Item Skill Proficiencies: Sleight of Hand, Stealth
Knowledge. Item Knowledge: Evolution Items
Bonus Equipment: One Evolution Stone
Optional Rule Changes:
While everyone knows basic items like Pokeballs or Potions, Poke-Friend (The Wild)
a brand new Trainer won't know about every item. You are closer to the local Pokemon population than your
Tool and Language proficiencies have been replaced with classmates. Your parents could be Pokemon breeders or
Item Knowledge. You have advantage on checks when it maybe you grew up caring for wild Pokemon. Your friends
comes to the specified items. think it's time to go see the world and meet new people.
Your DM might let you replace some of your Starting Talk to your DM about having one of your Pokemon friends
equipment with Bonus Equipment. These are items related as your starter. Why do they travel with you?
to the character's Item Knowledge. Skill Proficiencies: Survival, Nature
Item Knowledge: Berries
Athlete (The Brawn) Bonus Equipment: Berries totalling less than ₽1,200
Sports are your forte. Maybe you grew up playing alongside
the local Pokemon. You know the nearby lake or cliffside like Rival (The Fire)
the back of your hand. Always taking charge of the situation, You put everything you've got into beating your rival. Perhaps
the neighborhood kids all look up to you. But now you know you've been rivals your whole lives. Maybe you happened to
that you're ready to leave the little leagues behind and start a show up to choose starters at the same time. They could
Pokemon journey of your own. even be a close friend. No matter, you're gonna win the next
Talk to your DM about the local adventures you've been a badge first.
part of. What was your role? Talk to your DM about your history with your chosen rival.
Skill Proficiencies: Athletics, Survival Are they a friend or foe?
Item Knowledge: X Items, Vitamins Skill Proficiencies: Perception, Intimidation
Bonus Equipment: X Items totalling less than ₽1,200 Item Knowledge: Rare Pokeballs
Bonus Equipment: Pokeballs totalling less than ₽1,200
Connoisseur (The Chill)
You spend more time admiring the beauty of moves rather Studious (The Brain)
than their effectiveness. Becoming a Pokemon Master isn't You've spent more time reading up on Pokemon than actually
the biggest priority for you. A Pokemons happiness and interacting with them. Maybe you went to a prestigious
wellbeing is more important. It's about the friends you make academy, or just studied in the library. Your fascination
along the way! knows no bounds.
Talk to your DM about why you embarked on your journey. Talk to your DM about where you got your knowledge. Do
What motivates you? you have any experience to go with it?
Skill Proficiencies: Medicine, Performance Skill Proficiencies: Investigation, History
Item Knowledge: Medicines Item Knowledge: TMs
Bonus Equipment: Restorative items worth less than Bonus Equipment: One TM from the following list:
₽1,200
1 Calm Mind (TM 04) 11 Torment (TM 41)
Highborn (The Snob) 2 Roar (TM 05) 12 Rest (TM 44)
Born with a silver spoon in your mouth, you are used to the
finer things in life. The best education, the finest furnishings, 3 Bulk Up (TM 08) 13 Attract (TM 45)
the latest fashion, the strongest Pokemon. It's all so boring. 4 Sunny Day (TM 11) 14 Embargo (TM 63)
You're ready to take off wherever the road takes you. Well 5 Taunt (TM 12) 15 Rock Polish (TM 69)
prepared, of course.
Talk to your DM about what kind of life you left behind. 6 Light Screen (TM 16) 16 Psych Up (TM 77)
Why did you leave? 7 Rain Dance (TM 18) 17 Swagger (TM 87)
Skill Proficiencies: History, Persuasion
Item Knowledge: Held Items 8 Roost (TM 19) 18 Substitute (TM 90)
Bonus Equipment: A Held Item worth ₽1,200 or less. Your 9 Safeguard (TM 20) 19 Trick Room (TM 92)
starting equipment includes the max amount of Pokedollars. 10 Double Team (TM 32) 20 Confide (TM 100)
Hoodlum (The Edge)

v.1.2 Credit: u/xzxyashiexzx & u/0silverphoenix 1


Pokémon 5e - Gen I & II Monster Manual
Stat blocks for all 251 Generation I and II Pokémon
Homebrew created by @JOEtheDM

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.

Pokémon 5e Gen I - VII PHB:


https://drive.google.com/file/d/1MqEebuQegsG2vydE57EpRcKMqxXA-CP7/view?usp=sharing
Generation III & IV Monster Manual:
https://drive.google.com/file/d/1NXYyArTR3F9s_cc-s6fbDbMB5s6up7tw/view?usp=sharing
Generation V & VI Monster Manual:
https://drive.google.com/file/d/1l41qQdhIRrhQLkghMbXtGmsV2POPImJ6/view?usp=sharing
Generation VII Monster Manual:
https://drive.google.com/file/d/1ub_5rKAHd_sD-EZk3i5uM_5QdqRdTQKU/view?usp=sharing

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.

Armor Class: 13 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 45 | Hit Dice: d8
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics, Nature Proficient Skills: Athletics, Nature


Saving Throws: Strength Saving Throws: Strength
Vulnerabilities: Fire, Flying, Ice, Psychic Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Electric, Fairy, Fighting, Grass, Water Resistances: Electric, Fairy, Fighting, Grass, Water

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.

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: 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.

Armor Class: 16 Armor Class: 13


Hit Points: 102 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics, Nature Proficient Skills: Acrobatics


Saving Throws: Strength, Constitution Saving Throws: Dexterity
Vulnerabilities: Fire, Flying, Ice, Psychic Vulnerabilities: Ground, Rock, Water
Resistances: Electric, Fairy, Fighting, Grass, Water Resistances: Bug, Fairy, Fire, Grass, Ice, Steel

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.

Hidden Ability Hidden Ability


Chlorophyll: This Pokémon’s speed is doubled in Solar Power: Damage rolls for this Pokémon get an
harsh sunlight. additional +2 during harsh sunlight.

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.

Armor Class: 14 Armor Class: 16


Hit Points: 40 | Hit Dice: d8 Hit Points: 102 | Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking, 35ft. flying

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)

Proficient Skills: Acrobatics Proficient Skills: Acrobatics, Athletics


Saving Throws: Dexterity Saving Throws: Dexterity, Strength
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Electric, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Bug, Fairy, Fighting, Fire, Grass, Steel
Immunities: Ground
Blaze: When this Pokémon falls below 25% of its
maximum HP, double the STAB damage for its fire- Blaze: When this Pokémon falls below 25% of its
type moves. maximum HP, double the STAB damage for its fire-
type moves.
Hidden Ability
Solar Power: Damage rolls for this Pokémon get an Hidden Ability
additional +2 during harsh sunlight. Solar Power: Damage rolls for this Pokémon get an
additional +2 during harsh sunlight.
Evolution: Charmeleon can evolve into Charizard at
level 14 and above. When it evolves, its health Starting Moves: Growl, Air Slash, Scratch, Ember,
increases by double its level, and it gains 10 points Dragon Claw, Shadow Claw, Wing Attack,
to add to its ability scores (max 20). Smokescreen, Dragon Rage, Scary Face
Level 14: Fire Fang, Flame Burst, Slash
Starting Moves: Growl, Scratch, Ember, Smokescreen Level 18: Flamethrower, Fire Spin, Heat Wave,
Level 6: Dragon Rage Inferno, Flare Blitz
Level 10: Scary Face TM: 01, 02, 05, 06, 10, 11, 15, 17, 19, 21, 22, 26,
Level 14: Fire Fang, Flame Burst, Slash 27, 31, 32, 35, 28, 29, 40, 42, 43, 44, 45, 48, 49,
Level 18: Flamethrower, Fire Spin, Inferno 50, 51,52, 56, 58, 59, 61, 65, 68, 75, 76, 78, 80,
82, 87, 88, 90, 100
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

4
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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.

Armor Class: 14 Armor Class: 15


Hit Points: 18 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 30ft. walking, 20ft. swimming Speed: 30ft. walking, 30ft. swimming

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water Resistances: Fire, Ice, Steel, Water

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.

Hidden Ability Hidden Ability


Rain Dish: In rainy conditions, this Pokémon heals Rain Dish: In rainy conditions, this Pokémon heals
for an amount of HP equal to its proficiency bonus for an amount of HP equal to its proficiency bonus
at the end of each of its turns. at the end of each of its turns.

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.

Armor Class: 17 Armor Class: 11


Hit Points: 122 | Hit Dice: d12 Hit Points: 15 | Hit Dice: d6
Speed: 30ft. walking, 30ft. swimming Speed: 20ft. walking, 20ft. climbing

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)

Proficient Skills: Survival Proficient Skills: None


Saving Throws: Constitution, Strength Saving Throws: None
Vulnerabilities: Electric, Grass Vulnerabilities: Fire, Flying, Rock
Resistances: Fire, Ice, Steel, Water Resistances: Grass, Ground, Fighting

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.

Hidden Ability Hidden Ability


Rain Dish: In rainy conditions, this Pokémon heals Run Away: This Pokémon cannot be the target of an
for an amount of HP equal to its proficiency bonus attack of opportunity.
at the end of each of its turns.
Evolution: Caterpie can evolve into Metapod at level
Starting Moves: Tackle, Flash Cannon, Tail Whip, 4 and above. When it evolves, its health increases by
Water Gun, Withdraw, Bubble, Bite, Rapid Spin, double its level, and it gains 5 points to add to its
Protect ability scores (max 20).
Level 14: Water Pulse, Aqua Tail, Skull Bash
Level 18: Iron Defense, Rain Dance, Hydro Pump Starting Moves: String Shot, Tackle
TM: 01, 05, 06, 07, 10, 13, 14, 15, 17, 18, 21, 23, Level 2: Bug Bite
26, 27, 31, 32, 39, 42, 44, 45, 48, 52, 55, 56, 68,
74, 78, 80, 82, 87, 88, 90, 91, 94, 97, 98, 100

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.

Armor Class: 12 Armor Class: 14


Hit Points: 29 | Hit Dice: d8 Hit Points: 38 | Hit Dice: d10
Speed: 5ft. walking Speed: 30ft. walking, 30ft. climbing, 30ft. flying

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)

Proficient Skills: Survival Proficient Skills: Acrobatics, Persuasion


Saving Throws: Constitution Saving Throws: Dexterity, Charisma
Vulnerabilities: Fire, Flying, Rock Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Resistances: Grass, Ground, Fighting Resistances: Bug, Fighting, Grass
Immunities: Ground
Shed Skin: If this Pokémon is affected by a negative
status ailment, they can roll a d4 at the end of each Compound Eyes: This Pokémon gets an additional
of their turns. On a result of 4, they are cured. +1 to attack rolls.

Evolution: Metapod can evolve into Butterfree at


Hidden Ability
level 6 and above. When it evolves, its health Tinted Lens: This Pokémon’s moves ignore
increases by double its level, and it gains 8 points to resistances.
add to its ability scores (max 20).
Starting Moves: Confusion, Gust
Starting Moves: Harden Level 6: Poison Powder, Sleep Powder, Stun Spore,
Psybeam
Level 10: Silver Wind, Supersonic, Safeguard
Level 14: Whirlwind, Bug Buzz, Rage Powder
Level 18: Captivate, Tailwind, Air Slash, Quiver
Dance
TM: 06, 09, 10, 11, 15, 17, 18, 19, 20, 21, 22, 27,
29, 30, 32, 40, 42, 44, 45, 46, 48, 53, 62, 68, 77,
83, 85, 87, 88, 89, 90, 100

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.

Armor Class: 11 Armor Class: 12


Hit Points: 17 | Hit Dice: d6 Hit Points: 29 | Hit Dice: d8
Speed: 20ft. walking, 20ft. climbing Speed: 5ft. walking

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)

Proficient Skills: None Proficient Skills: Survival


Saving Throws: None Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Psychic, Rock Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Bug, Fairy, Fighting, Grass, Poison

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.

Hidden Ability Evolution: Kakuna can evolve into Beedrill at level 6


Run Away: This Pokémon cannot be the target of an and above. When it evolves, its health increases by
attack of opportunity. double its level, and it gains 8 points to add to its
ability scores (max 20).
Evolution: Weedle can evolve into Kakuna at level 4
and above. When it evolves, its health increases by Starting Moves: Harden
double its level, and it gains 5 points to add to its
ability scores (max 20).

Starting Moves: Poison Sting, String Shot


Level 2: Bug Bite

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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.

Armor Class: 14 Armor Class: 12


Hit Points: 47 | Hit Dice: d10 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. walking, 30ft. climbing, 30ft. flying Speed: 20ft. walking, 25ft. flying

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)

Proficient Skills: Acrobatics, Intimidation Proficient Skills: Perception


Saving Throws: Dexterity, Charisma Saving Throws: Dexterity
Vulnerabilities: Fire, Flying, Psychic, Rock Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Bug, Grass
Immunities: Ghost, Ground
Swarm: This Pokémon adds doubles its STAB bonus
when it has 25% or less of its maximum health. Keen Eye: This Pokémon ignores disadvantage when
it relates to sight.
Hidden Ability
Sniper: On a critical hit made by this Pokémon, Tangled Feet: Attacks against this Pokémon have
triple the dice roll instead of doubling it. disadvantage when it is confused.
Hidden Ability
Starting Moves: Fury Attack, Twineedle Big Pecks: This Pokémon's AC cannot be reduced by
Level 6: Rage, Pursuit an opponent's moves.
Level 10: Focus Energy, Venoshock, Assurance
Level 14: Toxic Spikes, Pin Missile, Poison Jab
Evolution: Pidgey can evolve into Pidgeotto at level
Level 18: Agility, Endeavor, Fell Stinger
6 and above. When it evolves, its health increases by
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 31, 32, double its level, and it gains 7 points to add to its
36, 40, 42, 44, 45, 46, 48, 54, 59, 62, 66, 75, 81, ability scores (max 20).
83, 84, 87, 88, 89, 90, 100
Starting Moves: Tackle
Level 2: Sand Attack, Gust
Level 6: Quick Attack, Whirlwind
Level 10: Twister, Feather Dance
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, 44,
45, 46, 48, 51, 76, 87, 88, 89, 90, 100
Egg Moves: Air Cutter, Air Slash, Brave Bird, Defog,
Feint, Foresight, Pursuit, Steel Wing, Uproar

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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.

Armor Class: 13 Armor Class: 16


Hit Points: 40 | Hit Dice: d8 Hit Points: 77 | Hit Dice: d12
Speed: 20ft. walking, 30ft. flying Speed: 30ft. walking, 40ft. flying

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)

Proficient Skills: Perception Proficient Skills: Perception


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass Resistances: Bug, Grass
Immunities: Ghost, Ground Immunities: Ghost, Ground

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

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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.

Armor Class: 12 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 45 | Hit Dice: d10
Speed: 30ft. walking, 30ft. climbing Speed: 30ft. walking, 20ft. climbing

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)

Proficient Skills: Perception, Stealth Proficient Skills: Perception, Stealth


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Fighting Vulnerabilities: Fighting
Resistances: None Resistances: None
Immunities: Ghost Immunities: Ghost
Senses: Darkvision 30ft Senses: Darkvision 50ft

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

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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.

Armor Class: 12 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 40 | Hit Dice: d8
Speed: 10ft. walking, 25ft. flying Speed: 15ft. walking, 35ft. flying

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)

Proficient Skills: Perception Proficient Skills: Perception


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass Resistances: Bug, Grass
Immunities: Ghost, Ground Immunities: Ghost, Ground

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


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.

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

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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.

Armor Class: 13 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 45 | Hit Dice: d10
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Stealth, Deception Proficient Skills: Stealth, Deception, Intimidation


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Ground, Psychic Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Bug, Fairy, Fighting, Grass, Poison
Senses: Darkvision 30ft Senses: Darkvision 50ft

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.

Armor Class: 13 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d10
Speed: 30ft. walking Speed: 35ft. walking

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)

Proficient Skills: Acrobatics, Persuasion Proficient Skills: Acrobatics


Saving Throws: Dexterity, Charisma Saving Throws: Dexterity
Vulnerabilities: Ground Vulnerabilities: Ground
Resistances: Electric, Flying, Steel Resistances: Electric, Flying, Steel

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.

Hidden Ability 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.

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

Starting Moves: Tail Whip, Thunder Shock, Play Nice


Level 2: Growl, Quick Attack, Play Nice
Level 6: Electro Ball, Thunder Wave, Feint
Level 10: Double Team, Spark, Discharge, Nuzzle
Level 14: Slam, Thunderbolt, Agility
Level 18: Wild Charge, Light Screen, Thunder
TM: 06, 10, 16, 17, 18, 21, 24, 25, 27, 31, 32, 42,
44, 45, 48, 49, 56, 57, 72, 73, 86, 87, 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.

Armor Class: 14 Armor Class: 16


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d10
Speed: 20ft. walking, 15ft. burrowing Speed: 30ft. walking, 25ft. burrowing

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Constitution Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Ice, Water Vulnerabilities: Grass, Ice, Water
Resistances: Poison, Rock Resistances: Poison, Rock
Immunities: Electric Immunities: Electric
Senses: Tremorsense 60ft Senses: Tremorsense 80ft

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.

Hidden Ability Hidden Ability


Sand Rush: This Pokémon is immune to Sandstorm Sand Rush: This Pokémon is immune to Sandstorm
damage, and its speed is doubled in desert terrain, damage, and its speed is doubled in desert terrain,
or during a Sandstorm. 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.

Armor Class: 12 Armor Class: 14


Hit Points: 17 | Hit Dice: d6 Hit Points: 45 | Hit Dice: d8
Speed: 20ft. walking Speed: 30ft. walking

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)

Proficient Skills: Perception Proficient Skills: Perception


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Ground, Psychic Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Bug, Fairy, Fighting, Grass, Poison

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.

Armor Class: 16 Armor Class: 12


Hit Points: 122 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking Speed: 20ft. walking

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)

Proficient Skills: Perception, Survival Proficient Skills: Perception


Saving Throws: Constitution, Strength Saving Throws: Constitution
Vulnerabilities: Ground, Ice, Psychic, Water Vulnerabilities: Ground, Psychic
Resistances: Fairy, Fighting, Bug, Poison, Rock Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: Electric
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
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.
Starting Moves: Double Kick, Poison Sting, Scratch,
Tail Whip, Chip Away Evolution: Nidoran ♂ can evolve into Nidorino at
Level 14: Body Slam level 6 and above. When it evolves, its health
Level 18: Earth Power, Superpower increases by double its level, and it gains 5 points to
add to its ability scores (max 20).
TM: 05, 06, 09, 10, 11, 12, 13, 14, 15, 17, 18, 21,
23, 24, 25, 26, 27, 30, 31, 32, 34, 35, 36, 37, 38,
39, 40, 41, 42, 44, 45, 46, 48, 52, 56, 60, 65, 68, Starting Moves: Leer, Peck
71, 78, 80, 82, 84, 87, 88, 90, 94, 100. Level 2: Focus Energy, Double Kick
Level 6: Poison Sting, Fury Attack
Level 10: Horn Attack, Helping Hand
Level 14: Toxic Spikes, Flatter
Level 18: Poison Jab, Captivate, Horn Drill
TM: 06, 09, 10, 11, 13, 14, 17, 18, 21, 24, 25, 27,
32, 36, 42. 44. 45. 46. 48. 49, 65, 67, 84, 87, 88,
90, 100
Egg Moves: Amnesia, Beat Up, Confusion, Counter,
Disable, Sucker Punch, Supersonic, Take Down,
Venom Drench

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.

Armor Class: 14 Armor Class: 15


Hit Points: 45 | Hit Dice: d8 Hit Points: 112 | Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Perception Proficient Skills: Perception, Survival


Saving Throws: Constitution Saving Throws: Constitution, Strength
Vulnerabilities: Ground, Psychic Vulnerabilities: Ground, Ice, Psychic, Water
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Fairy, Fighting, Bug, Poison, Rock
Immunities: Electric
Poison Point: When this Pokémon is hit with a
melee attack, roll a 1d4. On a result of 4, the Poison Point: When this Pokémon is hit with a
attacker takes an amount of poison damage equal to melee attack, roll a 1d4. On a result of 4, the
this Pokémon’s proficiency modifier. attacker takes an amount of poison damage equal to
this Pokémon’s proficiency modifier.
Rivalry: This Pokémon adds its proficiency bonus to
damage when attacking a Pokémon of the same Rivalry: This Pokémon adds its proficiency bonus to
type. damage when attacking a Pokémon of the same
type.
Hidden Ability
Hustle: When you score a critical hit, you may Hidden Ability
immediately gain an additional action on your turn. Sheer Force: This Pokémon adds its proficiency
If this action is used to make an attack, you have bonus to damage rolls while poisoned, burned,
disadvantage on the roll. You may only ever have confused, or paralyzed.
one additional action per round.
Starting Moves: Double Kick, Focus Energy, Peck,
Evolution: Nidorino can evolve into Nidoking at level Poison Sting, Chip Away, Thrash
14 and above with the help of a Moon Stone. When Level 18: Earth Power, Megahorn
it evolves, its health increases by double its level,
and it gains 12 points to add to its ability scores TM: 05,06, 09, 10, 11, 12, 13, 14, 15, 17, 18, 21,
(max 20). 23, 24, 25, 26, 27, 30, 31, 32, 34, 35, 36, 37, 38,
39, 41, 42, 44, 45, 46, 48, 49, 52, 60, 65, 67, 68,
71, 78, 80, 82, 84, 87, 88, 90, 94, 100
Starting Moves: Leer, Peck, Focus Energy, Double
Kick
Level 6: Poison Sting
Level 10: Fury Attack, Horn Attack
Level 14: Helping Hand, Toxic Spikes
Level 18: Flatter, Poison Jab, Captivate, Horn Drill
TM: 06, 09, 10, 11, 13, 14, 17, 18, 21, 24, 25, 27,
32, 36, 42, 44, 45, 46, 48, 49, 65, 67, 84, 87, 88,
90, 100

18
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 13 Armor Class: 15


Hit Points: 18 | Hit Dice: d8 Hit Points: 51 | Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Insight, Persuasion Proficient Skills: Insight, Persuasion


Saving Throws: Wisdom, Charisma Saving Throws: Wisdom, Charisma
Vulnerabilities: Poison, Steel Vulnerabilities: Poison, Steel
Resistances: Bug, Dark, Fighting Resistances: Bug, Dark, Fighting
Immunities: Dragon Immunities: Dragon
Senses: Darkvision 30ft Senses: Darkvision 50ft

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.

Armor Class: 13 Armor Class: 17


Hit Points: 16 | Hit Dice: d6 Hit Points: 40 | Hit Dice: d10
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Perception, Investigation Proficient Skills: Perception, Investigation


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Senses: Darkvision 30ft Senses: Darkvision 50ft

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


Drought: When this Pokémon enters an outside Drought: When this Pokémon enters an outside
battle, the weather immediately changes to bright battle, the weather immediately changes to bright
sunlight for 5 rounds. In the case of another sunlight for 5 rounds. In the case of another
Pokémon with a similar weather ability, the tie goes Pokémon with a similar weather ability, the tie goes
to the Pokémon with the highest DEX score. to the Pokémon with the highest DEX score.

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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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.

Armor Class: 13 Armor Class: 15


Hit Points: 18 | Hit Dice: d8 Hit Points: 56 | Hit Dice: d12
Speed: 20ft. walking Speed: 30ft. walking

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)

Proficient Skills: Insight, Persuasion Proficient Skills: Insight, Persuasion


Saving Throws: Wisdom, Charisma Saving Throws: Wisdom, Charisma
Vulnerabilities: Poison, Steel Vulnerabilities: Poison, Steel
Resistances: Bug, Dark Resistances: Bug, Dark
Immunities: Dragon, Ghost Immunities: Dragon, Ghost

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.

Armor Class: 12 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d10
Speed: 5ft. walking, 25ft. flying Speed: 10ft. walking, 30ft. flying

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)

Proficient Skills: Stealth Proficient Skills: Stealth


Saving Throws: Dexterity Saving Throws: Dexterity, Constitution
Vulnerabilities: Elecric, Ice, Psychic, Rock Vulnerabilities: Elecric, Ice, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: Ground Immunities: Ground
Senses: Blindsight 80ft Senses: Blindsight 100ft

Inner Focus: This Pokémon is immune to flinching. Inner Focus: This Pokémon is immune to flinching.

Hidden Ability Hidden Ability


Infiltrator: This Pokémon bypasses Light Screen and Infiltrator: This Pokémon bypasses Light Screen and
Reflect. Reflect.

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).

Starting Moves: Absorb Starting Moves: Absorb, Astonish, Bite, Screech,


Level 2: Supersonic, Astonish, Bite Supersonic
Level 6: Wing Attack, Confuse Ray, Air Cutter Level 6: Wing Attack, Confuse Ray, Air Cutter
Level 10: Swift, Poison Fang Level 10: Swift, Poison Fang
Level 14: Mean Look, Leech Life, Haze Level 14: Mean Look, Leech Life
Level 18: Venoshock, Air Slash, Quick Guard Level 18: Haze, Venoshock, Air Slash, Quick Guard
TM: 06, 09, 10, 11, 12, 17, 18, 19, 21, 27, 28, 30, TM: 06, 09, 10, 11, 12, 15, 17, 18, 19, 21, 27, 28,
32, 36, 40, 41, 42, 44, 45, 46, 48, 51, 62, 66, 76, 30, 32, 36, 40, 41, 42, 44, 45, 46, 48, 51, 62, 66,
87, 88, 89, 90, 100 68,76, 87, 88, 89, 90, 100
Egg Moves: Brave Bird, Curse, Feint Attack, Gust,
Hypnosis, Nasty Plot, Pursuit, Quick Attack,
Whirlwind, Zen Headbutt

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.

Armor Class: 13 Armor Class: 14


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 20ft. walking Speed: 20ft. walking

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)

Proficient Skills: Nature, Survival Proficient Skills: Nature, Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Ice, Psychic Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Electric, Fairy, Fighting, Grass, Water Resistances: Electric, Fairy, Fighting, Grass, Water
Senses: Darkvision 30ft Senses: Darkvision 50ft

Chlorophyll: This Pokémon’s speed is doubled in Chlorophyll: This Pokémon’s speed is doubled in
harsh sunlight. harsh sunlight.

Hidden Ability Hidden Ability


Run Away: This Pokémon cannot be the target of an Stench: When this Pokémon is hit by a melee attack,
attack of opportunity. roll a d10. On a 10, the attacker flinches.

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.

Armor Class: 16 Armor Class: 13


Hit Points: 107 | Hit Dice: d12 Hit Points: 18 | Hit Dice: d6
Speed: 30ft. walking Speed: 20ft. walking

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)

Proficient Skills: Nature, Survival, Persuasion Proficient Skills: Nature


Saving Throws: Constitution, Charisma Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Ice, Psychic Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug
Resistances: Electric, Fairy, Fighting, Grass, Water Resistances: Electric, Fighting, Grass, Ground, Water
Senses: Darkvision 80ft Senses: Darkvision 30ft, Tremorsense 30ft

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).

Starting Moves: Scratch


Level 2: Poison Powder, Stun Spore, Absorb
Level 6: Fury Cutter
Level 10: Spore, Slash
Level 14: Growth
Level 18: Giga Drain, Aromatherapy, Rage Powder,
X-Scissor
TM: 06, 09, 10, 11, 16, 17, 21, 22, 27, 28, 31, 32,
36, 49, 42, 44, 45, 46, 48, 53, 54, 75, 81, 86, 87,
88, 90, 96, 100
Egg Moves: Agility, Bug Bite, Counter, Cross Poison,
Endure, False Swipe, Fell Stinger, Flail, Leech Seed,
Light Screen, Metal Claw, Natural Gift, Psybeam,
Pursuit, Rototiller, Screech, Sweet Scent, Wide
Guard

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.

Armor Class: 15 Armor Class: 13


Hit Points: 55 | Hit Dice: d10 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. walking Speed: 20ft. walking

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)

Proficient Skills: Nature, Survival Proficient Skills: Nature


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Electric, Fighting, Grass, Ground, Water Resistances: Bug, Fairy, Fighting, Grass, Poison
Senses: Darkvision 50ft, Tremorsense 60ft Senses: Darkvision 30ft

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.

Armor Class: 15 Armor Class: 12


Hit Points: 64 | Hit Dice: d10 Hit Points: 18 | Hit Dice: d6
Speed: 10ft. walking, 30ft. flying Speed: 20ft. burrowing

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)

Proficient Skills: Nature Proficient Skills: Stealth, Athletics


Saving Throws: Constitution Saving Throws: Dexterity
Vulnerabilities: Fire, Flying, Psychic, Rock Vulnerabilities: Grass, Ice, Water
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Poison, Rock
Senses: Darkvision 50ft Immunities: Electric
Senses: Tremorsense 80ft
Shield Dust: Once per long rest, this Pokémon can
ignore a negative status condition that results from Sand Veil: This Pokémon is immune to Sandstorm
an enemy move. damage. In addition, its AC increases by 2 in desert
terrain, or during a Sandstorm.
Tinted Lens: This Pokémon’s moves ignore
resistances. Arena Trap: Grounded creatures within 50 feet of
this Pokémon may not flee or switch out, except by
Hidden Ability item, Move, or ability.
Wonder Skin: This Pokémon has advantage on all
saving throws against being burned, frozen, Hidden Ability
poisoned, or paralyzed. Sand Force: During a Sandstorm, this Pokémon can
double its STAB when it hits an opponent.
Starting Moves: Disable, Foresight, Gust, Quiver
Dance, Silver Wind, Supersonic, Tackle, Confusion, Evolution: Diglett can evolve into Dugtrio at level 8
Poison Powder, Psybeam and above. When it evolves, its health increases by
Level 10: Stun Spore, Signal Beam double its level, and it gains 13 points to add to its
Level 14: Sleep Powder, Leech Life ability scores (max 20).
Level 18: Zen Headbutt, Poison Fang, Psychic, Bug
Buzz Starting Moves: Sand Attack, Scratch
TM: 06. 09,.10, 11, 15, 17, 19, 21, 22, 27, 28, 29, Level 2: Growl, Astonish
32, 36, 40, 42, 44, 45, 46, 48, 53, 62, 68, 83, 87, Level 6: Mud-Slap, Magnitude, Bulldoze
88, 89, 90, 100 Level 10: Sucker Punch, Mud Bomb
Level 14: Earth Power, Dig, Slash
Level 18: Earthquake, Fissure
TM: 06, 10, 11, 17, 21, 26, 27, 32, 36, 37, 39, 40,
42, 44, 45, 46, 49, 65, 78, 80, 87, 88, 90, 100
Egg Moves: Ancient Power, Astonish, Beat Up,
Endure, Feint Attack, Final Gambit, Headbutt,
Memento, Mud Bomb, Pursuit, Reversal, Rock Slide,
Screech, Uproar

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.

Armor Class: 15 Armor Class: 13


Hit Points: 55 | Hit Dice: d10 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. burrowing Speed: 30ft. walking, 30ft. climbing

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)

Proficient Skills: Stealth, Athletics Proficient Skills: Persuasion, Deception, Sleight of


Saving Throws: Dexterity, Constitution Hand
Vulnerabilities: Grass, Ice, Water Saving Throws: Dexterity, Charisma
Resistances: Poison, Rock Vulnerabilities: Fighting
Immunities: Electric Resistances: None
Senses: Tremorsense 120ft Immunities: Ghost
Senses: Darkvision 30ft
Sand Veil: This Pokémon is immune to Sandstorm
damage. In addition, its AC increases by 2 in desert Pickup: If an opponent uses a consumable held item
terrain, or during a Sandstorm. in battle, this Pokémon gains a copy of it if it is not
currently holding an item.
Arena Trap: Grounded creatures within 50 feet of
this Pokémon may not flee or switch out, except by Technician: For damaging moves activated by this
item, Move, or ability. Pokémon with 15 max PP or more, they may roll the
damage twice and choose either total.
Hidden Ability
Sand Force: During a Sandstorm, this Pokémon can Hidden Ability
double its STAB when it hits an opponent. Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.
Starting Moves: Growl, Night Slash, Sand Attack,
Sand Tomb, Scratch, Tri Attack, Astonish, Rototiller Evolution: Meowth can evolve into Persian at level 8
Level 6: Mud-Slap, Magnitude, Bulldoze and above. When it evolves, its health increases by
Level 10: Sucker Punch, Mud Bomb double its level, and it gains 11 points to add to its
Level 14: Earth Power, Dig ability scores (max 20).
Level 18: Slash, Earthquake, Fissure
TM: 06, 10, 11, 15, 17, 21, 26, 27, 32, 34, 36, 37, Starting Moves: Growl, Scratch
39, 40, 42, 44, 45, 46, 48, 49, 65, 68, 71, 78, 80, Level 2: Bite, Fake Out
87, 88, 90, 100 Level 6: Fury Swipes, Screech
Level 10: Feint Attack, Taunt
Level 14: Pay Day, Slash
Level 18: Nasty Plot, Assurance, Captivate, Night
Slash, Feint
TM: 01, 06, 10, 11, 12, 17, 18, 21, 24, 25, 27, 30,
40, 41, 42, 44, 45, 46, 48, 49, 65, 66, 77,
85,87,88, 89, 90,.97, 100
Egg Moves: Amnesia, Assist, Charm, Flail, Foul Play,
Hypnosis, Iron Tail, Last Resort, Odor Sleuth, Psych
Up, Punishment, Snatch, Spite, Tail Whip

27
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 15 Armor Class: 13


Hit Points: 40 | Hit Dice: d10 Hit Points: 18 | Hit Dice: d6
Speed: 35ft. walking, 30ft. climbing Speed: 20ft. walking, 25ft. swimming

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)

Proficient Skills: Persuasion, Deception, Sleight of Proficient Skills: Insight


Hand Saving Throws: Constitution, Wisdom
Saving Throws: Dexterity, Charisma Vulnerabilities: Electric, Grass
Vulnerabilities: Fighting Resistances: Fire, Ice, Steel, Water
Resistances: None
Immunities: Ghost Damp: This Pokémon is unaffected by Self Destruct
Senses: Darkvision 50ft and Explosion moves.

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 16 Armor Class: 12


Hit Points: 72 | Hit Dice: d10 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. walking, 30ft. swimming Speed: 20ft. walking, 20ft. climbing

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)

Proficient Skills: Insight Proficient Skills: Athletics, Acrobatics


Saving Throws: Constitution, Wisdom Saving Throws: Dexterity, Strength
Vulnerabilities: Electric, Grass Vulnerabilities: Fairy, Flying, Psychic
Resistances: Fire, Ice, Steel, Water Resistances: Bug, Dark, Rock

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.

Armor Class: 15 Armor Class: 13


Hit Points: 45 | Hit Dice: d10 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. walking, 30ft. climbing Speed: 25ft. walking

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)

Proficient Skills: Athletics, Acrobatics Proficient Skills: Perception


Saving Throws: Dexterity, Strength Saving Throws: Dexterity
Vulnerabilities: Fairy, Flying, Psychic Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Dark, Rock Resistances: Bug, Fairy, Fire, Grass, Ice, Steel

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.

Armor Class: 16 Armor Class: 13


Hit Points: 80 | Hit Dice: d10 Hit Points: 16 | Hit Dice: d6
Speed: 35ft. walking Speed: 20ft. walking, 25ft. swimming

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)

Proficient Skills: Perception, Arcana Proficient Skills: Acrobatics


Saving Throws: Dexterity, Strength Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Electric, Grass
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Fire, Ice, Steel, Water

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.

Armor Class: 14 Armor Class: 16


Hit Points: 45 | Hit Dice: d8 Hit Points: 97 | Hit Dice: d12
Speed: 25ft. walking, 30ft. swimming Speed: 30ft. walking, 30ft. swimming

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)

Proficient Skills: Acrobatics, Athletics Proficient Skills: Acrobatics, Athletics


Saving Throws: Dexterity, Strength Saving Throws: Dexterity, Strength
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass, Psychic, Fairy, Flying
Resistances: Fire, Ice, Steel, Water Resistances: Water, Fire, Ice, Steel, Rock, Bug, Dark

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.

Armor Class: 12 Armor Class: 14


Hit Points: 15 | Hit Dice: d6 Hit Points: 40 | Hit Dice: d8
Speed: 20ft. walking Speed: 30ft. walking

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)

Proficient Skills: Arcana, Insight Proficient Skills: Arcana, Insight


Saving Throws: Wisdom Saving Throws: Wisdom
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic Resistances: Fighting, Psychic
Senses: Truesight 10ft Senses: Truesight 20ft

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).

Starting Moves: Teleport, Scratch Starting Moves: Confusion, Kinesis, Teleport


Level 6: Disable
TM: 03, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 27, Level 10: Psybeam, Miracle Eye, Reflect
29, 30, 32, 33, 41, 42, 44, 45, 46, 48, 53, 56, 57, Level 14: Psycho Cut, Recover, Telekinesis, Psychic
63, 73, 77, 85, 86, 87, 88, 90, 92, 99, 100 Level 18: Ally Switch, Role Play, Future Sight, Trick
Egg Moves: Ally Switch, Barrier, Encore, Fire Punch,
TM: 03, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 27,
Guard Split, Guard Swap, Ice Punch, Knock Off,
29, 30, 32, 33, 41, 42, 44, 45, 46, 48, 53, 56, 57,
Power Trick, Psycho Shift, Skill Swap, Thunder
63, 73, 77, 85, 86, 87, 88, 90, 92, 99, 100

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.

Armor Class: 17 Armor Class: 12


Hit Points: 87 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking Speed: 25ft. walking

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)

Proficient Skills: Arcana, Insight Proficient Skills: Athletics, Acrobatics


Saving Throws: Charisma, Wisdom Saving Throws: Strength, Dexterity
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Fairy, Flying, Psychic
Resistances: Fighting, Psychic Resistances: Bug, Dark, Rock
Senses: Truesight 30ft
Guts: When this Pokémon is burned or poisoned,
Synchronize: If this Pokémon becomes burned, they are not affected by the disadvantage or reduced
paralyzed, or poisoned, its attacker receives the damage effects. They still take damage at the end of
negative status condition as well (if not immune). each of their turns.
Inner Focus: This Pokémon is immune to flinching. No Guard: Any attack made by or against this
Pokémon has advantage.
Hidden Ability
Magic Guard: If this Pokémon is subjected to a Hidden Ability
move that forces it to make a saving throw to take Steadfast: Once per long rest, when this Pokémon
only half damage, it instead takes no damage on a fails a saving throw against a negative status
success. condition, it can choose to pass instead.

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 14 Armor Class: 15


Hit Points: 50 | Hit Dice: d8 Hit Points: 107 | Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics, Acrobatics Proficient Skills: Athletics, Acrobatics


Saving Throws: Strength, Dexterity Saving Throws: Strength, Dexterity
Vulnerabilities: Fairy, Flying, Psychic Vulnerabilities: Fairy, Flying, Psychic
Resistances: Bug, Dark, Rock Resistances: Bug, Dark, Rock

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 11 Armor Class: 13


Hit Points: 18 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 20ft. walking Speed: 30ft. walking

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)

Proficient Skills: Nature, Survival Proficient Skills: Nature, Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Ice, Psychic Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Electric, Fairy, Fighting, Grass, Water Resistances: Electric, Fairy, Fighting, Grass, Water
Senses: Tremorsense 20ft Senses: Tremorsense 40ft

Chlorophyll: This Pokémon’s speed is doubled in Chlorophyll: This Pokémon’s speed is doubled in
harsh sunlight. harsh sunlight.

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: 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.

Armor Class: 14 Armor Class: 14


Hit Points: 122 | Hit Dice: d12 Hit Points: 18 | Hit Dice: d6
Speed: 30ft. walking Speed: 5ft. walking, 30ft. swimming

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)

Proficient Skills: Nature, Survival Proficient Skills: Sleight of Hand


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Ice, Psychic Vulnerabilities: Electric, Ground, Psychic
Resistances: Electric, Fairy, Fighting, Grass, Water Resistances: Bug, Fairy, Fighting, Fire, Ice, Poison,
Senses: Tremorsense 60ft Steel, Water

Chlorophyll: This Pokémon’s speed is doubled in Clear Body: Other Pokémon's moves or abilities
harsh sunlight. cannot lower this Pokémon stats.

Hidden Ability Liquid Ooze: If an enemy uses a leeching or absorb


Gluttony: This Pokémon must eat its held berry move against this Pokémon, the Pokémon must
when it falls below ½ of its maximum HP. make a DC 12 CON save or become poisoned.
Hidden Ability
Starting Moves: Leaf Tornado, Razor Leaf, Sleep Rain Dish: In rainy conditions, this Pokémon heals
Powder, Spit Up, Stockpile, Swallow, Sweet Scent, for an amount of HP equal to its proficiency bonus
Vine Whip at the end of each of its turns.
Level 14: Leaf Storm
Level 18: Leaf Blade
Evolution: Tentacool can evolve into Tentacruel at
TM: 06, 09, 10, 11, 15, 17, 21, 22, 27, 32, 33, 36, level 8 and above. When it evolves, its health
42, 44, 45, 46, 48, 53, 68, 75, 83, 84, 86, 87, increases by double its level, and it gains 8 points to
88,90, 96, 100 add to its ability scores (max 20).

Starting Moves: Poison Sting


Level 2: Supersonic, Constrict, Acid
Level 6: Toxic Spikes, Water Pulse, Wrap
Level 10: Acid Spray, Bubble Beam
Level 14: Barrier, Poison Jab, Brine
Level 18: Screech, Hex, Sludge Wave, Hydro Pump,
Wring Out
TM: 06, 07, 09, 10, 13, 14, 17, 18, 20, 21, 27, 32,
34, 36, 42, 44, 45, 46, 48, 55, 66, 75, 83, 84, 87,
88,90, 94, 98, 99, 100
Egg Moves: Acupressure, Aqua Ring, Aurora Beam,
Bubble, Confuse Ray, Haze, Knock Off, Mirror Coat,
Muddy Water, Rapid Spin, Safeguard, Tickle

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.

Armor Class: 17 Armor Class: 13


Hit Points: 50 | Hit Dice: d10 Hit Points: 18 | Hit Dice: d6
Speed: 20ft. walking, 35ft. swimming Speed: 20ft. walking

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)

Proficient Skills: Sleight of Hand Proficient Skills: Athletics, Survival


Saving Throws: Constitution, Strength Saving Throws: Constitution
Vulnerabilities: Electric, Ground, Psychic Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Resistances: Bug, Fairy, Fighting, Fire, Ice, Poison, Water
Steel, Water Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric
Clear Body: Other Pokémon's moves or abilities Senses: Tremorsense 30ft
cannot lower this Pokémon stats.
Rock Head: This Pokémon takes no recoil damage.
Liquid Ooze: If an enemy uses a leeching or absorb
move against this Pokémon, the Pokémon must Sturdy: When taking damage equal to half or more of
make a DC 12 CON save or become poisoned. your current HP, roll a d4. On a result of 3 of 4,
halve the damage dealt.
Hidden Ability
Rain Dish: In rainy conditions, this Pokémon heals Hidden Ability
for an amount of HP equal to its proficiency bonus Sand Veil: This Pokémon is immune to Sandstorm
at the end of each of its turns. damage. In addition, its AC increases by 2 in desert
terrain, or during a Sandstorm.
Starting Moves: Acid, Constrict, Poison Sting, Reflect
Type, Supersonic Evolution: Geodude can evolve into Graveler at level
Level 6: Toxic Spikes, Water Pulse, Wrap 7 and above. When it evolves, its health increases by
Level 10: Acid Spray, Bubble Beam double its level, and it gains 7 points to add to its
Level 14: Barrier, Poison Jab ability scores (max 20).
Level 18: Brine, Screech, Hex, Sludge Wave, Hydro
Pump, Wring Out Starting Moves: Defense Curl, Tackle
TM: 06, 07, 09, 10, 13, 14, 15, 17, 18, 20, 21, 27, Level 2: Mud Sport, Rock Polish, Rollout
32, 34, 36, 42, 44, 45, 46, 48, 55, 66, 68, 75, 83, Level 6: Magnitude, Rock Throw, Smack Down
84, 87, 88, 90, 94, 98, 99, 100 Level 10: Bulldoze, Self-Destruct
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, 80,
87,88, 90, 96, 100
Egg Moves: Autotomize, Block, Curse, Endure, Flail,
Focus Punch, Hammer Arm, Mega Punch, Rock
Climb, Rock Slide, Wide Guard

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.

Armor Class: 15 Armor Class: 16


Hit Points: 55 | Hit Dice: d8 Hit Points: 117 | Hit Dice: d12
Speed: 25ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics, Survival Proficient Skills: Athletics, Survival


Saving Throws: Constitution, Strength Saving Throws: Constitution, Strength
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel, Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Water Water
Resistances: Fire, Flying, Normal, Poison, Rock Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric Immunities: Electric
Senses: Tremorsense 50ft Senses: Tremorsense 80ft

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.

Armor Class: 14 Armor Class: 16


Hit Points: 18 | Hit Dice: d8 Hit Points: 98 | Hit Dice: d10
Speed: 30ft. walking Speed: 40ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Bug, Fairy, Fire, Grass, Ice, Steel

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.

Armor Class: 12 Armor Class: 16


Hit Points: 20 | Hit Dice: d8 Hit Points: 97 | Hit Dice: d10
Speed: 15ft. walking, 25ft. swimming Speed: 20ft. walking, 30ft. swimming

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)

Proficient Skills: Insight, History Proficient Skills: Insight, History


Saving Throws: Constitution, Wisdom Saving Throws: Constitution, Wisdom
Vulnerabilities: Bug, Dark, Electric, Ghost, Grass Vulnerabilities: Bug, Dark, Electric, Ghost, Grass
Resistances: Fighting, Fire, Ice, Psychic, Steel Resistances: Fighting, Fire, Ice, Psychic, Steel

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

41
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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.

Armor Class: 14 Armor Class: 16


Hit Points: 18 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 0ft. walking, 20ft. flying (hover) Speed: 0ft. walking, 30ft. flying (hover)

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)

Proficient Skills: Insight, Acrobatics Proficient Skills: Insight, Acrobatics


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fighting, Fire, Ground Vulnerabilities: Fighting, Fire, Ground
Resistances: Bug, Dragon, Electric, Fairy, Flying, Resistances: Bug, Dragon, Electric, Fairy, Flying,
Grass, Ice, Normal, Psychic, Rock, Steel Grass, Ice, Normal, Psychic, Rock, Steel
Immunities: Poison Immunities: Poison

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.

Armor Class: 14 Armor Class: 12


Hit Points: 25 | Hit Dice: d8 Hit Points: 17 | Hit Dice: d6
Speed: 25ft. walking, 30ft. flying Speed: 35ft. walking

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)

Proficient Skills: Perception, Intimidation Proficient Skills: Perception, Acrobatics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass Resistances: Bug, Grass
Immunities: Ghost, Ground Immunities: Ghost, Ground

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

43
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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.

Armor Class: 15 Armor Class: 14


Hit Points: 64 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 40ft. walking Speed: 10ft. walking, 30ft. swimming

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)

Proficient Skills: Perception, Acrobatics Proficient Skills: Acrobatics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock Vulnerabilities: Electric, Grass
Resistances: Bug, Grass Resistances: Fire, Ice, Steel, Water
Immunities: Ghost, Ground
Thick Fat: This Pokemon takes half the damage it
Run Away: This Pokémon cannot be the target of an otherwise would from Ice and Fire damage.
attack of opportunity.
Hydration: This Pokémon is unaffected by negative
Early Bird: This Pokémon has advantage on rolls to status ailments in water or during rainy conditions.
wake from sleep.
Hidden Ability
Hidden Ability Ice Body: While it is snowing or hailing, this
Tangled Feet: Attacks against this Pokémon have Pokémon heals for an amount of HP equal to its
disadvantage when it is confused. proficiency modifier at the end of each of its turns.

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.

Armor Class: 16 Armor Class: 12


Hit Points: 72 | Hit Dice: d12 Hit Points: 19 | Hit Dice: d6
Speed: 15ft. walking, 40ft. swimming Speed: 15ft. walking

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)

Proficient Skills: Acrobatics Proficient Skills: Stealth


Saving Throws: Dexterity Saving Throws: Constitution
Vulnerabilities: Electric, Fighting, Grass, Rock Vulnerabilities: Ground, Psychic
Resistances: Ice, Water Resistances: Bug, Fairy, Fighting, Grass, Poison
Senses: Darkvision 30ft
Thick Fat: This Pokemon takes half the damage it
otherwise would from Ice and Fire damage. Stench: When this Pokémon is hit by a melee attack,
roll a d10. On a 10, the attacker flinches.
Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions. Sticky Hold: Held items cannot be stolen or knocked
away from this Pokémon.
Hidden Ability
Ice Body: While it is snowing or hailing, this Hidden Ability
Pokémon heals for an amount of HP equal to its Poison Touch: On melee attacks made by this
proficiency modifier at the end of each of its turns. Pokémon, roll a d10 on a hit. On a result of a 10,
the target is poisoned.
Starting Moves: Growl, Headbutt, Icy Wind, Sheer
Cold, Signal Beam, Encore, Ice Shard Evolution: Grimer can evolve into Muk at level 10
Level 10: Rest, Aqua Ring, Aurora Beam and above. When it evolves, its health increases by
Level 14: Aqua Jet, Brine, Take Down, Dive double its level, and it gains 11 points to add to its
Level 18: Aqua Tail, Ice Beam, Safeguard, Hail ability scores (max 20).
TM: 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 27, 32,
42, 44, 45, 46, 48, 49, 56, 67, 68, 79, 87, 88, 90, Starting Moves: Poison Gas, Pound
94, 98, 100 Level 2: Harden, Mud-Slap
Level 6: Disable, Sludge, Mud Bomb
Level 10: Minimize, Fling
Level 14: Sludge Bomb, Sludge Wave, Screech
Level 18: Gunk Shot, Acid Armor, Memento, Belch
TM: 06, 09, 10, 11, 12, 17, 18, 21, 24, 25, 27, 30,
32, 34, 36, 38, 39, 41, 42, 44, 45, 48, 56, 64, 66,
80, 83, 84, 87, 88, 90, 100
Egg Moves: Acid Spray, Curse, Explosion, Haze,
Imprison, Lick, Mean Look, Scary Face, Shadow
Punch, Shadow Sneak, Spit Up, Stockpile, Swallow

45
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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.

Armor Class: 16 Armor Class: 14


Hit Points: 80 | Hit Dice: d12 Hit Points: 18 | Hit Dice: d6
Speed: 20ft. walking Speed: 5ft. walking, 15ft. swimming

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)

Proficient Skills: Stealth Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Ground, Psychic Vulnerabilities: Electric, Grass
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Fire, Ice, Steel, Water
Senses: Darkvision 40ft
Shell Armor: This Pokémon is immune to extra
Stench: When this Pokémon is hit by a melee attack, damage dealt by a Critical Hit.
roll a d10. On a 10, the attacker flinches.
Skill Link: Combo moves that have the ability to hit
Sticky Hold: Held items cannot be stolen or knocked more than once, after the same attack roll, are
away from this Pokémon. guaranteed to hit at least twice. (Fury Swipes,
Double Slap, Water Shuriken, etc.)
Hidden Ability
Poison Touch: On melee attacks made by this Hidden Ability
Pokémon, roll a d10 on a hit. On a result of a 10, Overcoat: This Pokémon does not take damage from
the target is poisoned. weather-related moves like Hail, Weather Ball, etc.

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.

Armor Class: 18 Armor Class: 12


Hit Points: 55 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 5ft. walking, 30ft. swimming Speed: 0ft. walking, 25ft. flying (hover)

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)

Proficient Skills: Survival Proficient Skills: Stealth, Deception


Saving Throws: Constitution, Strength Saving Throws: Constitution
Vulnerabilities: Electric, Fighting, Grass, Rock Vulnerabilities: Dark, Ghost, Psychic, Ground
Resistances: Ice, Water Resistances: Bug, Fairy, Grass, Poison
Immunities: Fighting, Normal
Shell Armor: This Pokémon is immune to extra Senses: Darkvision 30ft
damage dealt by a Critical Hit.
Levitate: This Pokémon is immune to ground moves.
Skill Link: Combo moves that have the ability to hit
more than once, after the same attack roll, are
guaranteed to hit at least twice. (Fury Swipes, Evolution: Gastly can evolve into Haunter at level 7
Double Slap, Water Shuriken, etc.) and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
Hidden Ability ability scores (max 20).
Overcoat: This Pokémon does not take damage from
weather-related moves like Hail, Weather Ball, etc. Starting Moves: Hypnosis, Lick
Level 2: Spite, Mean Look
Starting Moves: Aurora Beam, Hydro Pump, Protect, Level 6: Curse, Night Shade
Shell Smash, Supersonic, Toxic Spikes, Withdraw Level 10: Confuse Ray, Sucker Punch, Payback
Level 6: Spike Cannon Level 14: Shadow Ball, Dream Eater
Level 14: Spikes Level 18: Dark Pulse, Destiny Bond, Hex, Nightmare
Level 18: Icicle Crash
TM: 06, 09, 10, 11, 12, 17, 18, 21, 24, 27, 29, 30,
TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32, 41, 32, 36, 41, 42, 44, 45, 46, 48, 53, 61, 63, 64, 66,
42, 44, 45, 48, 64, 66, 67, 68, 79, 84, 87, 88, 90, 77, 83, 85, 87, 88, 90, 92, 97, 99, 100
94, 100 Egg Moves: Astonish, Clear Smog, Disable,
Explosion, Fire Punch, Grudge, Haze, Ice Punch,
Perish Song, Psywave, Reflect Type, Scary Face,
Thunder Punch, Will-O-Wisp

47
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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.

Armor Class: 14 Armor Class: 15


Hit Points: 45 | Hit Dice: d10 Hit Points: 102 | Hit Dice: d12
Speed: 0ft. walking, 30ft. flying (hover) Speed: 35ft. walking, 35ft. flying (hover)

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)

Proficient Skills: Stealth, Deception Proficient Skills: Stealth, Deception


Saving Throws: Constitution Saving Throws: Constitution, Charisma
Vulnerabilities: Dark, Ghost, Psychic, Ground Vulnerabilities: Dark, Ghost, Psychic, Ground
Resistances: Bug, Fairy, Grass, Poison Resistances: Bug, Fairy, Grass, Poison
Immunities: Fighting, Normal Immunities: Fighting, Normal
Senses: Darkvision 50ft Senses: Darkvision 80ft

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.

Armor Class: 17 Armor Class: 14


Hit Points: 65 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 25ft. walking, 25ft. burrowing Speed: 25ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Insight, Persuasion


Saving Throws: Constitution, Strength Saving Throws: Wisdom
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel, Vulnerabilities: Bug, Dark, Ghost
Water Resistances: Fighting, Psychic
Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric Insomnia: This Pokémon is immune to sleep.
Senses: Tremorsense 120ft
Forewarn: When this Pokémon enters battle, it
Rock Head: This Pokémon takes no recoil damage. selects a target to reveal the move it knows with the
most damage output. In the case of a tie, the target
Sturdy: When taking damage equal to half or more of can choose which move it reveals.
your current HP, roll a d4. On a result of 3 of 4,
halve the damage dealt. Hidden Ability
Inner Focus: This Pokémon is immune to flinching.
Hidden Ability
Weak Armor: When an attack hits this Pokémon, its
Evolution: Drowzee can evolve into Hypno at level 8
speed increases by 5 feet, but its AC is temporarily
and above. When it evolves, its health increases by
reduced by 1 until the end of battle (for a maximum
double its level, and it gains 11 points to add to its
reduction of -5).
ability scores (max 20).

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

49
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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.

Armor Class: 16 Armor Class: 13


Hit Points: 45 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking Speed: 30ft. walking, 20ft. swimming

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)

Proficient Skills: Insight, Persuasion Proficient Skills: Survival, Sleight of Hand


Saving Throws: Charisma, Wisdom Saving Throws: Constitution
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Electric, Grass
Resistances: Fighting, Psychic Resistances: Fire, Ice, Steel, Water
Senses: Truesight 20ft
Hyper Cutter: This Pokémon’s attack or damage
Insomnia: This Pokémon is immune to sleep. bonuses cannot be decreased by an opponent’s
moves.
Forewarn: When this Pokémon enters battle, it
selects a target to reveal the move it knows with the Shell Armor: This Pokémon is immune to extra
most damage output. In the case of a tie, the target damage dealt by a Critical Hit.
can choose which move it reveals.
Hidden Ability
Hidden Ability Sheer Force: This Pokémon adds its proficiency
Inner Focus: This Pokémon is immune to flinching. bonus to damage rolls while poisoned, burned,
confused, or paralyzed.
Starting Moves: Confusion, Disable, Future Sight,
Hypnosis, Nasty Plot, Nightmare, Pound, Evolution: Krabby can evolve into Kingler at level 8
Switcheroo and above. When it evolves, its health increases by
Level 6: Headbutt, Poison Gas double its level, and it gains 11 points to add to its
Level 10: Meditate, Psybeam ability scores (max 20).
Level 14: Psych Up
Level 18: Synchronoise, Zen Headbutt, Swagger, Starting Moves: Bubble, Mud Sport
Psychic, Psyshock Level 2: Vice Grip, Leer, Harden
TM: 03, 04, 06, 10, 11, 12, 15, 16, 17, 18, 20, 21, Level 6: Bubble Beam, Mud Shot
27, 29, 30, 31, 32, 33, 41, 42, 44, 45, 46, 47, 48, Level 10: Metal Claw, Stomp
52, 56, 68, 73, 77, 85, 86, 87, 88, 90, 92, 99, 100 Level 14: Protect, Guillotine, Slam
Level 18: Brine, Crabhammer, Flail
TM: 06, 07, 10, 13, 14, 17, 18, 21, 27, 31, 32, 39,
42, 44, 45, 46, 48, 54, 55, 56, 75, 80, 81, 87, 88,
90, 94, 100
Egg Moves: Agility, Ally Switch, Amnesia, Ancient
Power, Bide, Chip Away, Dig, Endure, Flail, Haze,
Knock Off, Slam, Swords Dance, Tickle

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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.

Armor Class: 16 Armor Class: 14


Hit Points: 50 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking, 30ft. swimming Speed: 25ft. walking

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)

Proficient Skills: Survival, Sleight of Hand Proficient Skills: Stealth


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Electric, Grass Vulnerabilities: Ground
Resistances: Fire, Ice, Steel, Water Resistances: Electric, Flying, Steel

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

51
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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.

Armor Class: 17 Armor Class: 14


Hit Points: 50 | Hit Dice: d10 Hit Points: 19 | Hit Dice: d8
Speed: 40ft. walking Speed: 20ft. walking

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)

Proficient Skills: Stealth Proficient Skills: Nature


Saving Throws: Constitution Saving Throws: Dexterity
Vulnerabilities: Ground Vulnerabilities: Bug, Dark, Fire, Flying, Ghost, Ice,
Resistances: Electric, Flying, Steel Poison
Resistances: Electric, Fighting, Grass, Ground,
Soundproof: This Pokémon is immune to sound- Psychic, Water
based moves.
Chlorophyll: This Pokémon’s speed is doubled in
Static: When this Pokémon is hit by a melee attack, harsh sunlight.
roll a d4. On a result of 4, the attacker takes an
amount of electric damage equal to this Pokemon's Hidden Ability
proficiency bonus. Harvest: At the end of this Pokémon's turn, if it used
Hidden Ability a berry, roll 1d4. On a result of 3 or 4, it regains that
berry as a held item.
Aftermath: This Pokémon deals damage to an
attacker equal to half of the damage received when
knocked out by a melee move. Evolution: Exeggcute can evolve into Exeggutor at
level 8 and above with the help of a Leaf Stone or
Alolan Exeggutor at level 8 and above with the help
Starting Moves: Charge, Sonic Boom, Tackle, Spark,
of an Alola Stone. When it evolves, its health
Eerie Impulse, Magnetic Flux
increases by double its level, and it gains 11 points
Level 6: Rollout, Screech, Charge Beam
to add to its ability scores (max 20).
Level 10: Swift, Electro Ball, Self-Destruct
Level 14: Light Screen
Level 18: Magnet Rise, Discharge, Explosion, Gyro Starting Moves: Barrage, Hypnosis, Uproar
Ball, Mirror Coat Level 2: Reflect, Leech Seed
Level 6: Bullet Seed, Stun Spore
TM: 06, 10, 12, 15, 16, 17, 18, 21, 24, 25, 27, 32, Level 10: Poison Powder, Sleep Powder
31, 42, 44, 46, 48, 57, 64, 68, 72, 74, 87, 88, 90, Level 14: Confusion, Worry Seed
93, 100 Level 18: Natural Gift, Solar Beam, Extrasensory,
Bestow
TM: 06, 10, 11, 16, 17, 21, 22, 27, 29, 32, 33, 36,
42, 44, 45, 46, 48, 53, 64, 75, 77, 83, 85, 86, 87,
88,90, 92, 96, 100
Egg Moves: Ancient Power, Block, Curse, Giga Drain,
Grassy Terrain, Ingrain, Leaf Storm, Lucky Chant,
Moonlight, Natural Gift, Nature Power, Power Swap,
Psych Up, Reflect, Skill Swap, Synthesis

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.

Armor Class: 15 Armor Class: 14


Hit Points: 56 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Nature Proficient Skills: Survival


Saving Throws: Dexterity Saving Throws: Constitution
Vulnerabilities: Bug, Dark, Fire, Flying, Ghost, Ice, Vulnerabilities: Grass, Ice, Water
Poison Resistances: Poison, Rock
Resistances: Electric, Fighting, Grass, Ground, Immunities: Electric
Psychic, Water
Rock Head: This Pokémon takes no recoil damage.
Chlorophyll: This Pokémon’s speed is doubled in
harsh sunlight. Lightning Rod: If this Pokemon or an ally within 30
feet is targeted with a direct electric-type, damage-
Hidden Ability dealing move, the Pokemon may use a reaction to
Harvest: At the end of this Pokémon's turn, if it used redirect the target to itself and take half damage
a berry, roll 1d4. On a result of 3 or 4, it regains that from it if it hits.
berry as a held item. Hidden Ability
Battle Armor: This Pokémon is immune to extra
Starting Moves: Barrage, Confusion, Hypnosis, Seed damage dealt by a Critical Hit.
Bomb, Stomp
Level 6: Psyshock
Evolution: Cubone can evolve into Marowak at level
Level 10: Egg Bomb
8 and above or Alolan Marowak at level 8 and above
Level 18: Wood Hammer, Leaf Storm
with the help of an Alola Stone. When it evolves, its
TM: 03, 06, 10, 11, 15, 16, 17, 21, 22, 27, 29, 32, health increases by double its level, and it gains 9
33, 36, 42, 44, 45, 46, 48, 53, 64, 68, 75, 77, 83, points to add to its ability scores (max 20).
85,86, 87, 88, 90, 92, 96, 100
Starting Moves: Growl, Tail Whip
Level 2: Bone Club, Headbutt
Level 6: Leer, Focus Energy
Level 10: Bonemerang, Rage, False Swipe
Level 14: Thrash, Fling, Stomping Tantrum
Level 18: Endeavor, Double-Edge, Retaliate, Bone
Rush
TM: 06, 10, 11, 13, 14, 17, 21, 23, 26, 27, 31, 32,
35, 37, 38, 39, 40, 42, 44, 45, 46, 48, 49, 54, 56,
59, 75, 78, 80, 87, 88, 90, 100
Egg Moves: Ancient Power, Belly Drum, Chip Away,
Detect, Double Kick, Endure, Iron Head, Perish
Song, Rock Slide, Screech, Skull Bash, Swords Dance

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.

Armor Class: 16 Armor Class: 16


Hit Points: 50 | Hit Dice: d10 Hit Points: 45 | Hit Dice: d10
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Survival, Athletics Proficient Skills: Athletics, Acrobatics


Saving Throws: Constitution, Strength Saving Throws: Strength, Dexterity
Vulnerabilities: Grass, Ice, Water Vulnerabilities: Fairy, Flying, Psychic
Resistances: Poison, Rock Resistances: Bug, Dark, Rock
Immunities: Electric
Limber: This Pokémon is immune to being
Rock Head: This Pokémon takes no recoil damage. paralyzed.
Lightning Rod: If this Pokemon or an ally within 30 Reckless: When attacking with moves with recoil
feet is targeted with a direct electric-type, damage- damage, this Pokémon doubles its STAB bonus.
dealing move, the Pokemon may use a reaction to
redirect the target to itself and take half damage Hidden Ability
from it if it hits. Unburden: While this Pokémon is active and not
holding an item, its trainer gets advantage on
Hidden Ability initiative rolls.
Battle Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit.
Starting Moves: Double Kick, Revenge, Reversal,
Meditate, Rolling Kick
Starting Moves: Bone Club, Growl, Headbutt, Tail Level 6: Jump Kick, Brick Break
Whip Level 10: Focus Energy, Feint, Foresight
Level 6: Leer, Focus Energy Level 14: High Jump Kick, Mind Reader
Level 10: Bonemerang, Rage Level 18: Wide Guard, Blaze Kick, Endure, Mega
Level 14: False Swipe, Thrash Kick, Close Combat
Level 18: Stomping Tantrum, Fling, Endeavor,
Double-Edge, Retaliate, Bone Rush TM: 01, 06, 08, 10, 11, 17, 18, 21, 26, 27, 31, 32,
39, 42, 44, 45, 46, 47, 48, 52, 56, 71, 78, 80, 84,
TM: 06, 10, 11, 13, 14, 15, 17, 21, 23, 26, 27, 31, 87, 88, 90, 100
32, 35, 37, 38, 39, 40, 42, 44, 45, 46, 48, 49, 52,
54, 56, 59, 68,, 71, 75, 78, 80, 87, 88, 90, 100

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.

Armor Class: 16 Armor Class: 14


Hit Points: 45 | Hit Dice: d10 Hit Points: 70 | Hit Dice: d10
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics, Acrobatics Proficient Skills: Perception


Saving Throws: Strength, Dexterity Saving Throws: Constitution
Vulnerabilities: Fairy, Flying, Psychic Vulnerabilities: Fighting
Resistances: Bug, Dark, Rock Resistances: None
Immunities: Ghost
Keen Eye: This Pokémon ignores disadvantage when
it relates to sight. Own Tempo: This Pokémon is immune to becoming
confused.
Iron Fist: When attacking with a punch-based move
(Mega Punch, Dynamic Punch, Ice/Fire/Thunder Oblivious: This Pokémon is immune to moves that
Punch, etc.), this Pokémon may roll the damage attempt to charm or taunt it.
twice and choose either total.
Hidden Ability
Hidden Ability Cloud Nine: While this Pokémon is in battle,
Inner Focus: This Pokémon is immune to flinching. weather-related abilities have no effect on the
Pokémon that have them.
Starting Moves: Comet Punch, Pursuit, Revenge,
Agility Evolution: Lickitung can evolve into Lickilicky at the
Level 6: Bullet Punch, Mach Punch time it learns 'Rollout'. When it evolves, its health
Level 10: Feint, Vacuum Wave, Fire Punch, Ice increases by double its level, and it gains 12 points
Punch, Thunder Punch to add to its ability scores (max 20).
Level 14: Quick Guard, Sky Uppercut, Mega Punch
Level 18: Detect, Focus Punch, Counter, Close Starting Moves: Lick, Supersonic, Defense Curl
Combat Level 6: Knock Off, Wrap
TM: 01, 06, 08, 10, 11, 17, 18, 21, 26, 27, 31, 32, Level 10: Stomp, Disable
39, 42, 44, 45, 46, 48, 52, 56, 71, 78, 80, 87, 88, Level 14: Slam, Rollout
90, 100 Level 18: Chip Away, Me First, Refresh, Screech,
Power Whip, Wring Out
TM: 01, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 24,
25,26, 27, 30, 31, 32, 35, 37, 38, 39, 42, 44, 45,
46, 48, 56, 59, 68, 75, 77, 78, 80, 82, 85, 87, 88,
90, 94, 100
Egg Moves: Amnesia, Belly Drum, Body Slam, Curse,
Hammer Arm, Magnitude, Muddy Water, Sleep Talk,
Smelling Salts, Snore, Substitute, Zen Headbutt

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.

Armor Class: 14 Armor Class: 16


Hit Points: 18 | Hit Dice: d6 Hit Points: 88 | Hit Dice: d10
Speed: 0ft. walking, 20ft. flying (hover) Speed: 0ft. walking, 30ft. flying (hover)

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)

Proficient Skills: Deception Proficient Skills: Deception


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Ground, Psychic Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Bug, Fairy, Fighting, Grass, Poison

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.

Armor Class: 13 Armor Class: 15


Hit Points: 40 | Hit Dice: d8 Hit Points: 128 | Hit Dice: d12
Speed: 30ft. walking Speed: 40ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel, Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Water Water
Resistances: Fire, Flying, Normal, Poison, Rock Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric Immunities: Electric
Senses: Tremorsense 40ft Senses: Tremorsense 60ft

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.

Armor Class: 13 Armor Class: 15


Hit Points: 75 | Hit Dice: d12 Hit Points: 35 | Hit Dice: d8
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Arcana, Medicine Proficient Skills: Nature


Saving Throws: Wisdom, Charisma Saving Throws: Constitution
Vulnerabilities: Fighting Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: None Resistances: Electric, Grass, Ground, Water
Immunities: Ghost
Chlorophyll: This Pokémon’s speed is doubled in
Natural Cure: This Pokémon is cured of negative harsh sunlight.
status ailments upon returning to its Pokeball.
Leaf Guard: This Pokémon does not suffer from any
Serene Grace: The DC to avoid a negative status negative status ailments in harsh sunlight.
condition from this Pokémon is increased by 1.
Hidden Ability
Hidden Ability Regenerator: Once per long rest, this Pokémon
Healer: As an action, this Pokemon may touch a regains hit points equal to its level when it returns
creature to heal poison, burn, or paralysis. When it to its Pokéball.
uses this ability, roll a d4. On the a result of 1 or 2,
the status effect is moved to itself.
Evolution: Tangela can evolve into Tangrowth at the
time it learns 'Ancient Power'. When it evolves, its
Evolution: Chansey can evolve into Blissey at level health increases by double its level, and it gains 5
14 and above if it has a Loyalty level of +2 or higher. points to add to its 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: Constrict, Ingrain, Sleep Powder,
scores (max 20). Vine Whip, Absorb
Level 6: Poison Powder, Bind
Starting Moves: Defense Curl, Growl, Pound, Tail Level 10: Growth, Mega Drain
Whip, Refresh Level 14: Knock Off, Stun Spore, Natural Gift,
Level 6: Double Slap, Soft-Boiled Ancient Power,
Level 10: Bestow, Minimize, Take Down Level 18: Giga Drain, Slam, Tickle, Wring Out, Power
Level 14: Sing, Fling Whip, Grassy Terrain
Level 18: Heal Pulse, Egg Bomb, Light Screen,
Healing Wish, Double-Edge TM: 06, 10, 11, 15, 17, 21, 22, 27, 32, 33, 36, 42,
44, 45, 46, 48, 53, 68, 75, 83, 86, 87, 88, 90, 96,
TM: 01, 04, 06, 07, 10, 11, 13, 14, 15, 16, 17, 18, 100
20, 21, 22, 24, 25, 26,27, 29, 30, 31, 32, 35, 37,
Egg Moves: Amnesia, Confusion, Endeavor, Flail,
38, 39, 42, 44, 45, 48, 49, 56, 57, 68, 73, 77, 78,
Giga Drain, Leaf Storm, Leech Seed, Mega Drain,
80, 85, 86, 87, 88, 90, 93, 99, 100
Natural Gift, Nature Power, Power Swap, Rage,
Powder, Reflect

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.

Armor Class: 18 Armor Class: 13


Hit Points: 60 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. walking Speed: 5ft. walking, 30ft. swimming

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)

Proficient Skills: Athletics, Intimidation, Perception Proficient Skills: Acrobatics


Saving Throws: Strength, Constitution Saving Throws: Dexterity
Vulnerabilities: Fighting Vulnerabilities: Electric, Grass
Resistances: None Resistances: Fire, Ice, Steel, Water
Immunities: Ghost
Swift Swim: This Pokémon's swim speed is doubled
Early Bird: This Pokémon has advantage on rolls to in rainy conditions.
wake from sleep.
Sniper: On a critical hit made by this Pokémon,
Scrappy: This Pokémon's Normal and Fighting type triple the dice roll instead of doubling it.
moves hit Ghost type Pokémon.
Hidden Ability
Hidden Ability Damp: This Pokémon is unaffected by Self Destruct
Inner Focus: This Pokémon is immune to flinching. and Explosion moves.

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.

Armor Class: 15 Armor Class: 13


Hit Points: 64 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 5ft. walking, 35ft. swimming Speed: 5ft. walking, 30ft. swimming

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)

Proficient Skills: Acrobatics Proficient Skills: Acrobatics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water Resistances: Fire, Ice, Steel, Water

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.

Sniper: On a critical hit made by this Pokémon, Hidden Ability


triple the dice roll instead of doubling it. Lightning Rod: If this Pokemon or an ally within 30
feet is targeted with a direct electric-type, damage-
Hidden Ability dealing move, the Pokemon may use a reaction to
Damp: This Pokémon is unaffected by Self Destruct redirect the target to itself and take half damage
and Explosion moves. from it if it hits.

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

60
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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.

Armor Class: 15 Armor Class: 14


Hit Points: 72 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 5ft. walking, 35ft. swimming Speed: 20ft. walking, 30ft. swimming

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)

Proficient Skills: Acrobatics Proficient Skills: Acrobatics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water Resistances: Fire, Ice, Steel, Water
Senses: Blindsight 100ft
Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions. Illuminate: This Pokémon knows the Light cantrip
and can cast it at will.
Water Veil: This Pokémon is immune to burning.
Natural Cure: This Pokémon is cured of negative
Hidden Ability status ailments upon returning to its Pokeball.
Lightning Rod: If this Pokemon or an ally within 30
feet is targeted with a direct electric-type, damage- Hidden Ability
dealing move, the Pokemon may use a reaction to Analytic: After this Pokémon misses an attack, its
redirect the target to itself and take half damage next attack is done at advantage.
from it if it hits.
Evolution: Staryu can evolve into Starmie at level 9
Starting Moves: Peck, Poison Jab, Tail Whip, Water and above with the help of a Water Stone. When it
Sport, Supersonic, Horn Attack, Flail, Water Pulse evolves, its health increases by double its level, and
Level 10: Aqua Ring, Fury Attack it gains 9 points to add to its ability scores (max
Level 14: Agility, Waterfall 20).
Level 18: Horn Drill, Soak, Megahorn
TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32, 42, Starting Moves: Harden, Tackle
44, 45, 48, 55, 67, 68, 84, 87, 88, 90, 94, 98, 100 Level 2: Water Gun, Rapid Spin, Recover
Level 6: Psywave, Swift
Level 10: Bubble Beam, Camouflage, Gyro Ball
Level 14: Brine, Minimize, Reflect Type, Confuse Ray
Level 18: Power Gem, Psychic, Light Screen, Cosmic
Power, Hydro Pump
TM: 06, 07, 10, 13, 14, 16, 17, 18, 21, 24, 25, 27,
29, 32, 33, 42, 44, 48, 55, 73, 74, 77, 87, 88, 90,
91, 94, 98, 99, 100

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.

Armor Class: 17 Armor Class: 17


Hit Points: 64 | Hit Dice: d10 Hit Points: 50 | Hit Dice: d8
Speed: 30ft. walking, 40ft. swimming Speed: 30ft. walking

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)

Proficient Skills: Acrobatics Proficient Skills: Performance


Saving Throws: Dexterity Saving Throws: Charisma
Vulnerabilities: Bug, Dark, Electric, Ghost, Grass Vulnerabilities: Ghost, Poison, Steel
Resistances: Fighting, Fire, Ice, Psychic, Steel Resistances: Fighting, Psychic
Senses: Blindsight 120ft Immunities: Dragon
Senses: Truesight 10ft
Illuminate: This Pokémon knows the Light cantrip
and can cast it at will. Soundproof: This Pokémon is immune to sound-
based moves.
Natural Cure: This Pokémon is cured of negative
status ailments upon returning to its Pokeball. Filter: When hit by a move type this Pokémon is
vulnerable to, it may roll a d4. In a result of 4, it does
Hidden Ability not take the additional damage.
Analytic: After this Pokémon misses an attack, its
next attack is done at advantage. Hidden Ability
Technician: For damaging moves activated by this
Pokémon with 15 max PP or more, they may roll the
Starting Moves: Hydro Pump, Rapid Spin, Recover,
damage twice and choose either total.
Spotlight, Swift, Water Gun
Level 18: Confuse Ray
Starting Moves: Barrier, Confusion, Guard Swap,
TM: 03, 06, 07, 10, 13, 14, 15, 16, 17, 18, 21, 24, Magical Leaf, Misty Terrain, Power Swap, Quick
25, 27, 29, 32, 33, 42, 44, 48, 55, 68, 73, 74, 77, Guard, Wide Guard, Copycat, Meditate, Double Slap
85, 86, 87, 88, 90, 91, 92, 94, 98, 99, 100. Level 6: Mimic, Psywave, Encore
Level 10: Light Screen, Reflect, Psybeam
Level 14: Substitute, Recycle, Trick
Level 18: Psychic, Role Play, Baton Pass, Safeguard
TM: 03, 04, 06, 10, 11, 12, 15, 16, 17, 18, 20, 21,
22, 24, 25, 27, 29, 30, 31, 32, 33, 40, 41, 42, 44,
45, 46, 48, 52, 53, 56, 57, 66, 68, 73, 77, 83, 85,
86, 87, 88, 90, 92, 99, 100

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.

Armor Class: 16 Armor Class: 15


Hit Points: 58 | Hit Dice: d10 Hit Points: 62 | Hit Dice: d10
Speed: 30ft. walking, 35ft. flying Speed: 30ft. walking

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)

Proficient Skills: Acrobatics Proficient Skills: Deception, Insight


Saving Throws: Dexterity Saving Throws: Charisma
Vulnerabilities: Electric, Fire, Flying, Ice, Rock Vulnerabilities: Bug, Dark, Fire, Ghost, Rock, Steel
Resistances: Bug, Fighting, Grass Resistances: Ice, Psychic
Immunities: Ground
Oblivious: This Pokémon is immune to moves that
Swarm: This Pokémon adds doubles its STAB bonus attempt to charm or taunt it.
when it has 25% or less of its maximum health.
Forewarn: When this Pokémon enters battle, it
Technician: For damaging moves activated by this selects a target to reveal the move it knows with the
Pokémon with 15 max PP or more, they may roll the most damage output. In the case of a tie, the target
damage twice and choose either total. can choose which move it reveals.
Hidden Ability Hidden Ability
Steadfast: Once per long rest, when this Pokémon Dry Skin: At the end of each of this Pokémon's
fails a saving throw against a negative status turns, it takes an amount of damage equal to its
condition, it can choose to pass instead. proficiency modifier in harsh sunlight, or heals for
the same amount during rain.
Evolution: Scyther can evolve into Scizor at level 14
and above while holding a Metal Coat. When it Starting Moves: Draining Kiss, Pound, Lick, Lovely
evolves, its health increases by double its level, and Kiss, Powder Snow
it gains 7 points to add to its ability scores (max Level 6: Double Slap, Ice Punch
20). Level 10: Heart Stamp, Mean Look
Level 14: Fake Tears, Wake-Up Slap
Starting Moves: Leer, Quick Attack, Vacuum Wave, Level 18: Avalanche, Body Slam, Wring Out, Perish
Focus Energy, Pursuit Song, Blizzard
Level 6: False Swipe, Agility, Wing Attack, TM: 03, 04, 06, 07, 10, 12, 13, 14, 15, 16, 17, 18,
Level 10: Fury Cutter, Slash, 21, 27, 29, 30, 31, 32, 33, 41, 42, 44, 45, 46, 48,
Level 14: Razor Wind, Double Team 49, 52, 53, 56, 66, 68, 70, 77, 79, 85, 86, 87, 88,
Level 18: X-Scissor, Night Slash, Double Hit, Air 90, 92, 100
Slash, Swords Dance, Feint
TM: 06, 10, 11, 15, 16, 17, 18, 19, 20, 21, 27, 31,
32, 40, 42, 44, 45, 46, 48, 51, 54, 59, 68, 75, 81,
87, 88, 89, 90, 100
Egg Moves: Baton Pass, Bug Buzz, Counter, Defog,
Endure, Light Screen, Night Slash, Quick Guard,
Razor Wind, Reversal, Safeguard, Silver Wind, Steel
Wing

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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.

Armor Class: 15 Armor Class: 15


Hit Points: 68 | Hit Dice: d10 Hit Points: 68 | Hit Dice: d10
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Ground Vulnerabilities: Ground, Rock, Water
Resistances: Electric, Flying, Steel Resistances: Bug, Fairy, Fire, Grass, Ice, Steel

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.

Hidden Ability Hidden Ability


Vital Spirit: This Pokémon cannot be put to sleep. Vital Spirit: This Pokémon cannot be put to sleep.

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

64
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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.

Armor Class: 16 Armor Class: 16


Hit Points: 60 | Hit Dice: d10 Hit Points: 70 | Hit Dice: d10
Speed: 30ft. walking, 30ft. climbing Speed: 30ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics, Intimidation


Saving Throws: Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fire, Flying, Rock Vulnerabilities: Fighting
Resistances: Grass, Ground, Fighting Resistances: None
Immunities: Ghost
Hyper Cutter: This Pokémon’s attack or damage
bonuses cannot be decreased by an opponent’s Intimidate: Once per short rest, you can impose
moves. disadvantage on an enemy attack roll of your choice.
Mold Breaker: This Pokémon's moves ignore any Anger Point: After suffering a critical hit, this
abilities or moves that would lessen their effect or Pokémon doubles the damage dice for a single
ability to hit an opponent (Due to things like Water move it activates on the following turn.
Absorb, Snow Cloak, Thick Fat, etc.)
Hidden Ability
Hidden Ability Sheer Force: This Pokémon adds its proficiency
Moxie: Upon causing an opponent to faint, this bonus to damage rolls while poisoned, burned,
Pokémon may immediately take another action. confused, or paralyzed.

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.

Armor Class: 12 Armor Class: 16


Hit Points: 17 | Hit Dice: d6 Hit Points: 80 | Hit Dice: d12
Speed: 5ft. walking, 25ft. swimming Speed: 30ft. walking, 40ft. swimming, 30ft. flying

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)

Proficient Skills: None Proficient Skills: Athletics, Intimidation


Saving Throws: None Saving Throws: Strength, Constitution
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Rock
Resistances: Fire, Ice, Steel, Water Resistances: Bug, Fighting, Fire, Steel, Water
Immunities: Ground
Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions. Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.
Hidden Ability
Rattled: When this Pokémon is hit by a damaging Hidden Ability
Dark, Bug, or Ghost move, it makes its next attack at Moxie: Upon causing an opponent to faint, this
advantage. Pokémon may immediately take another action.

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.

Armor Class: 16 Armor Class: 13


Hit Points: 70 | Hit Dice: d10 Hit Points: 19 | Hit Dice: d8
Speed: 10ft. walking, 50ft. swimming Speed: 20ft. walking

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)

Proficient Skills: Survival, Persuasion Proficient Skills: Deception, Insight


Saving Throws: Dexterity, Charisma Saving Throws: Constitution
Vulnerabilities: Electric, Fighting, Grass, Rock Vulnerabilities: Fighting
Resistances: Ice, Water Resistances: None
Immunities: Ghost
Water Absorb: This Pokémon takes no damage from Senses: Truesight 20ft
water or water-type attacks. Instead, half of any
water damage done is absorbed, restoring the Limber: This Pokémon is immune to being
Pokémon's HP. paralyzed.
Shell Armor: This Pokémon is immune to extra Hidden Ability
damage dealt by a Critical Hit. Imposter: This Pokémon can use Transform as a
Hidden Ability bonus action.
Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions. Starting Moves: Transform

Starting Moves: Growl, Sing, Water Gun, Mist,


Confuse Ray, Ice Shard
Level 6: Water Pulse, Body Slam
Level 10: Rain Dance, Perish Song
Level 14: Ice Beam
Level 18: Brine, Safeguard, Hydro Pump, Sheer Cold
TM: 05, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 24,
25, 27, 29, 32, 42, 44, 45, 48, 49, 67, 68, 78, 79,
85, 87, 88, 90, 94, 98, 100
Egg Moves: Ancient Power, Avalanche, Curse,
Dragon Dance, Dragon Pulse, Fissure, Foresight,
Freeze-Dry, Future Sight, Horn Drill, Refresh, Sleep
Talk, Substitute, Tickle, Whirlpool

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
15 (+2) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 14 (+2)
Proficient Skills: Perception, Investigation
Saving Throws: Dexterity, Charisma Proficient Skills: Perception, Investigation
Vulnerabilities: Fighting Saving Throws: Dexterity, Charisma
Resistances: None Vulnerabilities: Electric, Grass
Immunities: Ghost Resistances: Fire, Ice, Steel, Water

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).

Starting Moves: Covet, Growl, Helping Hand, Tackle,


Tail Whip
Level 2: Sand Attack, Baby-Doll Eyes, Quick Attack
Level 6: Bite, Swift
Level 10: Refresh, Take Down
Level 14: Charm, Baton Pass
Level 18: Double-Edge, Last Resort, Trump Card
TM: 01, 06, 10, 11, 17, 18, 21, 27, 30, 32, 42, 44,
45, 48, 49, 87, 88, 90, 100
Egg Moves: Captivate, Charm, Covet, Curse, Detect,
Endure, Fake Tears, Flail, Natural Gift, Stored Power,
Synchronoise, Tickle, Wish, Yawn

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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.

Armor Class: 16 Armor Class: 16


Hit Points: 45 | Hit Dice: d10 Hit Points: 45 | Hit Dice: d10
Speed: 40ft. walking Speed: 40ft. walking

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)

Proficient Skills: Perception, Investigation Proficient Skills: Perception, Investigation


Saving Throws: Dexterity, Charisma Saving Throws: Dexterity, Charisma
Vulnerabilities: Ground Vulnerabilities: Ground, Rock, Water
Resistances: Electric, Flying, Steel Resistances: Bug, Fairy, Fire, Grass, Ice, Steel

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.

Hidden Ability Hidden Ability


Quick Feet: When suffering from a negative status Guts: When this Pokémon is burned or poisoned,
condition, this Pokémon’s speed increases by 15 ft. they are not affected by the disadvantage or reduced
damage effects. They still take damage at the end of
each of their turns.
Starting Moves: Helping Hand, Tackle, Tail Whip,
Thunder Shock, Sand Attack, Baby-Doll Eyes
Level 6: Quick Attack, Double Kick Starting Moves: Ember, Helping Hand, Tackle, Tail
Level 10: Thunder Fang, Pin Missile Whip, Sand Attack, Baby-Doll Eyes
Level 14: Agility, Thunder Wave Level 6: Quick Attack, Bite
Level 18: Discharge, Last Resort, Thunder Level 10: Fire Fang, Fire Spin
Level 14: Scary Face
TM: 01, 05, 06, 10, 11, 15, 16, 17, 18, 21, 24, 25, Level 18: Smog, Lava Plume, Last Resort, Flare Blitz
27, 30, 32, 42, 44, 44, 45, 48, 49, 57, 68, 72, 73,
87, 88, 90, 93, 100 TM: 01, 05, 06, 10, 11, 15, 17, 18, 21, 27, 30, 32,
35, 38, 42, 43, 44, 45, 48, 49, 50, 61, 68, 87, 88,
90, 100

69
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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.

Armor Class: 14 Armor Class: 15


Hit Points: 35 | Hit Dice: d8 Hit Points: 28 | Hit Dice: d8
Speed: 20ft. walking, 20ft. flying (hover) Speed: 15ft. walking, 30ft. swimming

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)

Proficient Skills: History Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fighting Vulnerabilities: Electric, Fighting, Grass, Ground
Resistances: None Resistances: Fire, Flying, Ice, Normal, Poison
Immunities: Ghost Senses: Darkvision 20ft

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

70
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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.

Armor Class: 16 Armor Class: 14


Hit Points: 105 | Hit Dice: d12 Hit Points: 28 | Hit Dice: d8
Speed: 20ft. walking, 30ft. swimming Speed: 15ft. walking, 25ft. swimming

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)

Proficient Skills: Survival, Intimidation Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Electric, Fighting, Grass, Ground Vulnerabilities: Electric, Fighting, Grass, Ground
Resistances: Fire, Flying, Ice, Normal, Poison Resistances: Fire, Flying, Ice, Normal, Poison
Senses: Darkvision 50ft Senses: Darkvision 20ft

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

71
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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.

Armor Class: 16 Armor Class: 16


Hit Points: 89 | Hit Dice: d12 Hit Points: 102 | Hit Dice: d12
Speed: 30ft. walking, 30ft. swimming Speed: 20ft. walking, 40ft. flying

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)

Proficient Skills: Survival, Intimidation Proficient Skills: Perception, Investigation


Saving Throws: Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Electric, Fighting, Grass, Ground Vulnerabilities: Electric, Ice, Rock, Steel, Water
Resistances: Fire, Flying, Ice, Normal, Poison Resistances: Bug, Fire, Flying, Normal, Poison
Senses: Darkvision 50ft Immunities: Ground
Senses: Darkvision 50ft
Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions. Rock Head: This Pokémon takes no recoil damage.
Battle Armor: This Pokémon is immune to extra Pressure: Any move targeting this Pokémon directly
damage dealt by a Critical Hit. (non-area of effect moves) reduces its PP by two
when activated.
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).
Starting Moves: Bite, Fire Fang, Ice Fang, Iron Head,
Starting Moves: Feint, Harden, Leer, Scratch, Slash, Scary Face, Supersonic, Thunder Fang, Wing Attack,
Absorb, Mud Shot Roar, Agility, Ancient Power
Level 10: Sand Attack, Endure Level 14: Crunch
Level 14: Aqua Jet, Mega Drain Level 18: Take Down, Sky Drop, Hyper Beam, Rock
Level 18: Metal Sound, Ancient Power, Wring Out, Slide, Giga Impact
Night Slash
TM: 02, 05, 06, 10, 11, 12, 15, 17, 18, 19, 21, 23,
TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 23, 27, 31, 26, 27, 32, 35, 37, 38, 39,40, 41, 42, 44, 45, 46,
32, 37, 39, 40, 42, 44, 45, 48, 55, 68, 69, 71, 75, 48, 51, 58, 59, 66, 68, 69, 71, 76, 78, 80, 87, 88,
80, 81, 87, 88, 90, 94, 96, 98, 100 90, 100
Egg Moves: Assurance, Curse, Dragon Breath,
Foresight, Pursuit, Roost, Steel Wing, Tailwind,
Whirlwind, Wide Guard

72
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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.

Armor Class: 15 Armor Class: 18


Hit Points: 132 | Hit Dice: d12 Hit Points: 246 | Hit Dice: d12
Speed: 20ft. walking Speed: 20ft. walking, 60ft. flying

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)

Proficient Skills: Survival Proficient Skills: Arcana, Insight, Intimidation


Saving Throws: Strength, Constitution Saving Throws: Dexterity, Constitution
Vulnerabilities: Fighting Vulnerabilities: Electric, Fire, Rock, Steel
Resistances: None Resistances: Bug, Grass
Immunities: Ghost Immunities: Ground
Senses: Darkvision 60ft
Immunity: This Pokémon is immune to becoming
poisoned. Pressure: Any move targeting this Pokémon directly
(non-area of effect moves) reduces its PP by two
Thick Fat: This Pokemon takes half the damage it when activated.
otherwise would from Ice and Fire damage.
Hidden Ability Hidden Ability
Snow Cloak: This Pokémon is immune to Hail
Gluttony: This Pokémon must eat its held berry
damage. It's AC is increased by 2 in arctic
when it falls below ½ of its maximum HP.
conditions, or when it is snowing or hailing.

Starting Moves: Tackle, Defense Curl, Amnesia, Lick,


Starting Moves: Gust, Powder Snow, Mist, Ice Shard,
Chip Away, Yawn, Body Slam
Mind Reader, Ancient Power, Agility, Reflect
Level 14: Rest, Snore, Sleep Talk, Giga Impact, High
Level 18: Hail, Tailwind, Ice Beam, Blizzard, Roost,
Horsepower
Hurricane, Sheer Cold, Freeze-Dry
Level 18: Rollout, Block, Belly Drum, Crunch, Heavy
Slam TM: 05, 06, 07, 10, 11, 13, 14, 15, 17, 18, 19, 21,
27, 32, 33, 37, 40, 42, 44, 48, 51, 58, 68, 70, 76,
TM: 01, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 23,
79, 97, 88, 89, 90, 100
24, 25, 26, 27, 29, 30, 31, 32, 35, 37, 38, 39, 42,
44, 45, 48, 56, 68, 78, 80, 87, 88, 90, 93, 94, 100

73
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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.

Armor Class: 17 Armor Class: 16


Hit Points: 232 | Hit Dice: d12 Hit Points: 232 | Hit Dice: d12
Speed: 20ft. walking, 60ft. flying Speed: 20ft. walking, 60ft. flying

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.

Hidden Ability Hidden Ability


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.

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

74
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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.

Armor Class: 13 Armor Class: 14


Hit Points: 20 | Hit Dice: d8 Hit Points: 53 | Hit Dice: d10
Speed: 30ft. walking, 30ft. swimming Speed: 30ft. walking, 30ft. swimming, 30ft. flying

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)

Proficient Skills: Arcana Proficient Skills: Arcana


Saving Throws: Wisdom Saving Throws: Wisdom
Vulnerabilities: Dragon, Fairy, Ice Vulnerabilities: Dragon, Fairy, Ice
Resistances: Electric, Fire, Grass, Water Resistances: Electric, Fire, Grass, Water

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


Marvel Scale: This Pokémon's AC increase by 2 when Marvel Scale: This Pokémon's AC increase by 2 when
suffering from a negative status condition. suffering from a negative status condition.

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.

Armor Class: 17 Armor Class: 18


Hit Points: 173 | Hit Dice: d12 Hit Points: 486 | Hit Dice: d20
Speed: 30ft. walking, 40ft. flying Speed: 30ft. walking, 40ft. flying

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)

Proficient Skills: Arcana Proficient Skills: Arcana, Insight, History, Religion


Saving Throws: Wisdom Saving Throws: Intelligence, Wisdom
Vulnerabilities: Dragon, Fairy, Ice, Rock Vulnerabilities: Bug, Dark, Ghost
Resistances: Bug, Fire, Fighting, Grass, Water Resistances: Fighting, Psychic
Immunities: Ground Senses: Darkvision 60ft, Truesight 30ft

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

76
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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.

TM: EVERY TM Evolution: Chikorita can evolve into Bayleef at level 6


and above. When it evolves, its health increases by
double its level, and it gains 6 points to add to its
ability scores (max 20).

Starting Moves: Growl, Tackle


Level 2: Razor Leaf, Poison Powder
Level 6: Synthesis, Reflect, Magical Leaf
Level 10: Natural Gift, Sweet Scent, Light Screen
Level 14: Body Slam, Safeguard
Level 18: 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
Egg Moves: Ancient Power, Aromatherapy, Body
Slam, Counter, Flail, Grass Whistle, Grassy Terrain,
Heal Pulse, Ingrain, Leaf Storm, Leech Seed, Nature
Power, Refresh, Vine Whip, Wring Out

77
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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.

Armor Class: 15 Armor Class: 17


Hit Points: 40 | Hit Dice: d8 Hit Points: 112 | Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Nature Proficient Skills: Nature


Saving Throws: Constitution Saving Throws: Constitution, Strength
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Grass, Ground, Water

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.

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: 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.

Armor Class: 13 Armor Class: 14


Hit Points: 16 | Hit Dice: d6 Hit Points: 45 | Hit Dice: d8
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Bug, Fairy, Fire, Grass, Ice, Steel

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.

Hidden Ability Hidden Ability


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: 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

79
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
17 (+3) 20 (+5) 13 (+1) 6 (-2) 14 (+2) 10 (+0)
Proficient Skills: Athletics
Proficient Skills: Athletics Saving Throws: Strength
Saving Throws: Dexterity, Strength Vulnerabilities: Electric, Grass
Vulnerabilities: Ground, Rock, Water Resistances: Fire, Ice, Steel, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Torrent: 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
maximum HP, double the STAB damage for its fire- water-type moves.
type moves.
Hidden Ability
Hidden Ability Sheer Force: This Pokémon adds its proficiency
Flash Fire: This Pokémon takes no damage from fire bonus to damage rolls while poisoned, burned,
or fire-type attacks. Instead, immediately after taking confused, or paralyzed.
a hit from a fire-type move, or in open flames,
double the STAB bonus on the next fire-type move.
Evolution: Totodile can evolve into Croconaw at level
6 and above. When it evolves, its health increases by
Starting Moves: Ember, Gyro Ball, Leer, double its level, and it gains 6 points to add to its
Smokescreen, Tackle, Quick Attack, Flame Wheel, ability scores (max 20).
Defense Curl, Swift
Level 14: Flame Charge, Lava Plume, Flamethrower Starting Moves: Leer, Scratch
Level 18: Inferno, Rollout, Double-Edge, Eruption, Level 2: Water Gun, Rage, Bite
Burn Up Level 6: Scary Face, Ice Fang, Flail
TM: 01, 05, 06, 10, 11, 15, 17, 21, 22, 26, 27, 31, Level 10: Crunch, Chip Away
32, 35, 38, 39, 40, 42, 43, 44, 45, 48, 50, 52, 56, Level 14: Slash, Screech, Thrash
61, 65, 68, 74, 78, 80, 87, 88, 90, 93, 96, 100 Level 18: Aqua Tail, Superpower, Hydro Pump
TM: 01, 02, 06, 07, 10, 13, 14, 17, 18, 21, 27, 31,
32, 39, 40, 42, 44, 45, 48, 55, 56, 65, 75, 80, 87,
88, 90, 94, 98, 100
Egg Moves: Ancient Power, Crunch, Dragon Claw,
Dragon Dance, Flatter, Hydro Pump, Ice Punch,
Metal Claw, Mud Sport, Rock Slide, Thrash, Water
Sport

80
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
15 (+2) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Athletics
Proficient Skills: Athletics Saving Throws: Strength, Constitution
Saving Throws: Strength Vulnerabilities: Electric, Grass
Vulnerabilities: Electric, Grass Resistances: Fire, Ice, Steel, Water
Resistances: Fire, Ice, Steel, Water
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.
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.
Starting Moves: Agility, Leer, Rage, Scratch, Water
Evolution: Croconaw can evolve into Feraligatr at Gun, Bite, Scary Face, Ice Fang, Flail, Crunch
level 14 and above. When it evolves, its health Level 14: Chip Away, Slash, Screech
increases by double its level, and it gains 10 points Level 18: Thrash, Aqua Tail, Superpower, Hydro
to add to its ability scores (max 20). Pump
TM: 01, 02, 05, 06, 07, 10, 13, 14, 15, 17, 18, 21,
Starting Moves: Leer, Scratch, Water Gun, Rage, Bite 26, 27, 31, 32, 39, 40, 42, 44, 45, 48, 52, 55, 56,
Level 6: Scary Face, Ice Fang 65, 68, 75, 78, 80, 82, 87, 88, 90, 94, 98, 100
Level 10: Flail, Crunch
Level 14: Chip Away, Slash, Screech
Level 18: Thrash, Aqua Tail, Superpower, Hydro
Pump
TM: 01, 02, 05, 06, 07, 10, 13, 14, 17, 18, 21, 27,
31, 32, 39, 40, 42, 44, 45, 48, 55, 56, 65, 75, 80,
87, 88, 90, 94, 98, 100

81
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
12 (+1) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
Proficient Skills: Acrobatics, Perception
Proficient Skills: Acrobatics, Perception Saving Throws: Dexterity
Saving Throws: Dexterity Vulnerabilities: Fighting
Vulnerabilities: Fighting Resistances: None
Resistances: None Immunities: Ghost
Immunities: Ghost
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.
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 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.
Starting Moves: Agility, Coil, Defense Curl, Foresight,
Evolution: Sentret can evolve into Furret at level 5 Quick Attack, Scratch, Fury Swipes
and above. When it evolves, its health increases by Level 6: Helping Hand, Follow Me
double its level, and it gains 10 points to add to its Level 10: Slam, Rest
ability scores (max 20). Level 14: Sucker Punch, Amnesia
Level 18: Baton Pass, Me First, Hyper Voice
Starting Moves: Foresight, Scratch, Defense Curl TM: 01, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 24,
Level 2: Quick Attack, Fury Swipes 25, 27, 30, 31, 32, 35, 42, 44, 45, 46, 48, 49, 52,
Level 6: Helping Hand, Follow Me 56, 57, 59, 65, 68, 86, 87, 88, 89, 90, 94, 100
Level 10: Slam, Rest, Sucker Punch
Level 14: Amnesia, Baton Pass
Level 18: Me First, Hyper Voice
TM: 01, 06, 10, 11, 13, 17, 18, 21, 22, 24, 27, 30,
31, 32, 35, 42, 44, 45, 46, 48, 49, 56, 57, 59, 65,
86, 87, 88, 89, 90, 94, 100
Egg Moves: Assist, Captivate, Charm, Covet, Double-
Edge, Focus Energy, Iron Tail, Last Resort, Natural
Gift, Pursuit, Reversal, Slash, Substitute, Trick

82
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 10 (+0) 6 (-2) 16 (+3) 10 (+0)
10 (+0) 11 (+0) 10 (+0) 6 (-2) 14 (+2) 10 (+0)
Proficient Skills: Perception, Stealth
Proficient Skills: Perception, Stealth Saving Throws: Wisdom
Saving Throws: Wisdom Vulnerabilities: Electric, Ice, Rock
Vulnerabilities: Electric, Ice, Rock Resistances: Bug, Grass
Resistances: Bug, Grass Immunities: Ghost, Ground
Immunities: Ghost, Ground Senses: Darkvision 100ft
Senses: Darkvision 60ft
Insomnia: This Pokémon is immune to sleep.
Insomnia: This Pokémon is immune to sleep.
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 Tinted Lens: This Pokémon’s moves ignore
Tinted Lens: This Pokémon’s moves ignore resistances.
resistances.
Starting Moves: Foresight, Growl, Hypnosis, Sky
Evolution: Hoothoot can evolve into Noctowl at Attack, Tackle, Peck, Confusion, Echoed Voice
level 6 and above. When it evolves, its health Level 6: Zen Headbutt, Psycho Shift
increases by double its level, and it gains 10 points Level 10: Extrasensory, Take Down
to add to its ability scores (max 20). Level 14: Reflect, Air Slash, Uproar
Level 18: Roost, Moonblast, Synchronoise, Dream
Starting Moves: Foresight, Growl, Tackle, Hypnosis Eater
Level 2: Peck, Confusion, Echoed Voice TM: 01, 06, 10, 11, 15, 17, 18, 19, 21, 27, 29, 30,
Level 6: Zen Headbutt, Psycho Shift, Extrasensory 32, 33, 40, 42, 44, 45, 46, 48, 49, 51, 68, 76, 77,
Level 10: Take Down, Reflect, Air Slash 85, 87, 88, 90, 100
Level 14: Uproar, Roost, Moonblast
Level 18: Synchronoise, Dream Eater
TM: 01, 06, 10, 11, 17, 18, 19, 21, 27, 29, 30, 32,
33, 40, 42, 44, 45, 46, 48, 49, 51, 76, 77, 85, 87,
88, 90, 100
Egg Moves: Agility, Defog, Feint Attack, Feather
Dance, Mirror Move, Night Shade, Sky Attack,
Supersonic, Whirlwind, Wing Attack

83
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)
14 (+2) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 12 (+1)
Proficient Skills: Nature
Saving Throws: Dexterity Proficient Skills: Nature
Vulnerabilities: Electric, Fire, Flying, Ice, Rock Saving Throws: Dexterity
Resistances: Bug, Fighting, Grass Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Immunities: Ground Resistances: Bug, Fighting, Grass
Immunities: Ground
Swarm: This Pokémon adds doubles its STAB bonus
when it has 25% or less of its maximum health. Swarm: This Pokémon adds doubles its STAB bonus
when it has 25% or less of its maximum health.
Early Bird: This Pokémon has advantage on rolls to
wake from sleep. Early Bird: This Pokémon has advantage on rolls to
wake from sleep.
Hidden Ability
Rattled: When this Pokémon is hit by a damaging Hidden Ability
Dark, Bug, or Ghost move, it makes its next attack at Iron Fist: When attacking with a punch-based move
advantage. (Mega Punch, Dynamic Punch, Ice/Fire/Thunder
Punch, etc.), this Pokémon may roll the damage
twice and choose either total.
Evolution: Ledyba can evolve into Ledian at level 6
and above. When it evolves, its health increases by
double its level, and it gains 11 points to add to its Starting Moves: Supersonic, Swift, Tackle, Light
ability scores (max 20). Screen, Reflect, Safeguard
Level 6: Mach Punch, Silver Wind
Starting Moves: Tackle Level 10: Comet Punch, Baton Pass
Level 2: Supersonic, Swift, Light Screen, Reflect Level 14: Agility, Bug Buzz
Level 6: Safeguard, Mach Punch, Silver Wind, Comet Level 18: Air Slash, Double-Edge
Punch TM: 06, 10, 11, 15, 16, 17, 19, 20, 21, 22, 27, 31,
Level 10: Baton Pass, Agility 32, 33, 40, 42, 44, 45, 46, 48, 52, 56, 62, 68, 75,
Level 14: Bug Buzz, Air Slash, Double-Edge 83, 87, 88, 89, 90, 100
TM: 06, 10, 11, 16, 17, 19, 20, 21, 22, 27, 31, 32,
33, 40, 42, 44, 45, 46, 48, 56, 62, 75, 83, 87, 88,
89, 90, 100
Egg Moves: Bide, Bug Bite, Bug Buzz, Dizzy Punch,
Drain Punch, Encore, Focus Punch, Knock Off,
Psybeam, Screech, Silver Wind, Tailwind

84
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 8 (-1)
15 (+2) 12 (+1) 17 (+3) 6 (-2) 12 (+1) 8 (-1)
Proficient Skills: Stealth
Saving Throws: Dexterity Proficient Skills: Stealth
Vulnerabilities: Fire, Flying, Psychic, Rock Saving Throws: Dexterity
Resistances: Bug, Fairy, Fighting, Grass, Poison Vulnerabilities: Fire, Flying, Psychic, Rock
Senses: Darkvision 30ft Resistances: Bug, Fairy, Fighting, Grass, Poison
Senses: Darkvision 60ft
Swarm: This Pokémon adds doubles its STAB bonus
when it has 25% or less of its maximum health. Swarm: This Pokémon adds doubles its STAB bonus
when it has 25% or less of its maximum health.
Insomnia: This Pokémon is immune to sleep.
Insomnia: This Pokémon is immune to sleep.
Hidden Ability
Sniper: On a critical hit made by this Pokémon, Hidden Ability
triple the dice roll instead of doubling it. Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.
Evolution: Spinarak can evolve into Ariados at level 7
and above. When it evolves, its health increases by Starting Moves: Bug Bite, Constrict, Focus Energy,
double its level, and it gains 10 points to add to its Poison Sting, String Shot, Swords Dance, Absorb,
ability scores (max 20). Infestation, Scary Face, Fell Stinger, Venom Drench
Level 6: Night Shade, Shadow Sneak
Starting Moves: Constrict, Poison Sting, String Shot Level 10: Fury Swipes, Sucker Punch, Spider Web
Level 2: Absorb, Infestation, Scary Face Level 14: Agility, Pin Missile
Level 6: Night Shade, Shadow Sneak, Fury Swipes Level 18: Toxic Thread, Psychic, Poison Jab, Cross
Level 10: Sucker Punch, Spider Web Poison, Sticky Web
Level 14: Agility, Pin Missile, Psychic TM: 06, 09, 10, 11, 15, 17, 21, 22, 27, 28, 29, 32,
Level 18: Toxic Thread,Poison Jab, Cross Poison, 36, 42, 44, 45, 46, 48, 67, 68, 75, 81, 83, 84, 87,
Sticky Web 88, 90, 100
TM: 06, 09, 10, 11, 17, 21, 22, 27, 28, 29, 32, 36,
42, 44, 45, 46, 48, 81, 83, 84, 87, 88, 90, 100
Egg Moves: Baton Pass, Disable, Electroweb, Night
Slash, Poison Jab, Psybeam, Pursuit, Rage Powder,
Signal Beam, Sonic Boom, Toxic Spikes, Twineedle

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
16 (+3) 20 (+5) 16 (+3) 6 (-2) 14 (+2) 8 (-1)
Proficient Skills: Stealth
Proficient Skills: Stealth Saving Throws: Dexterity
Saving Throws: Dexterity, Constitution Vulnerabilities: Grass, Ground
Vulnerabilities: Elecric, Ice, Psychic, Rock Resistances: Fire, Flying, Ice, Steel, Water
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: Ground Volt Absorb: This Pokémon takes no damage from
Senses: Blindsight 120ft electricity or electric-type attacks. Instead, half of
any electric damage done is absorbed, restoring the
Inner Focus: This Pokémon is immune to flinching. Pokémon's HP.

Hidden Ability Illuminate: This Pokémon knows the Light cantrip


Infiltrator: This Pokémon bypasses Light Screen and and can cast it at will.
Reflect. Hidden Ability
Water Absorb: This Pokémon takes no damage from
Starting Moves: Absorb, Astonish, Bite, Cross Poison, water or water-type attacks. Instead, half of any
Screech, Supersonic, Wing Attack, Confuse Ray, Air water damage done is absorbed, restoring the
Cutter, Swift, Poison Fang, Mean Look Pokémon's HP.
Level 14: Leech Life
Level 18: Haze, Venoshock, Air Slash, Quick Guard
Evolution: Chinchou can evolve into Lanturn at level
TM: 06, 09, 10, 11, 12, 15, 17, 18, 19, 21, 27, 28, 8 and above. When it evolves, its health increases by
30, 32, 36, 40, 41, 42, 44, 45, 46, 48, 51, 62, 66, double its level, and it gains 9 points to add to its
68, 76, 81, 87, 88, 89, 90, 97, 100 ability scores (max 20).

Starting Moves: Bubble, Supersonic


Level 2: Thunder Wave, Electro Ball, Water Gun
Level 6: Confuse Ray, Bubble Beam
Level 10: Spark, Signal Beam, Flail
Level 14: Discharge, Take Down
Level 18: Aqua Ring, Hydro Pump, Charge, Ion
Deluge
TM: 06, 07, 10, 13, 14, 17, 18, 21, 24, 25, 27, 32,
42, 44, 45, 48, 55, 57, 72, 73, 87, 88, 90, 93, 94,
98, 99, 100
Egg Moves: Agility, Amnesia, Brine, Flail, Mist,
Psybeam, Screech, Shock Wave, Soak, Water Pulse,
Whirlpool

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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.

Armor Class: 14 Armor Class: 11


Hit Points: 50 | Hit Dice: d12 Hit Points: 12 | Hit Dice: d6
Speed: 10ft. walking, 30ft. swimming Speed: 25ft. walking

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)

Proficient Skills: Stealth Proficient Skills: Acrobatics, Persuasion


Saving Throws: Dexterity Saving Throws: Dexterity, Charisma
Vulnerabilities: Grass, Ground Vulnerabilities: Ground
Resistances: Fire, Flying, Ice, Steel, Water Resistances: Electric, Flying, Steel

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 14 (+2)
10 (+0) 9 (-1) 10 (+0) 6 (-2) 10 (+0) 14 (+2)
Proficient Skills: Insight, Persuasion
Proficient Skills: Insight, Persuasion Saving Throws: Wisdom, Charisma
Saving Throws: Wisdom, Charisma Vulnerabilities: Poison, Steel
Vulnerabilities: Poison, Steel Resistances: Bug, Dark
Resistances: Bug, Dark, Fighting Immunities: Dragon, Ghost
Immunities: Dragon
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
Magic Guard: If this Pokémon is subjected to a bonus to damage rolls while poisoned, burned,
move that forces it to make a saving throw to take confused, or paralyzed.
only half damage, it instead takes no damage on a
success. Hidden Ability
Friend Guard: Once per long rest, when an ally within
Hidden Ability 15 feet of this Pokémon is hit by an attack, it may
Friend Guard: Once per long rest, when an ally within choose to halve the damage dealt.
15 feet of this Pokémon is hit by an attack, it may
choose to halve the damage dealt.
Evolution: Igglybuff can evolve into Jigglypuff at level
3 and above if its loyalty level is +2 or higher. When
Evolution: Cleffa can evolve into Clefairy at level 3 it evolves, its health increases by double its level,
and above if its loyalty level is +2 or higher. When it and it gains 7 points to add to its ability scores (max
evolves, its health increases by double its level, and 20).
it gains 7 points to add to its ability scores (max
20). Starting Moves: Charm, Sing, Defense Curl
Level 2: Pound, Sweet Kiss, Copycat
Starting Moves: Charm, Pound, Encore
Level 2: Sing, Sweet Kiss, Copycat TM: 01, 06, 10, 11, 16, 17, 18, 20, 21, 22, 27, 29,
Level 6: Magical Leaf 30, 32, 33, 35, 38, 42, 44, 45, 48, 49, 56, 73, 77,
85, 86, 87, 88, 90, 93, 100
TM: 01, 03, 06, 10, 11, 16, 17, 18, 20, 21, 22, 27,
Egg Moves: Captivate, Covet, Feint Attack, Fake
29, 30, 32, 33, 35, 38, 42, 44, 45, 48, 49, 56, 73,
Tears, Gravity, Heal Pulse, Last Resort, Misty Terrain,
77, 85, 86, 87, 88, 90, 100
Perish Song, Present, Punishment, Sleep Talk, Wish
Egg Moves: Amnesia, Aromatherapy, Belly Drum,
Covet, Fake Tears, Heal Pulse, Metronome, Mimic,
Misty Terrain, Present, Splash, Stored Power,
Substitute, Tickle, Wish

88
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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.

Armor Class: 13 Armor Class: 16


Hit Points: 17 | Hit Dice: d6 Hit Points: 45 | Hit Dice: d8
Speed: 25ft. walking Speed: 30ft. walking, 30ft. flying

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)

Proficient Skills: Arcana, Persuasion Proficient Skills: Arcana, Persuasion


Saving Throws: Wisdom, Charisma Saving Throws: Wisdom, Charisma
Vulnerabilities: Poison, Steel Vulnerabilities: Electric, Ice, Poison, Rock, Steel
Resistances: Bug, Dark, Fighting Resistances: Bug, Dark, Fighting, Grass
Immunities: Dragon Immunities: Dragon, Ground
Senses: Truesight 10ft
Hustle: When you score a critical hit, you may
immediately gain an additional action on your turn. Hustle: When you score a critical hit, you may
If this action is used to make an attack, you have immediately gain an additional action on your turn.
disadvantage on the roll. You may only ever have If this action is used to make an attack, you have
one additional action per round. disadvantage on the roll. You may only ever have
one additional action per round.
Serene Grace: The DC to avoid a negative status
condition from this Pokémon is increased by 1. Serene Grace: The DC to avoid a negative status
condition from this Pokémon is increased by 1.
Hidden Ability
Super Luck: This Pokémon increases its critical hit Hidden Ability
range by 1 (20 to 19+, etc.) Super Luck: This Pokémon increases its critical hit
range by 1 (20 to 19+, etc.)
Evolution: Togepi can evolve into Togetic at level 7
and above. When it evolves, its health increases by Evolution: Togetic can evolve into Togekiss at level
double its level, and it gains 8 points to add to its 15 and above with the help of a Shiny Stone. When
ability scores (max 20). it evolves, its health increases by double its level,
and it gains 15 points to add to its ability scores
Starting Moves: Charm, Growl (max 20).
Level 2: Metronome, Sweet Kiss, Yawn
Level 6: Encore, Follow Me Starting Moves: Charm, Growl, Magical Leaf,
Level 10: Bestow, Wish, Ancient Power Metronome, Sweet Kiss, Yawn
Level 14: Safeguard, Baton Pass Level 6: Fairy Wind, Encore, Follow Me
Level 18: Double-Edge, Last Resort, After You Level 10: Bestow, Wish, Ancient Power
Level 14: Safeguard, Baton Pass
TM: 01, 03, 06, 10, 11, 16, 17, 18, 20, 21, 22, 27, Level 18: Double-Edge, Last Resort, After You
29, 30, 32, 33, 35, 38, 42, 44, 45, 48, 49, 56, 73,
77, 85, 86, 87, 88, 90, 99, 100 TM: 01, 03, 06, 10, 11, 15, 16, 17, 18, 19, 20, 21,
22, 27, 29, 30, 31, 32, 33, 35, 38, 40, 42, 44, 45,
Egg Moves: Extrasensory, Foresight, Future Sight,
48, 49, 51, 56, 67, 68, 73, 76, 77, 85, 86, 87, 88,
Lucky Chant, Mirror Move, Morning Sun, Nasty Plot,
90, 99, 100
Peck, Present, Psych Up, Psycho Shift, Secret Power,
Stored Power, Substitute

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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.

Armor Class: 13 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 45 | Hit Dice: d8
Speed: 20ft. walking Speed: 30ft. walking, 30ft. flying

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)

Proficient Skills: Insight, Perception Proficient Skills: Insight, Perception


Saving Throws: Wisdom Saving Throws: Wisdom
Vulnerabilities: Dark, Electric, Ghost, Ice, Rock Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
Resistances: Fighting, Grass, Psychic Resistances: Fighting, Grass, Psychic
Immunities: Ground Immunities: Ground
Senses: Truesight 10ft
Synchronize: If this Pokémon becomes burned,
paralyzed, or poisoned, its attacker receives the Synchronize: If this Pokémon becomes burned,
negative status condition as well (if not immune). paralyzed, or poisoned, its attacker receives the
negative status condition as well (if not immune).
Early Bird: This Pokémon has advantage on rolls to
wake from sleep. Early Bird: This Pokémon has advantage on rolls to
wake from sleep.
Hidden Ability
Magic Bounce: Once per long rest, when Hidden Ability
succumbing to a negative status effect, this Magic Bounce: Once per long rest, when
Pokémon can instead reflect the effect back on the succumbing to a negative status effect, this
attacker. Pokémon can instead reflect the effect back on the
attacker.
Evolution: Natu can evolve into Xatu at level 7 and
above. When it evolves, its health increases by Starting Moves: Air Slash, Leer, Night Shade, Peck,
double its level, and it gains 12 points to add to its Tailwind, Teleport, Lucky Chant
ability scores (max 20). Level 6: Stored Power, Ominous Wind, Confuse Ray
Level 10: Wish
Starting Moves: Leer, Peck, Stored Power Level 14: Psychic, Miracle Eye
Level 2: Night Shade, Teleport, Lucky Chant Level 18: Psycho Shift, Future Sight, Guard Swap,
Level 6: Ominous Wind, Confuse Ray Power Swap, Me First
Level 10: Wish TM: 03, 04, 06, 10, 11, 15, 16, 17, 18, 19, 21, 22,
Level 14: Psychic, Miracle Eye, Psycho Shift 27, 29, 30, 32, 33, 40, 42, 44, 45, 46, 48, 51, 68,
Level 18: Future Sight, Guard Swap, Power Swap, Me 73, 76, 77, 85, 86, 87, 88, 89, 90, 92, 99, 100
First
TM: 03, 04, 06, 10, 11, 16, 17, 18, 19, 21, 22, 27,
29, 30, 32, 33, 40, 42, 44, 45, 46, 48, 51, 73, 77,
85, 86, 87, 88, 89, 90, 92, 99, 100
Egg Moves: Ally Switch, Drill Peck, Feint Attack,
Feather Dance, Haze, Psych Up, Quick Attack,
Refresh, Roost, Simple Beam, Skill Swap, Steel Wing,
Sucker Punch, Synchronoise, Zen Headbutt

90
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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.

Armor Class: 12 Armor Class: 13


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 25ft. walking Speed: 30ft. walking

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Ground Vulnerabilities: Ground
Resistances: Electric, Flying, Steel Resistances: Electric, Flying, Steel

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.

Hidden Ability Hidden Ability


Plus: This Pokémon boosts its attack and damage Plus: This Pokémon boosts its attack and damage
rolls by 2 if an ally also has a Plus or Minus ability rolls by 2 if an ally also has a Plus or Minus ability

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.

Armor Class: 16 Armor Class: 16


Hit Points: 107 | Hit Dice: d12 Hit Points: 107 | Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Survival Proficient Skills: Nature, Performance


Saving Throws: Constitution Saving Throws: Constitution, Charisma
Vulnerabilities: Ground Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Flying, Steel Resistances: Electric, Grass, Ground, Water

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.

Armor Class: 13 Armor Class: 15


Hit Points: 19 | Hit Dice: d8 Hit Points: 51 | Hit Dice: d12
Speed: 25ft. walking, 25ft. swimming Speed: 30ft. walking, 30ft. swimming

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)

Proficient Skills: Acrobatics Proficient Skills: Acrobatics


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Electric, Grass, Poison Vulnerabilities: Electric, Grass, Poison
Resistances: Bug, Dark, Fighting, Fire, Ice, Water Resistances: Bug, Dark, Fighting, Fire, Ice, Water
Immunities: Dragon Immunities: Dragon

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

93
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
18 (+4) 10 (+0) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Athletics
Proficient Skills: Nature, Survival Saving Throws: Strength
Saving Throws: Constitution, Strength Vulnerabilities: Electric, Grass
Vulnerabilities: Fighting, Grass, Ground, Steel, Water Resistances: Fire, Ice, Steel, Water
Resistances: Fire, Flying, Normal, Poison
Senses: Tremorsense 60ft Water Absorb: This Pokémon takes no damage from
water or water-type attacks. Instead, half of any
Sturdy: When taking damage equal to half or more of water damage done is absorbed, restoring the
your current HP, roll a d4. On a result of 3 of 4, Pokémon's HP.
halve the damage dealt.
Damp: This Pokémon is unaffected by Self Destruct
Rock Head: This Pokémon takes no recoil damage. and Explosion moves.
Hidden Ability Hidden Ability
Rattled: When this Pokémon is hit by a damaging Drizzle: When this Pokémon enters an outside
Dark, Bug, or Ghost move, it makes its next attack at battle, the weather immediately changes to light rain
advantage. for 5 rounds. In the case of another Pokémon with a
similar weather ability, the tie goes to the Pokémon
with the highest DEX score.
Starting Moves: Copycat, Flail, Low Kick, Rock Throw,
Slam, Wood Hammer
Level 6: Mimic, Feint Attack, Tearful Look Starting Moves: Bubble Beam, Double Slap,
Level 10: Rock Tomb, Block Hypnosis, Perish Song, Swagger
Level 14: Rock Slide, Counter, Sucker Punch Level 14: Bounce
Level 18: Double-Edge, Stone Edge, Hammer Arm, Level 18: Hyper Voice
Head Smash
TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 26, 27, 29,
TM: 04, 06, 10, 11, 12, 17, 21, 23, 26, 27, 31, 32, 31, 32, 42, 44, 45, 46, 48, 49, 52, 55, 56, 66, 68,
37, 39, 41, 42, 44, 45, 46, 48, 56, 64, 69, 71, 77, 78, 87, 88, 90, 94, 98, 100
78, 80, 87, 88, 90, 96, 100

94
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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)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)
13 (+1) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 12 (+1)
Proficient Skills: Nature
Saving Throws: Constitution Proficient Skills: Nature
Vulnerabilities: Fire, Flying, Ice, Poison, Rock Saving Throws: Constitution
Resistances: Fighting, Grass, Water Vulnerabilities: Fire, Flying, Ice, Poison, Rock
Immunities: Ground Resistances: Fighting, Grass, Water
Immunities: Ground
Chlorophyll: This Pokémon’s speed is doubled in
harsh sunlight. Chlorophyll: This Pokémon’s speed is doubled in
harsh sunlight.
Leaf Guard: This Pokémon does not suffer from any
negative status ailments in harsh sunlight. Leaf Guard: This Pokémon does not suffer from any
negative status ailments in harsh sunlight.
Hidden Ability
Infiltrator: This Pokémon bypasses Light Screen and Hidden Ability
Reflect. Infiltrator: This Pokémon bypasses Light Screen and
Reflect.
Evolution: Hoppip can evolve into Skiploom at level
6 and above. When it evolves, its health increases by Evolution: Skiploom can evolve into Jumpluff at level
double its level, and it gains 10 points to add to its 12 and above. When it evolves, its health increases
ability scores (max 20). by double its level, and it gains 7 points to add to its
ability scores (max 20).
Starting Moves: Splash, Synthesis
Level 2: Tail Whip, Tackle, Fairy Wind, Poison Starting Moves: Tackle, Tail Whip, Synthesis, Splash,
Powder Fairy Wind, Poison Powder
Level 6: Stun Spore, Sleep Powder Level 6: Stun Spore, Sleep Powder, Bullet Seed
Level 10: Bullet Seed, Leech Seed, Acrobatics, Rage Level 10: Leech Seed, Mega Drain, Acrobatics
Powder Level 14: Rage Powder, Cotton Spore
Level 14: Mega Drain, Cotton Spore, U-Turn, Worry Level 18: U-Turn, Worry Seed, Giga Drain, Bounce,
Seed Memento
Level 18: Giga Drain, Bounce, Memento
TM: 06, 10, 11, 17, 21, 22, 27, 32, 33, 40, 42, 44,
TM: 06, 10, 11, 17, 21, 22, 27, 32, 33, 40, 42, 44, 45, 48, 53, 62, 75, 77, 83, 86, 87, 88, 89, 90, 99,
45, 48, 53, 62, 75, 77, 83, 86, 87, 88, 89, 90, 99, 100
100
Egg Moves: Amnesia, Aromatherapy, Confusion,
Cotton Guard, Double-Edge, Encore, Endure, Grassy
Terrain, Helping Hand, Psych Up, Reflect, Seed
Bomb, Worry Seed

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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)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
14 (+2) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 12 (+1)
Proficient Skills: Acrobatics, Sleight of Hand
Proficient Skills: Nature Saving Throws: Dexterity
Saving Throws: Constitution Vulnerabilities: Fighting
Vulnerabilities: Fire, Flying, Ice, Poison, Rock Resistances: None
Resistances: Fighting, Grass, Water Immunities: Ghost
Immunities: Ground
Run Away: This Pokémon cannot be the target of an
Chlorophyll: This Pokémon’s speed is doubled in attack of opportunity.
harsh sunlight.
Pickup: If an opponent uses a consumable held item
Leaf Guard: This Pokémon does not suffer from any in battle, this Pokémon gains a copy of it if it is not
negative status ailments in harsh sunlight. currently holding an item.
Hidden Ability Hidden Ability
Infiltrator: This Pokémon bypasses Light Screen and Skill Link: Combo moves that have the ability to hit
Reflect. more than once, after the same attack roll, are
guaranteed to hit at least twice. (Fury Swipes,
Double Slap, Water Shuriken, etc.)
Starting Moves: Splash, Synthesis, Tackle, Tail Whip,
Fairy Wind, Poison Powder, Stun Spore, Sleep
Powder, Bullet Seed, Leech Seed, Mega Drain Evolution: Aipom can evolve into Ambipom at the
Level 14: Acrobatics, Rage Powder time 'Double Hit' is learned. When it evolves, its
Level 18: Cotton Spore, U-Turn, Worry Seed, Giga health increases by double its level, and it gains 8
Drain, Bounce, Memento points to add to its ability scores (max 20).
TM: 06, 10, 11, 15, 17, 21, 22, 27, 32, 33, 40, 42,
44, 45, 48, 53, 62, 68, 75, 77, 83, 86, 87, 88, 89, Starting Moves: Scratch, Tail Whip, Sand Attack
90, 99, 100 Level 2: Astonish, Baton Pass
Level 6: Tickle, Fury Swipes, Swift
Level 10: Screech, Agility, Double Hit
Level 14: Fling, Nasty Plot
Level 18: Last Resort
TM: 01, 06, 10, 11, 12, 17, 18, 21, 22, 24, 25, 27,
30, 31, 32, 40, 42, 44, 45, 46, 47, 48, 56, 62, 65,
66, 73, 85, 86, 87, 88, 89, 90, 100
Egg Moves: Agility, Beat Up, Bounce, Counter, Covet,
Double Slap, Fake Out, Pursuit, Quick Guard,
Revenge, Screech, Slam, Spite, Switcheroo

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 12 (+1)
9 (-1) 9 (-1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Nature
Proficient Skills: Nature Saving Throws: Constitution
Saving Throws: Constitution Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Resistances: Electric, Grass, Ground, Water
Resistances: Electric, Grass, Ground, Water Senses: Tremorsense 60ft
Senses: Tremorsense 20ft
Chlorophyll: This Pokémon’s speed is doubled in
Chlorophyll: This Pokémon’s speed is doubled in harsh sunlight.
harsh sunlight.
Solar Power: Damage rolls for this Pokémon get an
Solar Power: Damage rolls for this Pokémon get an additional +2 during harsh sunlight.
additional +2 during harsh sunlight.
Hidden Ability
Hidden Ability Early Bird: This Pokémon has advantage on rolls to
Early Bird: This Pokémon has advantage on rolls to wake from sleep.
wake from sleep.
Starting Moves: Absorb, Flower Shield, Growth,
Evolution: Sunkern can evolve into Sunflora at level 7 Pound, Ingrain, Grass Whistle, Mega Drain, Leech
and above with the help of a Sun Stone. When it Seed
evolves, its health increases by double its level, and Level 6: Razor Leaf, Worry Seed, Giga Drain
it gains 13 points to add to its ability scores (max Level 10: Bullet Seed, Petal Dance, Natural Gift
20). Level 14: Solar Beam, Double-Edge, Sunny Day
Level 18: Leaf Storm, Petal Blizzard
Starting Moves: Absorb, Growth, Ingrain TM: 06, 10, 11, 15, 16, 17, 20, 21, 22, 27, 32, 36,
Level 2: Grass Whistle, Mega Drain, Leech Seed 42, 44, 45, 48, 53, 68, 75, 86, 87, 88, 90, 96, 100
Level 6: Razor Leaf, Worry Seed, Giga Drain
Level 10: Endeavor, Synthesis, Natural Gift
Level 14: Solar Beam, Double-Edge, Sunny Day
Level 18: Seed Bomb
TM: 06, 10, 11, 16, 17, 20, 21, 22, 27, 32, 36, 42,
44, 45, 48, 53, 75, 86, 87, 88, 90, 96, 100
Egg Moves: Bide, Curse, Encore, Endure, Grass
Whistle, Grassy Terrain, Helping Hand, Ingrain,
Leech Seed, Morning Sun, Nature Power, Sweet
Scent

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 6 (-2) 12 (+1) 12 (+1)
12 (+1) 17 (+3) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Survival
Proficient Skills: Acrobatics Saving Throws: Constitution
Saving Throws: Dexterity Vulnerabilities: Grass
Vulnerabilities: Electric, Fire, Flying, Ice, Rock Resistances: Fire, Poison, Rock, Steel
Resistances: Bug, Fighting, Grass Immunities: Electric
Immunities: Ground
Senses: Darkvision 50ft Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Speed Boost: While this Pokémon is active and in an
environment related to its type (DM Discretion), its Water Absorb: This Pokémon takes no damage from
trainer gets advantage on initiative rolls. water or water-type attacks. Instead, half of any
water damage done is absorbed, restoring the
Compound Eyes: This Pokémon gets an additional Pokémon's HP.
+1 to attack rolls.
Hidden Ability
Hidden Ability Unaware: When this Pokémon attacks an opponent,
Frisk: Upon entering a battle, a single opponent’s it ignores any stat boosts the opponent has been
held item is revealed, if it has one. affected with after the start of battle. This includes
boosts to AC or saving throws the Pokémon has to
make.
Evolution: Yanma can evolve into Yanmega at the
time 'Ancient Power' is learned. When it evolves, its
health increases by double its level, and it gains 8 Evolution: Wooper can evolve into Quagsire at level
points to add to its ability scores (max 20). 6 and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its
Starting Moves: Foresight, Tackle, Quick Attack, ability scores (max 20).
Double Team
Level 6: Sonic Boom, Detect, Supersonic Starting Moves: Tail Whip, Water Gun
Level 10: Uproar, Pursuit Level 2: Mud Sport, Mud Shot
Level 14: Ancient Power, Hypnosis Level 6: Slam, Mud Bomb
Level 18: Wing Attack, Screech, U-Turn, Air Slash, Level 10: Amnesia, Yawn
Bug Buzz Level 14: Earthquake, Rain Dance
Level 18: Haze, Mist, Muddy Water
TM: 06, 10, 11, 17, 19, 21, 22, 27, 29, 30, 32, 40,
42, 44, 45, 46, 51, 85, 87, 88, 89, 90, 100 TM: 06, 07, 10, 13, 14, 17, 18, 20, 21, 26, 27, 32,
34, 36, 37, 42, 44, 45, 48, 55, 78, 83, 87, 88, 90,
Egg Moves: Double-Edge, Feint Attack, Feint, Leech
94, 98, 100
Life, Pursuit, Reversal, Secret Power, Signal Beam,
Silver Wind, Whirlwind Egg Moves: Acid Spray, After You, Ancient Power,
Slam, Counter, Curse, Double Kick, Eerie Impulse,
Encore, Guard Swap, Mud Sport, Recover, Safeguard,
Sleep Talk, Spit Up, Spit Up, Stockpile, Swallow

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 8 (-1) 16 (+3) 13 (+1)
16 (+3) 11 (+0) 12 (+1) 6 (-2) 14 (+2) 12 (+1)
Proficient Skills: Insight, Persuasion
Proficient Skills: Survival, Athletics Saving Throws: Wisdom
Saving Throws: Constitution, Strength Vulnerabilities: Bug, Dark, Ghost
Vulnerabilities: Grass Resistances: Fighting, Psychic
Resistances: Fire, Poison, Rock, Steel
Immunities: Electric Synchronize: If this Pokémon becomes burned,
paralyzed, or poisoned, its attacker receives the
Damp: This Pokémon is unaffected by Self Destruct negative status condition as well (if not immune).
and Explosion moves.
Hidden Ability
Water Absorb: This Pokémon takes no damage from Magic Bounce: Once per long rest, when
water or water-type attacks. Instead, half of any succumbing to a negative status effect, this
water damage done is absorbed, restoring the Pokémon can instead reflect the effect back on the
Pokémon's HP. attacker.
Hidden Ability
Unaware: When this Pokémon attacks an opponent, Starting Moves: Confusion, Helping Hand, Tackle,
it ignores any stat boosts the opponent has been Tail Whip, Sand Attack, Baby-Doll Eyes, Quick Attack
affected with after the start of battle. This includes Level 6: Swift, Psybeam
boosts to AC or saving throws the Pokémon has to Level 10: Future Sight, Psych Up
make. Level 14: Morning Sun, Last Resort
Level 18: Psychic, Power Swap
Starting Moves: Mud Sport, Tail Whip, Water Gun, TM: 01, 03, 04, 06, 10, 11, 15, 16, 17, 18, 21, 27,
Mud Shot 29, 30, 32, 33, 42, 44, 45, 48, 49, 68, 77, 85, 86,
Level 6: Slam, Mud Bomb 87, 88, 90, 92, 99, 100
Level 10: Amnesia, Yawn
Level 14: Earthquake, Rain Dance
Level 18: Haze, Mist, Muddy Water
TM: 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 26, 27,
31, 32, 34, 36, 37, 39, 42, 44, 45, 46, 48, 52, 55,
56, 68, 71, 78, 80, 83, 87, 88, 90, 94, 98, 100

99
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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.

Armor Class: 16 Armor Class: 13


Hit Points: 45 | Hit Dice: d10 Hit Points: 20 | Hit Dice: d10
Speed: 30ft. walking Speed: 20ft. walking, 30ft. flying

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)

Proficient Skills: Stealth, Deception Proficient Skills: Insight, Deception


Saving Throws: Wisdom Saving Throws: Wisdom, Dexterity
Vulnerabilities: Bug, Fairy, Fighting Vulnerabilities: Electric, Fairy, Ice, Rock
Resistances: Dark, Ghost Resistances: Dark, Ghost, Grass
Immunities: Psychic Immunities: Ground, Psychic
Senses: Darkvision 30ft Senses: Darkvision 30ft

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

100
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 6 (-2) 14 (+2) 12 (+1)
17 (+3) 13 (+1) 18 (+4) 14 (+2) 14 (+2) 10 (+0)
Proficient Skills: Stealth, Deception
Proficient Skills: Insight, History Saving Throws: Wisdom, Charisma
Saving Throws: Constitution, Wisdom Vulnerabilities: Dark, Ghost
Vulnerabilities: Bug, Dark, Electric, Ghost, Grass Resistances: Bug, Poison
Resistances: Fighting, Fire, Ice, Psychic, Steel Immunities: Fighting, Normal
Senses: Darkvision 30ft
Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it. Levitate: This Pokémon is immune to ground moves.
Own Tempo: This Pokémon is immune to becoming
confused. Evolution: Misdreavus can evolve into Mismagius at
level 10 and above with the help of a Dusk Stone.
Hidden Ability When it evolves, its health increases by double its
Regenerator: Once per long rest, this Pokémon level, and it gains 9 points to add to its ability scores
regains hit points equal to its level when it returns (max 20).
to its Pokéball.
Starting Moves: Growl, Psywave, Spite, Astonish
Starting Moves: Curse, Heal Pulse, Hidden Power, Level 6: Confuse Ray, Mean Look
Power Gem, Tackle, Yawn, Growl, Water Gun, Level 10: Hex, Psybeam, Pain Split
Confusion, Disable Level 14: Payback, Shadow Ball
Level 10: Headbutt, Water Pulse, Zen Headbutt Level 18: Perish Song, Grudge, Power Gem
Level 14: Nasty Plot, Swagger
Level 18: Psychic, Trump Card, Psych Up TM: 04, 06, 10, 11, 12, 17, 18, 21, 24, 25, 27, 29,
30, 32, 40, 41, 42, 44, 45, 46, 48, 49, 57, 61, 63,
TM: 03, 04, 06, 07, 10, 11, 13, 14, 15, 16, 17, 18, 66, 73, 77, 85, 87, 88, 90, 92, 97, 99, 100
20, 21, 26, 27, 29, 30, 31, 32, 35, 38, 42, 44, 45, Egg Moves: Curse, Destiny Bond, Imprison, Me First,
48, 49, 52, 55, 56, 60, 68, 73, 77, 78, 82, 85, 86, Memento, Nasty Plot, Ominous Wind, Psych Up,
87, 88, 90, 92, 94, 100 Screech, Shadow Sneak, Skill Swap, Spite, Sucker
Punch, Wonder Room

101
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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.

Armor Class: 13 Armor Class: 13


Hit Points: 20 | Hit Dice: d10 Hit Points: 80 | Hit Dice: d12
Speed: 30ft. flying (hover) Speed: 30ft. walking

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)

Proficient Skills: Arcana, History Proficient Skills: Survival


Saving Throws: Wisdom Saving Throws: Wisdom, Constitution
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic Resistances: Fighting, Psychic
Senses: Truesight 20ft Senses: Darkvision 40ft

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.

TM: 10 Hidden Ability


Telepathy: This Pokémon cannot be damaged by its
allies' attacks.

Starting Moves: Counter, Destiny Bond, Mirror Coat,


Safeguard
TM: 20

102
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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.

Armor Class: 15 Armor Class: 13


Hit Points: 48 | Hit Dice: d8 Hit Points: 25 | Hit Dice: d8
Speed: 30ft. walking Speed: 10ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Nature, Survival


Saving Throws: Dexterity Saving Throws: Constitution
Vulnerabilities: Bug, Dark Vulnerabilities: Fire, Flying, Rock
Resistances: Psychic Resistances: Grass, Ground, Fighting
Immunities: Ghost
Sturdy: When taking damage equal to half or more of
Inner Focus: This Pokémon is immune to flinching. your current HP, roll a d4. On a result of 3 of 4,
halve the damage dealt.
Early Bird: This Pokémon has advantage on rolls to
wake from sleep. Hidden Ability
Hidden Ability Overcoat: This Pokémon does not take damage from
weather-related moves like Hail, Weather Ball, etc.
Sap Sipper: This Pokémon takes no damage from
grass-type attacks. If hit by a grass type move, it
takes no damage and instead absorbs the energy, Evolution: Pineco can evolve into Forretress at level
granting advantage on its next attack. 9 and above. When it evolves, its health increases by
double its level, and it gains 12 points to add to its
ability scores (max 20).
Starting Moves: Astonish, Confusion, Growl, Guard
Swap, Power Swap, Tackle, Odor Sleuth, Assurance
Level 6: Stomp, Psybeam Starting Moves: Protect, Tackle
Level 10: Agility, Double Hit, Zen Headbutt Level 2: Self-Destruct, Bug Bite, Take Down
Level 14: Crunch, Baton Pass Level 6: Rapid Spin, Bide
Level 18: Nasty Plot, Psychic Level 10: Natural Gift, Spikes, Payback
Level 14: Explosion, Iron Defense
TM: 01, 03, 04, 06, 10, 11, 16, 17, 18, 21, 24, 25, Level 18: Gyro Ball, Double-Edge
26, 27, 29, 30, 32, 33, 42, 44, 45, 46, 48, 49, 53,
57, 73, 77, 78, 85, 86, 87, 88, 90, 92, 99, 100 TM: 06, 09, 10, 11, 16, 17, 21, 22, 26, 27, 32, 33,
37, 39, 42, 44, 45, 48, 64, 66, 74, 78, 80, 87, 88,
Egg Moves: Amnesia, Beat Up, Double Kick,
90, 100
Foresight, Future Sight, Magic Coat, Mean Look,
Mirror Coat, Psych Up, Razor Wind, Secret Power, Egg Moves: Counter, Double-Edge, Endure, Flail, Pin
Skill Swap, Take Down, Wish Missile, Power Trick, Reflect, Revenge, Sand Tomb,
Stealth Rock, Swift, Toxic Spikes

103
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
17 (+3) 12 (+1) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Acrobatics, Perception
Proficient Skills: Nature, Survival Saving Throws: Dexterity
Saving Throws: Constitution, Strength Vulnerabilities: Fighting
Vulnerabilities: Fire Resistances: None
Resistances: Bug, Dragon, Fairy, Grass, Ice, Normal, Immunities: Ghost
Psychic, Steel Senses: Blindsight 80ft, Tremorsense 80ft
Immunities: Poison
Serene Grace: The DC to avoid a negative status
Sturdy: When taking damage equal to half or more of condition from this Pokémon is increased by 1.
your current HP, roll a d4. On a result of 3 of 4,
halve the damage dealt. Run Away: This Pokémon cannot be the target of an
attack of opportunity.
Hidden Ability Hidden Ability
Overcoat: This Pokémon does not take damage from
Rattled: When this Pokémon is hit by a damaging
weather-related moves like Hail, Weather Ball, etc.
Dark, Bug, or Ghost move, it makes its next attack at
advantage.
Starting Moves: Autotomize, Mirror Shot, Protect,
Tackle, Toxic Spikes, Self-Destruct, Bug Bite, Take
Starting Moves: Defense Curl, Rage, Rollout
Down, Rapid Spin, Bide
Level 2: Spite, Pursuit, Screech, Yawn
Level 10: Natural Gift, Spikes, Payback
Level 6: Ancient Power, Body Slam, Drill Run
Level 14: Explosion, Iron Defense
Level 10: Roost, Take Down, Coil, Dig
Level 18: Gyro Ball, Double-Edge, Magnet Rise, Zap
Level 14: Glare, Double-Edge, Endeavor, Air Slash
Cannon, Heavy Slam
Level 18: Dragon Rush, Endure, Flail
TM: 06, 09, 10, 11, 15, 16, 17, 21, 22, 26, 27, 32,
TM: 04, 06, 10, 11, 13, 14, 17, 18, 19, 21, 22, 24,
33, 37, 39, 42, 44, 45, 48, 64, 66, 68, 69, 72, 74,
25, 26, 27, 30, 32, 35, 38, 39, 42, 44, 45, 46, 48,
78, 80, 87, 88, 90, 91, 100
57, 73, 74, 77, 78, 80, 84, 85, 87, 88, 90, 93, 100
Egg Moves: Agility, Ancient Power, Astonish, Bide,
Bite, Curse, Headbutt, Hex, Magic Coat, Rock Slide,
Secret Power, Sleep Talk, Snore, Trump Card

104
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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.

Armor Class: 16 Armor Class: 21


Hit Points: 18 | Hit Dice: d8 Hit Points: 147 | Hit Dice: d12
Speed: 30ft. walking, 25ft. climbing, 30ft. flying Speed: 30ft. walking, 30ft. burrowing

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)

Proficient Skills: Acrobatics, Stealth Proficient Skills: Athletics


Saving Throws: Dexterity Saving Throws: Strength, Constitution
Vulnerabilities: Ice, Water Vulnerabilities: Fighting, Fire, Ground, Water
Resistances: Bug, Fighting, Poison Resistances: Bug, Dragon, Fighting, Flying, Normal,
Immunities: Electric, Ground Psychic, Rock, Steel
Senses: Darkvision 30ft Immunities: Electric, Poison
Senses: Tremorsense 120ft
Hyper Cutter: This Pokémon’s attack or damage
bonuses cannot be decreased by an opponent’s Rock Head: This Pokémon takes no recoil damage.
moves.
Sturdy: When taking damage equal to half or more of
Sand Veil: This Pokémon is immune to Sandstorm your current HP, roll a d4. On a result of 3 of 4,
damage. In addition, its AC increases by 2 in desert halve the damage dealt.
terrain, or during a Sandstorm.
Hidden Ability
Hidden Ability Sheer Force: This Pokémon adds its proficiency
Immunity: This Pokémon is immune to becoming bonus to damage rolls while poisoned, burned,
poisoned. confused, or paralyzed.

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

105
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 14 (+2)
15 (+2) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 12 (+1)
Proficient Skills: Intimidation
Saving Throws: Charisma Proficient Skills: Intimidation
Vulnerabilities: Poison, Steel Saving Throws: Charisma, Dexterity
Resistances: Bug, Dark, Fighting Vulnerabilities: Poison, Steel
Immunities: Dragon Resistances: Bug, Dark, Fighting
Immunities: Dragon
Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice. Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.
Run Away: This Pokémon cannot be the target of an
attack of opportunity. Quick Feet: When suffering from a negative status
condition, this Pokémon’s speed increases by 15 ft.
Hidden Ability
Rattled: When this Pokémon is hit by a damaging Hidden Ability
Dark, Bug, or Ghost move, it makes its next attack at Rattled: When this Pokémon is hit by a damaging
advantage. Dark, Bug, or Ghost move, it makes its next attack at
advantage.
Evolution: Snubbull can evolve into Granbull at level
7 and above. When it evolves, its health increases by Starting Moves: Charm, Fire Fang, Ice Fang, Scary
double its level, and it gains 7 points to add to its Face, Tackle, Tail Whip, Thunder Fang, Bite, Lick
ability scores (max 20). Level 6: Headbutt
Level 10: Roar
Starting Moves: Charm, Fire Fang, Ice Fang, Scary Level 14: Rage
Face, Tackle, Tail Whip, Thunder Fang Level 18: Play Rough, Payback, Crunch, Outrage
Level 2: Bite, Lick TM: 01, 05, 06, 08, 10, 11, 12, 15, 17, 18, 21, 22,
Level 6: Headbutt 24, 25, 26, 27, 30, 31, 32, 33, 35, 36, 38, 39, 41,
Level 10: Roar, Rage 42, 44, 45, 46, 48, 50, 52, 56, 66, 68, 71, 73, 78,
Level 14: Play Rough 80, 87, 88, 90, 93, 95, 99, 100
Level 18: Payback, Crunch
TM: 01, 05, 06, 08, 10, 11, 12, 17, 18, 21, 22, 24,
25, 26, 27, 30, 31, 32, 33, 35, 36, 38, 41, 42, 44,
45, 46, 48, 50, 56, 66, 73, 78, 87, 88, 90, 93, 95,
99, 100
Egg Moves: Close Combat, Crunch, Double-Edge,
Fake Tears, Feint Attack, Fire Fang, Focus Punch,
Heal Bell, Ice Fang, Metronome, Mimic, Present,
Reflect, Smelling Salts, Snore, Thunder Fang

106
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 8 (-1)
15 (+2) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Acrobatics, Intimidation
Proficient Skills: Intimidation Saving Throws: Dexterity, Strength
Saving Throws: Dexterity Vulnerabilities: Fire
Vulnerabilities: Electric, Ground, Psychic Resistances: Bug, Dragon, Fairy, Grass, Ice, Normal,
Resistances: Bug, Fairy, Fighting, Fire, Ice, Poison, Psychic, Steel
Steel, Water Immunities: Poison

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

107
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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.

Armor Class: 22 Armor Class: 18


Hit Points: 25 | Hit Dice: d8 Hit Points: 50 | Hit Dice: d10
Speed: 10ft. walking Speed: 30ft. walking, 30ft. climbing, 20ft. flying

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)

Proficient Skills: Survival Proficient Skills: Athletics


Saving Throws: Constitution Saving Throws: Strength
Vulnerabilities: Rock, Steel, Water Vulnerabilities: Fairy, Fire, Flying, Psychic
Resistances: Normal, Poison Resistances: Bug, Dark, Grass, Ground

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

108
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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.

Armor Class: 15 Armor Class: 13


Hit Points: 30 | Hit Dice: d8 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. walking, 30ft. climbing Speed: 25ft. walking

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

109
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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.

Armor Class: 15 Armor Class: 11


Hit Points: 50 | Hit Dice: d12 Hit Points: 18 | Hit Dice: d6
Speed: 30ft. walking, 25ft. climbing Speed: 20ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Survival


Saving Throws: Strength Saving Throws: Constitution
Vulnerabilities: Fighting Vulnerabilities: Ground, Rock, Water
Resistances: None Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: Ghost
Magma Armor: This Pokémon is immune to freezing.
Guts: When this Pokémon is burned or poisoned,
they are not affected by the disadvantage or reduced Flame Body: The flames from this Pokémon's body
damage effects. They still take damage at the end of shine dim light in a 15 ft radius. In addition, when
each of their turns. hit by a melee attack, roll a d10. On a 10, the
attacker is burned.
Quick Feet: When suffering from a negative status
condition, this Pokémon’s speed increases by 15 ft. 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).

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

110
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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.

Armor Class: 16 Armor Class: 12


Hit Points: 88 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 25ft. walking Speed: 20ft. walking

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fighting, Ground, Rock, Water Vulnerabilities: Fire, Fighting, Grass, Steel, Water
Resistances: Bug, Fairy, Fire, Flying, Ice, Normal, Resistances: Poison
Poison, Steel Immunities: Electric

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

111
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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.

Armor Class: 14 Armor Class: 16


Hit Points: 80 | Hit Dice: d12 Hit Points: 19 | Hit Dice: d6
Speed: 30ft. walking Speed: 15ft. walking, 25ft. swimming

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)

Proficient Skills: Survival Proficient Skills: Survival, Stealth


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fire, Fighting, Grass, Steel, Water Vulnerabilities: Electric, Fighting, Grass, Ground
Resistances: Poison Resistances: Fire, Flying, Ice, Normal, Poison
Immunities: Electric
Hustle: When you score a critical hit, you may
Oblivious: This Pokémon is immune to moves that immediately gain an additional action on your turn.
attempt to charm or taunt it. If this action is used to make an attack, you have
disadvantage on the roll. You may only ever have
Snow Cloak: This Pokémon is immune to Hail one additional action per round.
damage. It's AC is increased by 2 in arctic
conditions, or when it is snowing or hailing. Natural Cure: This Pokémon is cured of negative
status ailments upon returning to its Pokeball.
Hidden Ability
Thick Fat: This Pokemon takes half the damage it Hidden Ability
otherwise would from Ice and Fire damage. Regenerator: Once per long rest, this Pokémon
regains hit points equal to its level when it returns
to its Pokéball.
Evolution: Piloswine can evolve into Mamoswine at
the time 'Ancient Power' is learned. When it evolves,
its health increases by double its level, and it gains Starting Moves: Harden, Tackle, Bubble
10 points to add to its ability scores (max 20). Level 2: Recover, Bubble Beam, Refresh
Level 6: Ancient Power, Spike Cannon
Starting Moves: Fury Attack, Mud Sport, Odor Sleuth, Level 10: Lucky Chant, Brine, Iron Defense, Rock
Peck, Powder Snow, Mud-Slap, Endure, Mud Bomb, Blast
Icy Wind Level 14: Endure, Aqua Ring, Power Gem
Level 10: Ice Fang, Take Down Level 18: Mirror Coat, Earth Power, Flail
Level 14: Ancient Power, Mist, Thrash TM: 04, 06, 07, 10, 11, 13, 14, 16, 17, 18, 20, 21,
Level 18: Earthquake, Blizzard, Amnesia 26, 27, 29, 30, 32, 33, 37, 39, 42, 44, 45, 48, 55,
64, 69, 71, 78, 80, 87, 88, 90, 94, 96, 100
TM: 05, 06, 07, 10, 13, 14, 15, 16, 17, 18, 21, 26,
27, 32, 33, 37, 39, 42, 44, 45, 48, 68, 71, 78, 80, Egg Moves: Amnesia, Aqua Ring, Barrier,
87, 88, 90, 100 Camouflage, Confuse Ray, Curse, Head Smash, Icicle
Spear, Ingrain, Mist, Nature Power, Rock Slide,
Screech, Water Pulse

112
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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.

Armor Class: 12 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 45 | Hit Dice: d10
Speed: 5ft. walking, 30ft. swimming Speed: 30ft. walking, 30ft. swimming

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)

Proficient Skills: Acrobatics Proficient Skills: Acrobatics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water Resistances: Fire, Ice, Steel, Water

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.

Sniper: On a critical hit made by this Pokémon, Hidden Ability


triple the dice roll instead of doubling it. Moody: At the end of each long rest, this Pokémon
rerolls on the nature table, replacing its nature with
Hidden Ability the result until the next long rest.
Moody: At the end of each long rest, this Pokémon
rerolls on the nature table, replacing its nature with
Starting Moves: Gunk Shot, Octazooka, Rock Blast,
the result until the next long rest.
Water Gun, Constrict, Psybeam
Level 6: Aurora Beam, Bubble Beam
Evolution: Remoraid can evolve into Octillery at level Level 10: Focus Energy, Wring Out, Signal Beam
7 and above. When it evolves, its health increases by Level 14: Ice Beam, Bullet Seed
double its level, and it gains 10 points to add to its Level 18: Hydro Pump, Hyper Beam, Soak
ability scores (max 20).
TM: 06, 10, 11, 13, 14, 15, 17, 18, 21, 23, 27, 29,
32, 34, 35, 36, 38, 42, 44, 45, 46, 48, 53, 55, 57,
Starting Moves: Water Gun 66, 68, 73, 87, 88, 90, 91, 94, 98, 100
Level 2: Lock-On, Psybeam
Level 6: Aurora Beam, Bubble Beam, Focus Energy
Level 10: Water Pulse, Signal Beam
Level 14: Ice Beam, Bullet Seed
Level 18: Hydro Pump, Hyper Beam, Soak
TM: 06, 10, 11, 13, 14, 15, 17, 18, 21, 23, 27, 29,
32, 35, 38, 42, 44, 45, 46, 48, 55, 57, 73, 87, 88,
90, 94, 98, 100
Egg Moves: Acid Spray, Aurora Beam, Entrainment,
Flail, Haze, Mud Shot, Octazooka, Rock Blast,
Screech, Snore, Supersonic, Swift, Water Pulse,
Water Spout, Thunder Wave

113
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
11 (+0) 15 (+2) 10 (+0) 6 (-2) 12 (+1) 12 (+1)
Proficient Skills: Athletics
Proficient Skills: Acrobatics, Survival Saving Throws: Dexterity
Saving Throws: Dexterity Vulnerabilities: Electric, Rock
Vulnerabilities: Electric, Fire, Rock, Steel Resistances: Bug, Fighting, Fire, Steel, Water
Resistances: Bug, Grass Immunities: Ground
Immunities: Ground
Swift Swim: This Pokémon's swim speed is doubled
Vital Spirit: This Pokémon cannot be put to sleep. in rainy conditions.
Hustle: When you score a critical hit, you may Water Absorb: This Pokémon takes no damage from
immediately gain an additional action on your turn. water or water-type attacks. Instead, half of any
If this action is used to make an attack, you have water damage done is absorbed, restoring the
disadvantage on the roll. You may only ever have Pokémon's HP.
one additional action per round.
Hidden Ability
Hidden Ability Water Veil: This Pokémon is immune to burning.
Insomnia: This Pokémon is immune to sleep.
Starting Moves: Bubble, Bullet Seed, Psybeam, Roost,
Starting Moves: Present Signal Beam, Tackle, Supersonic, Bubble Beam,
Level 6: Drill Peck Confuse Ray, Wing Attack, Headbutt, Water Pulse
Level 10: Wide Guard, Take Down, Agility
TM: 06, 07, 10, 13, 14, 17, 18, 21, 27, 31, 32, 40, Level 14: Air Slash, Aqua Ring
42, 44, 45, 46, 48, 56, 59, 70, 76, 79, 87, 88, 90, Level 18: Bounce, Hydro Pump
100
TM: 06, 07, 10, 13, 14, 15, 17, 18, 19, 21, 26, 27,
Egg Moves: Aurora Beam, Bestow, Destiny Bond,
32, 39, 40, 42, 44, 45, 48, 55, 62, 68, 78, 80, 87,
Fake Out, Freeze-Dry, Future Sight, Ice Ball, Ice
88, 90, 94, 98, 100
Punch, Ice Shard, Icy Wind, Quick Attack, Rapid
Spin, Spikes, Splash

114
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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.

Armor Class: 17 Armor Class: 12


Hit Points: 68 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking, 35ft. flying Speed: 30ft. walking

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)

Proficient Skills: Athletics, Perception Proficient Skills: Stealth, Athletics


Saving Throws: Strength, Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Fire Vulnerabilities: Fighting, Ground, Rock, Water
Resistances: Bug, Dragon, Fairy, Flying, Grass, Resistances: Dark, Fire, Ghost, Grass, Ice, Steel
Normal, Psychic, Steel Immunities: Psychic
Immunities: Ground, Poison Senses: Darkvision 30ft

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

115
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
18 (+4) 18 (+4) 14 (+2) 6 (-2) 12 (+1) 12 (+1)
Proficient Skills: Stealth, Athletics
Saving Throws: Dexterity Proficient Skills: Acrobatics
Vulnerabilities: Fighting, Ground, Rock, Water Saving Throws: Dexterity
Resistances: Dark, Fire, Ghost, Grass, Ice, Steel Vulnerabilities: Dragon, Fairy
Immunities: Psychic Resistances: Fire, Steel, Water
Senses: Darkvision 60ft
Swift Swim: This Pokémon's swim speed is doubled
Early Bird: This Pokémon has advantage on rolls to in rainy conditions.
wake from sleep.
Sniper: On a critical hit made by this Pokémon,
Flash Fire: This Pokémon takes no damage from fire triple the dice roll instead of doubling it.
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. Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Hidden Ability
Unnerve: Opponents in combat with this Pokémon
Starting Moves: Bubble, Leer, Yawn, Smokescreen,
cannot eat held berries.
Water Gun, Twister, Bubble Beam, Focus Energy,
Brine
Starting Moves: Ember, Howl, Leer, Smog, Thunder Level 14: Agility
Fang, Roar Level 18: Dragon Pulse, Dragon Dance, Hydro Pump
Level 6: Bite, Odor Sleuth
Level 10: Beat Up, Fire Fang TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32, 42,
Level 14: Feint Attack, Embargo 44, 45, 48, 55, 60, 68, 87, 88, 90, 91, 94, 98, 100
Level 18: Foul Play, Flamethrower, Crunch, Nasty
Plot, Inferno
TM: 05, 06, 10, 11, 12, 15, 17, 21, 22, 27, 30, 32,
35, 36, 38, 41, 42, 43, 44, 45, 46, 48, 50, 61, 63,
66, 68, 85, 87, 88, 90, 95, 97, 100

116
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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.

Armor Class: 13 Armor Class: 16


Hit Points: 17 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 20ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics, Survival Proficient Skills: Athletics, Survival


Saving Throws: Strength Saving Throws: Strength
Vulnerabilities: Grass, Ice, Water Vulnerabilities: Grass, Ice, Water
Resistances: Poison, Rock Resistances: Poison, Rock
Immunities: Electric Immunities: Electric

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.

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: 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.

Armor Class: 16 Armor Class: 14


Hit Points: 81 | Hit Dice: d10 Hit Points: 30 | Hit Dice: d8
Speed: 30ft. walking, 30ft. flying (hover) Speed: 35ft. walking

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)

Proficient Skills: History Proficient Skills: Athletics, Intimidation


Saving Throws: Constitution Saving Throws: Dexterity
Vulnerabilities: Fighting Vulnerabilities: Fighting
Resistances: None Resistances: None
Immunities: Ghost Immunities: Ghost

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

118
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
10 (+0) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 14 (+2)
Proficient Skills: Acrobatics
Proficient Skills: Performance, Sleight of Hand Saving Throws: Dexterity
Saving Throws: Charisma Vulnerabilities: Fairy, Flying, Psychic
Vulnerabilities: Fighting Resistances: Bug, Dark, Rock
Resistances: None
Immunities: Ghost Guts: When this Pokémon is burned or poisoned,
they are not affected by the disadvantage or reduced
Own Tempo: This Pokémon is immune to becoming damage effects. They still take damage at the end of
confused. each of their turns.
Technician: For damaging moves activated by this Steadfast: Once per long rest, when this Pokémon
Pokémon with 15 max PP or more, they may roll the fails a saving throw against a negative status
damage twice and choose either total. condition, it can choose to pass instead.
Hidden Ability Hidden Ability
Moody: At the end of each long rest, this Pokémon Vital Spirit: This Pokémon cannot be put to sleep.
rerolls on the nature table, replacing its nature with
the result until the next long rest.
Evolution: Starting at level 6, Tyrogue can evolve into
Hitmonchan if its STR is higher than its DEX,
Starting Moves: Sketch, Sketch Hitmonlee if its DEX is higher than its STR, or
Level 2: Sketch, Sketch Hitmontop if its STR is equal to its DEX. When it
Level 6: Sketch, Sketch evolves, its health increases by double its level, and
Level 10: Sketch, Sketch it gains 8 points to add to its ability scores (max
Level 14: Sketch, Sketch 20).
Level 18: Sketch, Sketch
TM: None Starting Moves: Fake Out, Foresight, Helping Hand,
Tackle
TM: 01, 06, 08, 10, 11, 17, 18, 21, 26, 27, 31, 32,
42, 44, 45, 46, 47, 48, 78, 80, 87, 88, 90, 100
Egg Moves: Bullet Punch, Counter, Endure, Feint,
Helping Hand, Mach Punch, Mind Reader, Pursuit,
Rapid Spin, Vacuum Wave

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 8 (-1) 10 (+0) 14 (+2)
15 (+2) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Deception, Insight
Proficient Skills: Acrobatics, Intimidation Saving Throws: Charisma
Saving Throws: Dexterity Vulnerabilities: Bug, Dark, Fire, Ghost, Rock, Steel
Vulnerabilities: Fairy, Flying, Psychic Resistances: Ice, Psychic
Resistances: Bug, Dark, Rock
Oblivious: This Pokémon is immune to moves that
Intimidate: Once per short rest, you can impose attempt to charm or taunt it.
disadvantage on an enemy attack roll of your choice.
Forewarn: When this Pokémon enters battle, it
Technician: For damaging moves activated by this selects a target to reveal the move it knows with the
Pokémon with 15 max PP or more, they may roll the most damage output. In the case of a tie, the target
damage twice and choose either total. can choose which move it reveals.
Hidden Ability Hidden Ability
Steadfast: Once per long rest, when this Pokémon Hydration: This Pokémon is unaffected by negative
fails a saving throw against a negative status status ailments in water or during rainy conditions.
condition, it can choose to pass instead.
Evolution: Smoochum can evolve into Jynx at level 8
Starting Moves: Revenge, Rolling Kick, Focus Energy, and above if its Loyalty level is +2 or higher. When it
Pursuit evolves, its health increases by double its level, and
Level 6: Quick Attack, Rapid Spin it gains 4 points to add to its ability scores (max
Level 10: Feint, Counter, Quick Guard, Wide Guard 20).
Level 14: Triple Kick, Agility
Level 18: Gyro Ball, Detect, Close Combat, Endeavor Starting Moves: Pound
TM: 01, 06, 08, 10, 11, 17, 18, 21, 26, 27, 31, 32, Level 2: Lick, Sweet Kiss, Powder Snow
37, 40, 42, 44, 45, 46, 47, 48, 71, 74, 78, 80, 87, Level 6: Confusion, Sing, Heart Stamp
88, 90, 100 Level 10: Mean Look, Fake Tears, Lucky Chant
Level 14: Avalanche, Psychic, Copycat
Level 18: Perish Song, Blizzard
TM: 03, 04, 06, 07, 10, 13, 14, 16, 17, 18, 21, 27,
29, 30, 32, 33, 42, 44, 45, 46, 48, 49, 56, 66, 70,
77, 79, 85, 86, 87, 88, 90, 92, 100
Egg Moves: Captivate, Fake Out, Ice Punch,
Meditate, Miracle Eye, Nasty Plot, Psych Up, Wake-
Up Slap, Wish

120
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
12 (+1) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Athletics
Saving Throws: Constitution Proficient Skills: Athletics
Vulnerabilities: Ground Saving Throws: Constitution
Resistances: Electric, Flying, Steel Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Static: When this Pokémon is hit by a melee attack,
roll a d4. On a result of 4, the attacker takes an Flame Body: The flames from this Pokémon's body
amount of electric damage equal to this Pokemon's shine dim light in a 15 ft radius. In addition, when
proficiency bonus. hit by a melee attack, roll a d10. On a 10, the
attacker is burned.
Hidden Ability
Vital Spirit: This Pokémon cannot be put to sleep. Hidden Ability
Vital Spirit: This Pokémon cannot be put to sleep.
Evolution: Elekid can evolve into Electabuzz at level
8 and above if its Loyalty level is +2 or higher. When Evolution: Magby can evolve into Magmar at level 8
it evolves, its health increases by double its level, and above if its Loyalty level is +2 or higher. When it
and it gains 4 points to add to its ability scores (max evolves, its health increases by double its level, and
20). it gains 4 points to add to its ability scores (max
20).
Starting Moves: Leer, Quick Attack
Level 2: Thunder Shock, Low Kick, Swift Starting Moves: Leer, Smog
Level 6: Shock Wave, Thunder Wave, Electro Ball Level 2: Ember, Smokescreen, Feint Attack
Level 10: Light Screen, Thunder Punch Level 6: Fire Spin, Clear Smog, Flame Burst
Level 14: Discharge, Screech, Thunderbolt Level 10: Confuse Ray, Fire Punch
Level 18: Thunder Level 14: Lava Plume, Sunny Day, Flamethrower
Level 18: Fire Blast
TM: 06, 10, 16, 17, 18, 21, 24, 25, 27, 29, 31, 32,
42, 44, 45, 46, 48, 56, 57, 72, 73, 87, 88, 90, 93, TM: 06, 10, 11, 17, 21, 27, 29, 31, 32, 35, 38, 42,
100 43, 44, 45, 46, 48, 50, 56, 61, 87, 88, 90, 100
Egg Moves: Barrier, Cross Chop, Dynamic Punch, Egg Moves: Barrier, Belch, Belly Drum, Cross Chop,
Feint, Fire Punch, Focus Punch, Hammer Arm, Ice Dynamic Punch, Flare Blitz, Focus Energy, Iron Tail,
Punch, Karate Chop, Meditate, Rolling Kick Karate Chop, Mach Punch, Mega Punch, Power
Swap, Screech, Thunder Punch

121
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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.

Armor Class: 17 Armor Class: 15


Hit Points: 80 | Hit Dice: d12 Hit Points: 150 | Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics, Survival Proficient Skills: Arcana, Persuasion


Saving Throws: Strength, Constitution Saving Throws: Wisdom, Charisma
Vulnerabilities: Fighting Vulnerabilities: Fighting
Resistances: None Resistances: None
Immunities: Ghost Immunities: Ghost

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

122
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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.

Armor Class: 17 Armor Class: 16


Hit Points: 218 | Hit Dice: d12 Hit Points: 232 | Hit Dice: d12
Speed: 50ft. walking Speed: 50ft. walking

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)

Proficient Skills: Acrobatics, Intimidation Proficient Skills: Athletics, Intimidation


Saving Throws: Strength, Dexterity Saving Throws: Strength, Constitution
Vulnerabilities: Ground Vulnerabilities: Ground, Rock, Water
Resistances: Electric, Flying, Steel Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
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.

Hidden Ability Hidden Ability


Inner Focus: This Pokémon is immune to flinching. Inner Focus: This Pokémon is immune to flinching.

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

123
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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.

Armor Class: 18 Armor Class: 13


Hit Points: 218 | Hit Dice: d12 Hit Points: 20 | Hit Dice: d8
Speed: 50ft. walking Speed: 20ft. walking

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)

Proficient Skills: Athletics, Intimidation Proficient Skills: Athletics


Saving Throws: Dexterity, Constitution Saving Throws: Strength
Vulnerabilities: Electric, Grass Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Resistances: Fire, Ice, Steel, Water Water
Senses: Darkvision 60ft Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric
Pressure: Any move targeting this Pokémon directly Senses: Tremorsense 30ft
(non-area of effect moves) reduces its PP by two
when activated. Guts: When this Pokémon is burned or poisoned,
they are not affected by the disadvantage or reduced
Hidden Ability damage effects. They still take damage at the end of
Inner Focus: This Pokémon is immune to flinching. each of their turns.

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).

Starting Moves: Bite, Leer


Level 2: Sandstorm, Screech
Level 6: Chip Away, Rock Slide
Level 10: Scary Face, Thrash, Dark Pulse
Level 14: Payback, Crunch, Earthquake
Level 18: Stone Edge, Hyper Beam
TM: 06, 10, 11, 12, 15, 17, 18, 21, 23, 26, 27, 31,
32, 37, 39, 41, 42, 44, 45, 48, 66, 69, 71, 78, 80,
87, 88, 90, 95, 97, 100
Egg Moves: Ancient Power, Assurance, Curse,
Dragon Dance, Focus Energy, Iron Defense, Iron
Head, Iron Tail, Outrage, Pursuit, Stealth Rock,
Stomp

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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.

Armor Class: 14 Armor Class: 17


Hit Points: 66 | Hit Dice: d10 Hit Points: 133 | Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics, Survival Proficient Skills: Athletics, Survival


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel, Vulnerabilities: Bug, Fairy, Fighting, Grass, Ground,
Water Steel, Water
Resistances: Fire, Flying, Normal, Poison, Rock Resistances: Dark, Fire, Flying, Ghost, Normal,
Immunities: Electric Poison
Senses: Tremorsense 50ft Immunities: Psychic
Senses: Tremorsense 80ft
Shed Skin: If this Pokémon is affected by a negative
status ailment, they can roll a d4 at the end of each Sand Stream: When this Pokémon enters an outside
of their turns. On a result of 4, they are cured. battle, the weather immediately changes to a
Sandstorm for 5 rounds. In the case of another
Evolution: Pupitar can evolve into Tyranitar at level Pokémon with a similar weather ability, the tie goes
16 and above. When it evolves, its health increases to the Pokémon with the highest DEX score.
by double its level, and it gains 15 points to add to
its ability scores (max 20).
Hidden Ability
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.
Starting Moves: Bite, Leer, Sandstorm, Screech
Level 6: Chip Away, Rock Slide
Level 10: Scary Face, Thrash Starting Moves: Bite, Fire Fang, Ice Fang, Leer,
Level 14: Dark Pulse, Payback, Crunch Sandstorm, Screech, Thunder Fang, Chip Away, Rock
Level 18: Earthquake, Stone Edge, Hyper Beam Slide, Scary Face, Thrash
Level 14: Dark Pulse, Payback, Crunch
TM: 06, 10, 11, 12, 15, 17, 18, 21, 23, 26, 27, 31, Level 18: Earthquake, Stone Edge, Hyper Beam, Giga
32, 37, 39, 41, 42, 44, 45, 48, 66, 69, 71, 78, 80, Impact
87, 88, 90, 95, 97, 100
TM: 02, 05, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21,
23, 24, 25, 26, 27, 31, 32, 35, 37, 38, 39, 40, 41,
42, 44, 45, 48, 52, 56, 59, 65, 66, 68, 69, 71, 73,
78, 80, 82, 87, 88, 90, 94, 95, 97, 100

125
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 22 (+6) 12 (+1) 16 (+3) 16 (+3)
22 (+6) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 16 (+3)
Proficient Skills: Arcana, Insight, Acrobatics
Saving Throws: Wisdom, Strength Proficient Skills: Arcana, Insight, Acrobatics
Vulnerabilities: Dark, Electric, Ghost, Ice, Rock Saving Throws: Wisdom, Strength
Resistances: Fighting, Grass, Psychic Vulnerabilities: Electric, Rock, Water
Immunities: Ground Resistances: Bug, Fairy, Fighting, Fire, Grass, Steel
Immunities: Ground
Pressure: Any move targeting this Pokémon directly
(non-area of effect moves) reduces its PP by two Pressure: Any move targeting this Pokémon directly
when activated. (non-area of effect moves) reduces its PP by two
when activated.
Hidden Ability
Multiscale: If this Pokémon is at full health, the first Hidden Ability
damage dealt to it is halved. Regenerator: Once per long rest, this Pokémon
regains hit points equal to its level when it returns
to its Pokéball.
Starting Moves: Weather Ball, Whirlwind, Gust,
Dragon Rush, Extrasensory, Rain Dance, Hydro
Pump, Aeroblast, Punishment, Ancient Power, Starting Moves: Weather Ball, Whirlwind, Gust, Brave
Safeguard, Recover, Future Sight, Natural Gift, Calm Bird, Extrasensory, Sunny Day, Fire Blast, Sacred Fire,
Mind, Sky Attack Punishment, Ancient Power, Safeguard, Recover,
Future Sight, Natural Gift, Calm Mind, Sky Attack
TM: 03, 04, 05, 06, 07, 10, 11, 13, 14, 15, 16, 17,
18, 19, 20, 21, 24, 25, 26, 27, 29, 30, 32, 33, 37, TM: 04, 05, 06, 10, 11, 15, 16, 17, 18, 19, 20, 21,
40, 42, 44, 48, 49, 51, 57, 58, 68, 73, 76, 77, 78, 22, 24, 25, 26, 27, 29, 30, 32, 33, 35, 37, 38, 40,
82, 85, 87, 88, 90, 94, 98, 100 42, 43, 44, 48, 49, 50, 51, 57, 58, 61, 68, 73, 76,
77, 78, 85, 87, 88, 90, 100

126
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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

The Time Travel Pokémon. This Pokémon came


from the future by crossing over time. It is thought
that so long as Celebi appears, a bright and shining
future awaits us.

Armor Class: 18
Hit Points: 232 | Hit Dice: d12
Speed: 30ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 16 (+3) 16 (+3) 20 (+5) 20 (+5)

Proficient Skills: Arcana, Nature, Medicine


Saving Throws: Wisdom, Dexterity
Vulnerabilities: Bug, Dark, Fire, Flying, Ghost, Ice,
Poison
Resistances: Electric, Fighting, Grass, Ground,
Psychic, Water
Senses: Truesight 30ft

Natural Cure: This Pokémon is cured of negative


status ailments upon returning to its Pokeball.

Starting Moves: Confusion, Heal Bell, Leech Seed,


Recover, Safeguard, Magical Leaf, Ancient Power,
Baton Pass
Level 18: Natural Gift, Heal Block, Future Sight,
Healing Wish, Leaf Storm, Perish Song
TM: 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, 22, 27,
29, 30, 32, 33, 37, 40, 42, 44, 48, 49, 53, 56, 57,
68, 73, 75, 77, 85, 86, 87, 88, 89, 90, 92, 96, 99,
100

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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.

Pokémon 5e Gen I - VII PHB:


https://drive.google.com/file/d/1MqEebuQegsG2vydE57EpRcKMqxXA-CP7/view?usp=sharing
Generation I & II Monster Manual:
https://drive.google.com/file/d/1mQkVm8Tju9lMZmHDMqcYoPxEWHPpdBdL/view?usp=sharing
Generation V & VI Monster Manual:
https://drive.google.com/file/d/1l41qQdhIRrhQLkghMbXtGmsV2POPImJ6/view?usp=sharing
Generation VII Monster Manual:
https://drive.google.com/file/d/1ub_5rKAHd_sD-EZk3i5uM_5QdqRdTQKU/view?usp=sharing

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.

Armor Class: 13 Armor Class: 14


Hit Points: 16 | Hit Dice: d6 Hit Points: 40 | Hit Dice: d8
Speed: 30ft. walking, 30ft. climbing Speed: 30ft. walking, 30ft. climbing

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)

Proficient Skills: Acrobatics Proficient Skills: Acrobatics, Nature


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Grass, Ground, Water

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.

Hidden Ability Hidden Ability


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.

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

2
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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.

Armor Class: 16 Armor Class: 12


Hit Points: 92 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 35ft. walking, 35ft. climbing Speed: 30ft. walking

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)

Proficient Skills: Acrobatics, Nature Proficient Skills: Athletics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Ground, Rock, Water
Resistances: Electric, Grass, Ground, Water Resistances: Bug, Fairy, Fire, Grass, Ice, Steel

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.

Hidden Ability Hidden Ability


Unburden: While this Pokémon is active and not Speed Boost: While this Pokémon is active and in an
holding an item, its trainer gets advantage on environment related to its type (DM Discretion), its
initiative rolls. trainer gets advantage on initiative rolls.

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

3
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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.

Armor Class: 14 Armor Class: 15


Hit Points: 45 | Hit Dice: d8 Hit Points: 97 | Hit Dice: d12
Speed: 30ft. walking Speed: 35ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Dexterity, Strength Saving Throws: Dexterity, Strength
Vulnerabilities: Flying, Ground, Psychic, Water Vulnerabilities: Flying, Ground, Psychic, Water
Resistances: Bug, Dark, Fire, Grass, Ice, Steel Resistances: Bug, Dark, Fire, Grass, Ice, Steel

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.

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: 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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
13 (+1) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Survival
Proficient Skills: Perception Saving Throws: Strength, Constitution
Saving Throws: Dexterity Vulnerabilities: Grass
Vulnerabilities: Electric, Grass Resistances: Fire, Poison, Rock, Steel
Resistances: Fire, Ice, Steel, Water Immunities: Electric
Senses: Blindsight 10ft
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.
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: Marshtomp can evolve into Swampert at
Evolution: Mudkip can evolve into Marshtomp at level 14 and above. When it evolves, its health
level 6 and above. When it evolves, its health increases by double its level, and it gains 10 points
increases by double its level, and it gains 6 points to to add to its ability scores (max 20).
add to its ability scores (max 20).
Starting Moves: Growl, Mud Shot, Mud-Slap, Tackle,
Starting Moves: Growl, Tackle, Water Gun Water Gun, Foresight
Level 2: Mud-Slap, Foresight Level 6: Bide, Mud Bomb
Level 6: Bide, Mud Sport Level 10: Rock Slide, Protect
Level 10: Rock Throw, Protect Level 14: Muddy Water, Take Down
Level 14: Whirlpool, Take Down, Hydro Pump Level 18: Earthquake, Endeavor
Level 18: Endeavor
TM: 01, 06, 07, 10, 13, 14, 17, 18, 21, 26, 27, 31,
TM: 01, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 34, 32, 34, 39, 42, 44, 45, 48, 49, 55, 56, 78, 78, 80,
39, 42, 44, 45, 48, 49, 55, 80, 87, 88, 90, 94, 98, 87, 88, 90, 94, 98, 100
100
Egg Moves: Ancient Power, Avalanche, Barrier, Bite,
Counter, Curse, Double-Edge, Ice Ball, Mirror Coat,
Mud Bomb, Refresh, Sludge, Stomp, Uproar,
Whirlpool, Wide Guard, Yawn

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.

Armor Class: 16 Armor Class: 11


Hit Points: 117 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 35ft. walking, 30ft. swimming Speed: 30ft. walking

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)

Proficient Skills: Survival, Athletics Proficient Skills: Stealth


Saving Throws: Strength, Constitution Saving Throws: Dexterity
Vulnerabilities: Grass Vulnerabilities: Bug, Fairy, Fighting
Resistances: Fire, Poison, Rock, Steel Resistances: Dark, Ghost
Immunities: Electric Immunities: Psychic
Senses: Darkvision 30ft
Torrent: When this Pokémon falls below 25% of its
maximum hp, double the STAB damage for its Run Away: This Pokémon cannot be the target of an
water-type moves. attack of opportunity.

Hidden Ability Quick Feet: When suffering from a negative status


Damp: This Pokémon is unaffected by Self Destruct condition, this Pokémon’s speed increases by 15 ft.
and Explosion moves. Hidden Ability
Rattled: When this Pokémon is hit by a damaging
Starting Moves: Growl, Mud Shot, Mud-Slap, Tackle, Dark, Bug, or Ghost move, it makes its next attack at
Water Gun, Foresight, Bide, Mud Bomb, Rock Slide, advantage.
Protect
Level 14: Muddy Water, Take Down
Evolution: Poochyena can evolve into Mightyena at
Level 18: Earthquake, Endeavor, Hammer Arm
level 6 and above. When it evolves, its health
TM: 01, 05, 06, 07, 10, 13, 14, 15, 17, 18, 21, 26, increases by double its level, and it gains 9 points to
27, 31, 32, 34, 39, 42, 44, 45, 48, 49, 52, 55, 56, add to its ability scores (max 20).
68, 71, 78, 80, 87, 88, 90, 94, 98, 100
Starting Moves: Tackle, Howl
Level 2: Sand Attack, Bite, Odor Sleuth
Level 6: Roar, Swagger, Assurance
Level 10: Scary Face, Embargo, Taunt
Level 14: Crunch, Yawn, Take Down
Level 18: Sucker Punch, Play Rough
TM: 05, 06, 10, 11, 12, 17, 18, 21, 27, 30, 32, 41,
42, 44, 45, 46, 48, 63, 66, 87, 88, 90, 95, 97, 100
Egg Moves: Astonish, Covet, Fire Fang, Ice Fang,
Leer, Me First, Play Rough, Poison Fang, Sleep Talk,
Snatch, Sucker Punch, Thunder Fang, Yawn

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.

Armor Class: 14 Armor Class: 12


Hit Points: 45 | Hit Dice: d10 Hit Points: 16 | Hit Dice: d6
Speed: 35ft. walking Speed: 30ft. walking, 35ft. climbing

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)

Proficient Skills: Stealth Proficient Skills: Sleight of Hand


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Bug, Fairy, Fighting Vulnerabilities: Fighting
Resistances: Dark, Ghost Resistances: None
Immunities: Psychic Immunities: Ghost
Senses: Darkvision 50ft
Pickup: If an opponent uses a consumable held item
Intimidate: Once per short rest, you can impose in battle, this Pokémon gains a copy of it if it is not
disadvantage on an enemy attack roll of your choice. currently holding an item.
Quick Feet: When suffering from a negative status Gluttony: This Pokémon must eat its held berry
condition, this Pokémon’s speed increases by 15 ft. when it falls below ½ of its maximum HP.
Hidden Ability Hidden Ability
Moxie: Upon causing an opponent to faint, this Quick Feet: When suffering from a negative status
Pokémon may immediately take another action. condition, this Pokémon’s speed increases by 15 ft.

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
9 (-1) 8 (-1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
Proficient Skills: Sleight of Hand
Saving Throws: Dexterity Proficient Skills: None
Vulnerabilities: Fighting Saving Throws: None
Resistances: None Vulnerabilities: Fire, Flying, Rock
Immunities: Ghost Resistances: Grass, Ground, Fighting

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
10 (+0) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Acrobatics
Proficient Skills: Survival Saving Throws: Dexterity
Saving Throws: Constitution Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Vulnerabilities: Fire, Flying, Rock Resistances: Bug, Fighting, Grass
Resistances: Grass, Ground, Fighting Immunities: Ground

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.

Armor Class: 11 Armor Class: 15


Hit Points: 29 | Hit Dice: d8 Hit Points: 50 | Hit Dice: d10
Speed: 10ft. walking Speed: 10ft. walking, 10ft. climbing, 30ft. flying

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)

Proficient Skills: Survival Proficient Skills: Acrobatics


Saving Throws: Constitution Saving Throws: Dexterity
Vulnerabilities: Fire, Flying, Rock Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Grass, Ground, Fighting Resistances: Bug, Fairy, Fighting, Grass, Poison
Senses: Darkvision 40ft
Shed Skin: If this Pokémon is affected by a negative
status ailment, they can roll a d4 at the end of each Shield Dust: Once per long rest, this Pokémon can
of their turns. On a result of 4, they are cured. ignore a negative status condition that results from
an enemy move.
Evolution: Cascoon can evolve into Dustox at level 6
and above. When it evolves, its health increases by
Hidden Ability
double its level, and it gains 10 points to add to its Compound Eyes: This Pokémon gets an additional
ability scores (max 20). +1 to attack rolls.

Starting Moves: Harden Starting Moves: Gust, Confusion, Poison Powder


Level 6: Moonlight, Venoshock, Psybeam
TM: None Level 10: Silver Wind, Light Screen, Whirlwind, Toxic
Level 14: Bug Buzz, Protect, Quiver Dance
TM: 06, 09, 10, 11, 15, 16, 17, 19, 21, 22, 27, 29,
30, 32, 36, 40, 42, 44, 45, 46, 48, 53, 62, 68, 83,
87, 88, 89, 90, 100

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

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) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Nature
Saving Throws: Dexterity Proficient Skills: Nature
Vulnerabilities: Bug, Flying, Poison Saving Throws: Dexterity
Resistances: Ground, Steel, Water Vulnerabilities: Bug, Flying, Poison
Resistances: Ground, Steel, Water
Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions. Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.
Rain Dish: In rainy conditions, this Pokémon heals
for an amount of HP equal to its proficiency bonus Rain Dish: In rainy conditions, this Pokémon heals
at the end of each of its turns. for an amount of HP equal to its proficiency bonus
at the end of each of its turns.
Hidden Ability
Own Tempo: This Pokémon is immune to becoming Hidden Ability
confused. Own Tempo: This Pokémon is immune to becoming
confused.
Evolution: Lotad can evolve into Lombre at level 5
and above. When it evolves, its health increases by Evolution: Lombre can evolve into Ludicolo at level
double its level, and it gains 8 points to add to its 10 and above with the help of a Water Stone. When
ability scores (max 20). it evolves, its health increases by double its level,
and it gains 7 points to add to its ability scores (max
Starting Moves: Astonish, Growl 20).
Level 2: Absorb, Bubble, Natural Gift
Level 6: Mist, Mega Drain, Bubble Beam Starting Moves: Astonish, Growl, Absorb, Bubble,
Level 10: Nature Power, Rain Dance, Giga Drain Fury Swipes
Level 14: Zen Headbutt, Energy Ball Level 6: Fake Out, Water Sport
Level 10: Bubble Beam, Nature Power, Uproar
TM: 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 27, 32, Level 14: Knock Off, Zen Headbutt
42, 44, 45, 46, 48, 49, 53, 55, 75, 86, 87, 88, 90, Level 18: Hydro Pump
94, 96, 100
TM: 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 27, 31,
Egg Moves: Counter, Flail, Giga Drain, Leech Seed,
32, 42, 44, 45, 46, 48, 49, 53, 55, 56, 75, 86, 87,
Razor Leaf, Sweet Scent, Synthesis, Teeter Dance,
88, 90, 94, 96, 98, 100
Tickle, Water Gun

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
8 (-1) 9 (-1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)
Proficient Skills: Nature, Performance
Saving Throws: Dexterity, Strength Proficient Skills: Nature
Vulnerabilities: Bug, Flying, Poison Saving Throws: None
Resistances: Ground, Steel, Water Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water
Swift Swim: This Pokémon's swim speed is doubled Senses: Tremorsense 10ft
in rainy conditions.
Chlorophyll: This Pokémon’s speed is doubled in
Rain Dish: In rainy conditions, this Pokémon heals harsh sunlight.
for an amount of HP equal to its proficiency bonus
at the end of each of its turns. Early Bird: This Pokémon has advantage on rolls to
wake from sleep.
Hidden Ability
Own Tempo: This Pokémon is immune to becoming Hidden Ability
confused. Pickpocket: As a bonus action, this Pokémon can
make a DEX check contested by the opponent’s
WIS to attempt to steal a held item. After the first
Starting Moves: Astonish, Growl, Mega Drain, Nature
attempt, all other attempts against the same
Power
opponent are rolled at disadvantage.
TM: 06, 07, 10, 11, 13, 14, 15, 17, 18, 21, 22, 27,
31, 32, 42, 44, 45, 46, 48, 49, 52, 53, 55, 56, 68, Evolution: Seedot can evolve into Nuzleaf at level 5
75, 86, 87, 88, 90, 94, 96, 98, 100 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: Bide, Harden


Level 2: Growth
Level 6: Nature Power, Synthesis
Level 10: Sunny Day
Level 14: Explosion
TM: 06, 10, 11, 17, 21, 22, 27, 30, 32, 42, 44, 45,
48, 53, 54, 64, 75, 86, 87, 88, 90, 96, 100
Egg Moves: Amnesia, Beat Up, Bullet Seed, Defog,
False Swipe, Foul Play, Grassy Terrain, Leech Seed,
Nasty Plot, Power Swap, Quick Attack, Razor Wind,
Take Down, Worry Seed

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.

Armor Class: 12 Armor Class: 14


Hit Points: 50 | Hit Dice: d8 Hit Points: 88 | Hit Dice: d12
Speed: 25ft. walking, 25ft. climbing Speed: 30ft. walking, 30ft. climbing

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)

Proficient Skills: Nature Proficient Skills: Nature, Insight


Saving Throws: Dexterity Saving Throws: Strength, Wisdom
Vulnerabilities: Bug, Fairy, Fighting, Fire, Flying, Ice, Vulnerabilities: Bug, Fairy, Fighting, Fire, Flying, Ice,
Poison Poison
Resistances: Dark, Electric, Ghost, Grass, Ground, Resistances: Dark, Electric, Ghost, Grass, Ground,
Water Water
Immunities: Psychic Immunities: Psychic
Senses: Tremorsense 30ft Senses: Tremorsense 50ft

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.

Armor Class: 12 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 40 | Hit Dice: d8
Speed: 15ft. walking, 30ft. flying Speed: 25ft. walking, 40ft. flying

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)

Proficient Skills: Perception Proficient Skills: Perception


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass Resistances: Bug, Grass
Immunities: Ghost, Ground Immunities: Ghost, Ground

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


Scrappy: This Pokémon's Normal and Fighting type Scrappy: This Pokémon's Normal and Fighting type
moves hit Ghost type Pokémon. moves hit Ghost type Pokémon.

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

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
9 (-1) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Perception
Proficient Skills: Perception Saving Throws: Dexterity
Saving Throws: Dexterity Vulnerabilities: Electric, Rock
Vulnerabilities: Electric, Rock Resistances: Bug, Fighting, Fire, Steel, Water
Resistances: Bug, Fighting, Fire, Steel, Water Immunities: Ground
Immunities: Ground
Keen Eye: This Pokémon ignores disadvantage when
Keen Eye: This Pokémon ignores disadvantage when it relates to sight.
it relates to sight.
Drizzle: When this Pokémon enters an outside
Hydration: This Pokémon is unaffected by negative battle, the weather immediately changes to light rain
status ailments in water or during rainy conditions. for 5 rounds. In the case of another Pokémon with a
similar weather ability, the tie goes to the Pokémon
Hidden Ability with the highest DEX score.
Rain Dish: In rainy conditions, this Pokémon heals
for an amount of HP equal to its proficiency bonus Hidden Ability
at the end of each of its turns. Rain Dish: In rainy conditions, this Pokémon heals
for an amount of HP equal to its proficiency bonus
at the end of each of its turns.
Evolution: Wingull can evolve into Pelipper at level 7
and above. When it evolves, its health increases by
double its level, and it gains 13 points to add to its Starting Moves: Growl, Protect, Soak, Water Gun,
ability scores (max 20). Water Sport, Wing Attack, Supersonic, Mist
Level 6: Water Pulse, Payback, Brine
Starting Moves: Growl, Water Gun Level 10: Fling
Level 2: Supersonic, Wing Attack, Mist Level 14: Spit Up, Stockpile, Swallow, Roost
Level 6: Water Pulse, Quick Attack, Air Cutter Level 18: Tailwind, Hydro Pump, Hurricane
Level 10: Pursuit, Aerial Ace TM: 06, 07, 10, 13, 14, 15, 17, 18, 19, 21, 27, 32,
Level 14: Roost, Agility, Air Slash 40, 42, 44, 45, 46, 48, 49, 51, 55, 56, 58, 66, 68,
Level 18: Hurricane 76, 87, 88, 89, 90, 94, 100
TM: 06, 07, 10, 13, 14, 17, 18, 19, 21, 27, 32, 40,
42, 44, 45, 46, 48, 49, 51, 55, 76, 87, 88, 89, 90,
100
Egg Moves: Agility, Aqua Ring, Brine, Gust, Knock
Off, Mist, Roost, Soak, Twister, Water Sport, Wide
Guard

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.

Armor Class: 11 Armor Class: 12


Hit Points: 16 | Hit Dice: d6 Hit Points: 40 | Hit Dice: d8
Speed: 25ft. walking Speed: 25ft. walking

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)

Proficient Skills: Insight Proficient Skills: Insight


Saving Throws: Wisdom Saving Throws: Wisdom
Vulnerabilities: Ghost, Poison, Steel Vulnerabilities: Ghost, Poison, Steel
Resistances: Fighting, Psychic Resistances: Fighting, Psychic
Immunities: Dragon Immunities: Dragon
Senses: Truesight 5ft Senses: Truesight 10ft

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.

Armor Class: 16 Armor Class: 12


Hit Points: 82 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking Speed: 20ft. walking, 20ft. swimming

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)

Proficient Skills: Insight, Arcana Proficient Skills: Acrobatics


Saving Throws: Wisdom, Dexterity Saving Throws: Dexterity
Vulnerabilities: Ghost, Poison, Steel Vulnerabilities: Electric, Flying, Rock
Resistances: Fighting, Psychic Resistances: Fighting, Ground, Ice, Steel, Water
Immunities: Dragon
Senses: Truesight 20ft Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.
Synchronize: If this Pokémon becomes burned,
paralyzed, or poisoned, its attacker receives the Hidden Ability
negative status condition as well (if not immune). Rain Dish: In rainy conditions, this Pokémon heals
for an amount of HP equal to its proficiency bonus
Trace: This Pokémon copies a random ability of an at the end of each of its turns.
opponent when entering battle. The ability cannot
be Flower Gift, Forecast, Illusion, Imposter,
Multitype, Trace, Wonder Guard, or Zen Mode. Evolution: Surskit can evolve into Masquerain at level
7 and above. When it evolves, its health increases by
Hidden Ability double its level, and it gains 12 points to add to its
Telepathy: This Pokémon cannot be damaged by its ability scores (max 20).
allies' attacks.
Starting Moves: Bubble
Starting Moves: Confusion, Double Team, Growl, Level 2: Quick Attack, Sweet Scent
Healing Wish, Misty Terrain, Teleport, Disarming Level 6: Water Sport, Bubble Beam, Agility
Voice, Wish, Magical Leaf, Heal Pulse, Draining Kiss, Level 10: Haze, Mist, Aqua Jet
Calm Mind, Psychic Level 14: Baton Pass, Sticky Web
Level 14: Imprison, Future Sight
Level 18: Captivate, Hypnosis, Dream Eater, Stored TM: 06, 10, 11, 13, 14, 17, 18, 21, 22, 27, 30, 32,
Power, Moonblast 42, 44, 45, 46, 48, 55, 77, 83, 87, 88, 90, 100
Egg Moves: Aqua Jet, Bug Bite, Endure, Fell Stinger,
TM: 03, 04, 06, 10, 11, 12, 15, 16, 17, 18, 20, 21,
Foresight, Hydro Pump, Mind Reader, Mud Shot,
24, 27, 29, 30, 32, 33, 41, 42, 44, 45, 46, 48, 49,
Power Split, Psybeam, Signal Beam
52, 53, 56, 57, 61, 68, 73, 77, 85, 86, 87, 88, 90,
92, 99, 100

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

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) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Survival
Proficient Skills: Acrobatics Saving Throws: Constitution
Saving Throws: Dexterity Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Vulnerabilities: Electric, Fire, Flying, Ice, Rock Resistances: Electric, Grass, Ground, Water
Resistances: Bug, Fighting, Grass Senses: Darkvision 30ft, Tremorsense 30ft
Immunities: Ground
Effect Spore: When hit by a melee attack, roll a d4.
Intimidate: Once per short rest, you can impose On a 4, deal an amount of grass damage equal to
disadvantage on an enemy attack roll of your choice. your proficiency modifier to your attacker.

Hidden Ability Poison Heal: This Pokémon is not affected by the


Unnerve: Opponents in combat with this Pokémon effects of the Poisoned condition. In addition, when
cannot eat held berries. it is hit with a poison-type move while poisoned, it
heals an amount of hp equal to its level.
Starting Moves: Bubble, Quick Attack, Sweet Scent, Hidden Ability
Water Sport Quick Feet: When suffering from a negative status
Level 6: Gust, Air Cutter, Scary Face condition, this Pokémon’s speed increases by 15 ft.
Level 10: Stun Spore
Level 14: Silver Wind, Air Slash
Evolution: Shroomish can evolve into Breloom at
Level 18: Bug Buzz, Whirlwind, Quiver Dance
level 7 and above. When it evolves, its health
TM: 06, 10, 11, 13, 14, 15, 17, 18, 19, 21, 22, 27, increases by double its level, and it gains 10 points
30, 32, 40, 42, 44, 45, 46, 48, 53, 55, 68, 77, 83, to add to its ability scores (max 20).
87, 88, 89, 90, 100
Starting Moves: Absorb, Tackle
Level 2: Stun Spore, Leech Seed, Mega Drain
Level 6: Headbutt, Poison Powder, Worry Seed
Level 10: Giga Drain, Growth
Level 14: Toxic, Seed Bomb, Spore
TM: 06, 09, 10, 11, 17, 20, 21, 22, 27, 32, 36, 42,
44, 45, 48, 53, 54, 75, 86, 87, 88, 90, 100
Egg Moves: Bullet Seed, Charm, Drain Punch, Fake
Tears, False Swipe, Focus Punch, Helping Hand,
Natural Gift, Seed Bomb, Swagger, Wake-Up Slap,
Worry Seed

18
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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.

Armor Class: 15 Armor Class: 12


Hit Points: 50 | Hit Dice: d10 Hit Points: 18 | Hit Dice: d6
Speed: 30ft. walking Speed: 25ft. walking, 25ft. climbing

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution, Wisdom
Vulnerabilities: Fairy, Fire, Flying, Ice, Poison, Psychic Vulnerabilities: Fighting
Resistances: Dark, Electric, Grass, Ground, Water Resistances: None
Senses: Darkvision 60ft, Tremorsense 60ft Immunities: Ghost

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).

Hidden Ability Starting Moves: Scratch, Yawn


Technician: For damaging moves activated by this Level 2: Encore, Slack Off
Pokémon with 15 max PP or more, they may roll the Level 6: Feint Attack, Amnesia, Covet
damage twice and choose either total. Level 10: Chip Away, Counter
Level 14: Flail, Play Rough
Starting Moves: Absorb, Leech Seed, Mach Punch,
Stun Spore, Tackle, Mega Drain TM: 01, 06, 08, 10, 11, 13, 14, 17, 18, 21, 22, 24,
Level 6: Headbutt, Feint, Counter 25, 27, 30, 31, 32, 35, 38, 39, 40, 42, 44, 45, 48,
Level 10: Force Palm 56, 65, 80, 87, 88, 90, 100
Level 14: Mind Reader, Sky Uppercut Egg Moves: After You, Body Slam, Crush Claw, Curse,
Level 18: Seed Bomb, Dynamic Punch Hammer Arm, Night Slash, Pursuit, Slash, Sleep Talk,
Snore, Tickle
TM: 01, 06, 08, 09, 10, 11, 15, 17, 20, 21, 22, 27,
31, 32, 36, 39, 42, 44, 45, 47, 48, 52, 53, 54, 56,
71, 75, 80, 86, 87, 88, 90, 100

19
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
15 (+2) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Survival, Intimidation
Proficient Skills: Survival Saving Throws: Strength, Constitution
Saving Throws: Constitution, Wisdom Vulnerabilities: Fighting
Vulnerabilities: Fighting Resistances: None
Resistances: None Immunities: Ghost
Immunities: Ghost
Truant: This Pokémon cannot use the same move in
Vital Spirit: This Pokémon cannot be put to sleep. back to back rounds.

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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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.

Armor Class: 13 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 40 | Hit Dice: d8
Speed: 10ft. walking, 10ft. climbing, 25ft. flying Speed: 20ft. walking, 20ft. climbing, 40ft. flying

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)

Proficient Skills: Nature Proficient Skills: Nature, Stealth


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Fire, Flying, Ice, Water Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Resistances: Fighting, Ground, Poison Resistances: Bug, Fighting, Grass
Immunities: Electric Immunities: Ground
Senses: Darkvision 30ft Senses: Darkvision 60ft

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
9 (-1) 9 (-1) 12 (+1) 6 (-2) 12 (+1) 12 (+1)
13 (+1) 14 (+2) 0 (-5) 8 (-1) 18 (+4) 10 (+0)
Proficient Skills: Performance
Proficient Skills: Nature, Insight Saving Throws: Wisdom
Saving Throws: Wisdom Vulnerabilities: Fighting
Vulnerabilities: Dark, Fire, Flying, Ghost, Rock Resistances: None
Resistances: Bug, Fighting, Grass, Poison Immunities: Ghost
Immunities: Fighting, Normal Senses: Blindsight 80ft
Senses: Darkvision 60ft, Truesight 10ft
Soundproof: This Pokémon is immune to sound-
Wonder Guard: This Pokémon is immune to based moves.
damaging attacks from types that are not in its
vulnerabilities list. Hidden Ability
Rattled: When this Pokémon is hit by a damaging
Paper Thin: This Pokémon always has a maximum Dark, Bug, or Ghost move, it makes its next attack at
HP of 1. advantage.
Starting Moves: Absorb, Harden, Sand Attack,
Scratch, Fury Swipes Evolution: Whismur can evolve into Loudred at level
Level 6: Spite, Shadow Sneak 6 and above. When it evolves, its health increases by
Level 10: Mind Reader, Confuse Ray double its level, and it gains 10 points to add to its
Level 14: Shadow Ball, Grudge, Heal Block ability scores (max 20).
Level 18: Phantom Force
Starting Moves: Pound, Echoed Voice
TM: 06, 10, 11, 15, 17, 21, 22, 27, 28, 30, 32, 37, Level 2: Astonish, Howl
40, 42, 44, 46, 48, 54, 61, 65, 68, 81, 85, 87, 88, Level 6: Screech, Supersonic, Stomp
90, 100 Level 10: Uproar, Roar, Rest
Level 14: Sleep Talk, Hyper Voice
Level 18: Synchronoise
TM: 01, 05, 06, 10, 11, 13, 14, 17, 18, 21, 22, 27,
30, 32, 35, 38, 42, 44, 45, 48, 49, 56, 87, 88, 90,
100
Egg Moves: Circle Throw, Disarming Voice,
Endeavor, Extrasensory, Fake Tears, Hammer Arm,
Smelling Salts, Smokescreen, Snore, Swagger, Take
Down

22
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 6 (-2) 12 (+1) 12 (+1)
16 (+3) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 14 (+2)
Proficient Skills: Performance
Saving Throws: Wisdom, Charisma Proficient Skills: Performance
Vulnerabilities: Fighting Saving Throws: Wisdom, Charisma
Resistances: None Vulnerabilities: Fighting
Immunities: Ghost Resistances: None
Immunities: Ghost
Soundproof: This Pokémon is immune to sound-
based moves. Soundproof: This Pokémon is immune to sound-
based moves.
Hidden Ability
Scrappy: This Pokémon's Normal and Fighting type Hidden Ability
moves hit Ghost type Pokémon. Scrappy: This Pokémon's Normal and Fighting type
moves hit Ghost type Pokémon.
Evolution: Loudred can evolve into Exploud at level
14 and above. When it evolves, its health increases Starting Moves: Astonish, Bite, Crunch, Echoed
by double its level, and it gains 8 points to add to its Voice, Fire Fang, Howl, Ice Fang, Pound, Thunder
ability scores (max 20). Fang, Screech, Supersonic, Stomp, Uproar, Roar
Level 14: Rest, Sleep Talk
Starting Moves: Astonish, Bite, Echoed Voice, Howl, Level 18: Hyper Voice, Synchronoise, Hyper Beam,
Pound Boomburst
Level 6: Screech, Supersonic TM: 01, 05, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21,
Level 10: Stomp, Uproar, Roar 22, 23, 26, 27, 30, 31, 32, 35, 38, 39, 41, 42, 44,
Level 14: Rest, Sleep Talk 45, 48, 49, 50, 52, 56, 68, 78, 80, 87, 88, 90, 94,
Level 18: Hyper Voice, Synchronoise 100
TM: 01, 05, 06, 10, 11, 12, 13, 14, 17, 18, 21, 22,
23, 26, 27, 30, 31, 32, 35, 38, 39, 41, 42, 44, 45,
48, 49, 50, 56, 78, 80, 87, 88, 90, 100

23
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 11 Armor Class: 14


Hit Points: 21 | Hit Dice: d8 Hit Points: 61 | Hit Dice: d12
Speed: 25ft. walking Speed: 25ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Strength Saving Throws: Strength, Constitution
Vulnerabilities: Fairy, Flying, Psychic Vulnerabilities: Fairy, Flying, Psychic
Resistances: Bug, Dark, Rock Resistances: Bug, Dark, Rock

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.

Armor Class: 11 Armor Class: 17


Hit Points: 14 | Hit Dice: d6 Hit Points: 21 | Hit Dice: d8
Speed: 20ft. walking, 25ft. swimming Speed: 25ft. walking

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)

Proficient Skills: None Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Poison, Steel Vulnerabilities: Fighting, Grass, Ground, Steel, Water
Resistances: Bug, Dark Resistances: Fire, Flying, Normal, Poison
Immunities: Dragon, Ghost Senses: Tremorsense 40ft

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 14 (+2)
12 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 14 (+2)
Proficient Skills: Persuasion
Saving Throws: Dexterity, Charisma Proficient Skills: Persuasion, Insight
Vulnerabilities: Fighting Saving Throws: Dexterity, Charisma
Resistances: None Vulnerabilities: Fighting
Immunities: Ghost Resistances: None
Senses: Darkvision 30ft Immunities: Ghost
Senses: Darkvision 50ft
Cute Charm: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice. Cute Charm: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.
Normalize: Every move this Pokémon activates is
Normal type. Normalize: Every move this Pokémon activates is
Normal type.
Hidden Ability
Wonder Skin: This Pokémon has advantage on all Hidden Ability
saving throws against being burned, frozen, Wonder Skin: This Pokémon has advantage on all
poisoned, or paralyzed. saving throws against being burned, frozen,
poisoned, or paralyzed.
Evolution: Skitty can evolve into Delcatty at level 8
and above with the help of a Moon Stone. When it Starting Moves: Attract, Double Slap, Fake Out, Sing
evolves, its health increases by double its level, and
it gains 9 points to add to its ability scores (max TM: 01, 04, 06, 10, 11, 13, 14, 15, 17, 18, 20, 21,
20). 22, 24, 25, 27, 30, 32, 42, 44, 45, 48, 49, 57, 66,
68, 73, 77, 85, 86, 87, 88, 90, 93, 100
Starting Moves: Fake Out, Growl, Tackle, Tail Whip,
Foresight
Level 2: Sing, Attract, Disarming Voice
Level 6: Double Slap, Copycat, Feint Attack
Level 10: Charm, Wake-Up Slap, Assist
Level 14: Covet, Heal Bell, Double-Edge
Level 18: Captivate, Play Rough
TM: 01, 04, 06, 10, 11, 13, 14, 17, 18, 20, 21, 22,
24, 25, 27, 30, 32, 42, 44, 45, 48, 49, 57, 66, 73,
77, 85, 86, 87, 88, 90, 93, 100
Egg Moves: Baton Pass, Captivate, Cosmic Power,
Fake Out, Fake Tears, Helping Hand, Last Resort,
Mud Bomb, Psych Up, Simple Beam, Substitute,
Sucker Punch, Tickle, Uproar, Wish, Zen Headbutt

26
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
16 (+3) 11 (+0) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
Proficient Skills: Deception, Stealth
Saving Throws: Wisdom Proficient Skills: Intimidation, Deception
Vulnerabilities: Fairy Saving Throws: Wisdom
Resistances: Poison Vulnerabilities: Fire, Ground
Immunities: Fighting, Normal, Psychic Resistances: Dark, Fairy, Flying, Grass, Ice, Normal,
Senses: Darkvision 30ft Psychic, Rock
Immunities: Dragon, Poison
Keen Eye: This Pokémon ignores disadvantage when
it relates to sight. Hyper Cutter: This Pokémon’s attack or damage
bonuses cannot be decreased by an opponent’s
Stall: This Pokémon is always last in initiative order. moves.
Hidden Ability Intimidate: Once per short rest, you can impose
Prankster: Once per short rest, this Pokémon can disadvantage on an enemy attack roll of your choice.
move to the top of initiative order in a single round,
but must use a status-affecting move on its turn. Hidden Ability
Sheer Force: This Pokémon adds its proficiency
bonus to damage rolls while poisoned, burned,
Starting Moves: Leer, Scratch, Foresight, Night
confused, or paralyzed.
Shade, Astonish, Fury Swipes
Level 6: Detect, Shadow Sneak, Feint Attack, Fake
Out Starting Moves: Astonish, Fairy Wind, Growl, Taunt,
Level 10: Punishment, Knock Off, Shadow Claw, Fake Tears, Bite, Sweet Scent
Confuse Ray Level 6: Vice Grip, Feint Attack
Level 14: Zen Headbutt, Power Gem, Shadow Ball, Level 10: Baton Pass, Crunch
Foul Play Level 14: Iron Defense, Sucker Punch, Spit Up,
Level 18: Quash, Mean Look Stockpile, Swallow
Level 18: Iron Head, Play Rough
TM: 04, 06, 10, 11, 12, 17, 18, 21, 27, 29, 30, 31,
32, 39, 40, 41, 42, 44, 45, 46, 47, 48, 56, 60, 61, TM: 06, 10, 11, 12, 13, 15, 17, 18, 21, 22, 27, 30,
63, 65, 66, 77, 84, 85, 87, 88, 90, 95, 97, 99, 100 31, 32, 35, 36, 37, 38, 39, 41, 42, 44, 45, 48, 52,
54, 56, 57, 63, 66, 68, 71, 75, 77, 80, 86, 87, 88,
Egg Moves: Captivate, Feint, Flatter, Imprison, Mean
90, 91, 97, 100
Look, Metal Burst, Moonlight, Nasty Plot, Psych Up,
Recover, Sucker Punch, Trick Egg Moves: Ancient Power, Captivate, False Swipe,
Fire Fang, Guard Swap, Ice Fang, Metal Burst, Misty
Terrain, Poison Fang, Psych Up, Punishment,
Seismic Toss, Slam, Sucker Punch, Swords Dance,
Thunder Fang, Tickle

27
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 14 Armor Class: 16


Hit Points: 17 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 25ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics, Survival


Saving Throws: Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Ground, Water Vulnerabilities: Fighting, Ground, Water
Resistances: Bug, Dragon, Fairy, Flying, Ice, Normal, Resistances: Bug, Dragon, Fairy, Flying, Ice, Normal,
Psychic, Rock Psychic, Rock
Immunities: Poison Immunities: Poison
Senses: Tremorsense 20ft Senses: Tremorsense 50ft

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 18 Armor Class: 13


Hit Points: 140 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking Speed: 25ft. walking

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)

Proficient Skills: Athletics, Survival Proficient Skills: Insight


Saving Throws: Strength, Constitution Saving Throws: Wisdom
Vulnerabilities: Fighting, Ground, Water Vulnerabilities: Fairy, Flying, Ghost
Resistances: Bug, Dragon, Fairy, Flying, Ice, Normal, Resistances: Fighting, Rock
Psychic, Rock Senses: Truesight 10ft
Immunities: Poison
Senses: Tremorsense 80ft Pure Power: Once per short rest, this Pokémon may
double the damage it does on a single move that
Sturdy: When taking damage equal to half or more of requires an attack roll. The player must announce
your current HP, roll a d4. On a result of 3 of 4, that they are using this ability before the attack roll.
halve the damage dealt.
Hidden Ability
Rock Head: This Pokémon takes no recoil damage. Telepathy: This Pokémon cannot be damaged by its
Hidden Ability allies' attacks.
Heavy Metal: This Pokémon is especially heavy.
Once per long rest, after being targeted by an attack, Evolution: Meditite can evolve into Medicham at
it may increase its AC by 2 if it would cause an level 10 and above. When it evolves, its health
attack to miss. increases by double its level, and it gains 13 points
to add to its ability scores (max 20).
Starting Moves: Harden, Headbutt, Mud-Slap, Tackle,
Metal Claw, Rock Tomb, Protect, Roar, Iron Head, Starting Moves: Bide, Meditate
Rock Slide, Take Down, Metal Sound Level 2: Confusion, Detect, Endure
Level 14: Iron Tail, Iron Defense Level 6: Feint, Force Palm, Hidden Power, Calm
Level 18: Double-Edge, Autotomize, Heavy Slam, Mind
Metal Burst Level 10: Mind Reader, High Jump Kick, Psych Up
Level 14: Acupressure, Power Trick, Reversal,
TM: 02, 05, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21, Recover
22, 23, 24, 25, 26, 27, 31, 32, 35, 37, 38, 39, 40, Level 18: Counter
42, 44, 45, 48, 52, 56, 59, 65, 66, 67, 68, 69, 71,
73, 78, 80, 82, 87, 88, 90, 91, 94, 97, 100 TM: 01, 03, 04, 06, 08, 10, 11, 16, 17, 18, 21, 27,
29, 30, 31, 32, 33, 39, 42, 44, 45, 47, 48, 52, 56,
77, 80, 86, 87, 88, 90, 100
Egg Moves: Baton Pass, Bullet Punch, Drain Punch,
Dynamic Punch, Fake Out, Fire Punch, Foresight,
Guard Swap, Ice Punch, Power Swap, Psycho Cut,
Quick Guard, Secret Power, Thunder Punch

29
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
14 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
Proficient Skills: Acrobatics
Proficient Skills: Insight, Acrobatics Saving Throws: Dexterity
Saving Throws: Wisdom, Dexterity Vulnerabilities: Ground
Vulnerabilities: Fairy, Flying, Ghost Resistances: Electric, Flying, Steel
Resistances: Fighting, Rock
Senses: Truesight 20ft Static: When this Pokémon is hit by a melee attack,
roll a d4. On a result of 4, the attacker takes an
Pure Power: Once per short rest, this Pokémon may amount of electric damage equal to this Pokemon's
double the damage it does on a single move that proficiency bonus.
requires an attack roll. The player must announce
that they are using this ability before the attack roll. Lightning Rod: If this Pokemon or an ally within 30
feet is targeted with a direct electric-type, damage-
Hidden Ability dealing move, the Pokemon may use a reaction to
Telepathy: This Pokémon cannot be damaged by its redirect the target to itself and take half damage
allies' attacks. from it if it hits.
Hidden Ability
Starting Moves: Bide, Confusion, Detect, Fire Punch, Minus: This Pokémon boosts its attack and damage
Ice Punch, Meditate, Thunder Punch, Zen Headbutt, rolls by 2 if an ally also has a Plus or Minus ability
Endure, Feint, Force Palm, Hidden Power
Level 10: Calm Mind, Mind Reader, High Jump Kick,
Evolution: Electrike can evolve into Manectric at
Psych Up
level 8 and above. When it evolves, its health
Level 14: Acupressure, Power Trick
increases by double its level, and it gains 13 points
Level 18: Reversal, Recover, Counter
to add to its ability scores (max 20).
TM: 01, 03, 04, 06, 08, 10, 11, 15, 16, 17, 18, 21,
27, 29, 30, 31, 32, 33, 39, 42, 44, 45, 47, 48, 52, Starting Moves: Tackle, Thunder Wave, Leer
53, 56, 68, 77, 80, 84, 85, 86, 87, 88, 90, 100 Level 2: Howl, Quick Attack
Level 6: Spark, Odor Sleuth, Thunder Fang
Level 10: Bite, Discharge
Level 14: Roar, Wild Charge
Level 18: Charge, Thunder
TM: 05, 06, 10, 16, 17, 18, 21, 24, 25, 27, 32, 35,
42, 44, 46, 48, 57, 72, 73, 87, 88, 90, 93, 95, 100
Egg Moves: Crunch, Curse, Discharge, Eerie Impulse,
Electro Ball, Fire Fang, Headbutt, Ice Fang, Shock
Wave, Swift, Switcheroo, 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.
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.

Armor Class: 15 Armor Class: 14


Hit Points: 72 | Hit Dice: d8 Hit Points: 40 | Hit Dice: d8
Speed: 35ft. walking Speed: 30ft. walking

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)

Proficient Skills: Acrobatics Proficient Skills: Persuasion


Saving Throws: Dexterity Saving Throws: Dexterity, Charisma
Vulnerabilities: Ground Vulnerabilities: Ground
Resistances: Electric, Flying, Steel Resistances: Electric, Flying, Steel

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
13 (+1) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 12 (+1)
Proficient Skills: Nature, Persuasion
Proficient Skills: Persuasion Saving Throws: Wisdom, Charisma
Saving Throws: Dexterity, Charisma Vulnerabilities: Fire, Flying, Rock
Vulnerabilities: Ground Resistances: Grass, Ground, Fighting
Resistances: Electric, Flying, Steel
Illuminate: This Pokémon knows the Light cantrip
Minus: This Pokémon boosts its attack and damage and can cast it at will.
rolls by 2 if an ally also has a Plus or Minus ability
Swarm: This Pokémon adds doubles its STAB bonus
Hidden Ability when it has 25% or less of its maximum health.
Volt Absorb: This Pokémon takes no damage from Hidden Ability
electricity or electric-type attacks. Instead, half of
Prankster: Once per short rest, this Pokémon can
any electric damage done is absorbed, restoring the
move to the top of initiative order in a single round,
Pokémon's HP.
but must use a status-affecting move on its turn.

Starting Moves: Growl, Quick Attack, Thunder Wave,


Starting Moves: Flash, Tackle, Double Team, Confuse
Helping Hand, Spark, Encore, Switcheroo, Nuzzle,
Ray, Quick Attack
Play Nice
Level 6: Struggle Bug, Moonlight, Tail Glow
Level 6: Swift, Electro Ball, Copycat, Fake Tears
Level 10: Signal Beam, Protect
Level 10: Charge, Discharge
Level 14: Zen Headbutt, Helping Hand, Bug Buzz
Level 14: Baton Pass, Agility, Trump Card
Level 18: Play Rough, Double-Edge, Infestation
Level 18: Thunder, Nasty Plot, Entrainment
TM: 06, 10, 11, 16, 17, 18, 19, 21, 22, 24, 25, 27,
TM: 06, 10, 16, 17, 18, 21, 24, 25, 27, 32, 42, 44,
30, 31, 32, 40, 42, 44, 45, 46, 48, 56, 57, 62, 73,
45, 48, 49, 56, 57, 72, 73, 86, 87, 88, 90, 93, 100
77, 83, 87, 88, 89, 90, 99, 100
Egg Moves: Discharge, Lucky Chant, Sing, Substitute,
Egg Moves: Baton Pass, Bug Buzz, Dizzy Punch,
Sweet Kiss, Wish
Encore, Seismic Toss, Silver Wind, Trick

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
14 (+2) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 12 (+1)
Proficient Skills: Nature, Survival
Proficient Skills: Nature, Persuasion Saving Throws: Constitution, Wisdom
Saving Throws: Wisdom, Charisma Vulnerabilities: Fire, Flying, Ice, Psychic
Vulnerabilities: Fire, Flying, Rock Resistances: Electric, Fairy, Fighting, Grass, Water
Resistances: Grass, Ground, Fighting
Natural Cure: This Pokémon is cured of negative
Oblivious: This Pokémon is immune to moves that status ailments upon returning to its Pokeball.
attempt to charm or taunt it.
Poison Point: When this Pokémon is hit with a
Tinted Lens: This Pokémon’s moves ignore melee attack, roll a 1d4. On a result of 4, the
resistances. attacker takes an amount of poison damage equal to
this Pokémon’s proficiency modifier.
Hidden Ability
Prankster: Once per short rest, this Pokémon can Hidden Ability
move to the top of initiative order in a single round, Leaf Guard: This Pokémon does not suffer from any
but must use a status-affecting move on its turn. negative status ailments in harsh sunlight.

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.

Armor Class: 13 Armor Class: 15


Hit Points: 20 | Hit Dice: d8 Hit Points: 97 | Hit Dice: d12
Speed: 10ft. walking Speed: 15ft. walking

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Ground, Psychic Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Bug, Fairy, Fighting, Grass, Poison

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.

Armor Class: 11 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 72 | Hit Dice: d10
Speed: 5ft. walking, 30ft. swimming Speed: 5ft. walking, 40ft. swimming

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)

Proficient Skills: Intimidation Proficient Skills: Athletics, Intimidation


Saving Throws: Dexterity Saving Throws: Strength, Dexterity
Vulnerabilities: Bug, Electric, Fairy, Fighting, Grass Vulnerabilities: Bug, Electric, Fairy, Fighting, Grass
Resistances: Dark, Fire, Ghost, Ice, Steel, Water Resistances: Dark, Fire, Ghost, Ice, Steel, Water
Immunities: Psychic Immunities: Psychic

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.

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: 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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 17 (+3) 6 (-2) 10 (+0) 10 (+0)
13 (+1) 15 (+2) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Survival, Nature
Saving Throws: Strength, Constitution Proficient Skills: Survival, Nature
Vulnerabilities: Electric, Grass Saving Throws: Strength, Constitution
Resistances: Fire, Ice, Steel, Water Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Water Veil: This Pokémon is immune to burning.
Water Veil: This Pokémon is immune to burning.
Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it. Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it.
Hidden Ability
Pressure: Any move targeting this Pokémon directly Hidden Ability
(non-area of effect moves) reduces its PP by two Pressure: Any move targeting this Pokémon directly
when activated. (non-area of effect moves) reduces its PP by two
when activated.
Evolution: Wailmer can evolve into Wailord at level
10 and above. When it evolves, its health increases Starting Moves: Growl, Rollout, Soak, Splash, Water
by double its level, and it gains 5 points to add to its Gun, Whirlpool, Astonish, Water Pulse, Mist, Noble
ability scores (max 20). Roar
Level 10: Brine, Rest
Starting Moves: Splash, Growl Level 14: Water Spout, Amnesia, Dive
Level 2: Water Gun, Rollout, Whirlpool Level 18: Bounce, Hydro Pump, Heavy Slam
Level 6: Astonish, Water Pulse, Mist TM: 05, 06, 07, 10, 13, 14, 15, 17, 18, 21, 26, 27,
Level 10: Brine, Rest 32, 39, 42, 44, 45, 48, 49, 55, 68, 78, 87, 88, 90,
Level 14: Water Spout, Amnesia, Dive 94, 98, 100
Level 18: Bounce, Hydro Pump, Heavy Slam
TM: 05, 06, 07, 10, 13, 14, 17, 18, 21, 26, 27, 32,
39, 42, 44, 45, 48, 49, 55, 78, 87, 88, 90, 94, 98,
100
Egg Moves: Aqua Ring, Body Slam, Clear Smog,
Curse, Defense Curl, Double-Edge, Fissure, Sleep
Talk, Snore, Soak, Swagger, Thrash, Tickle, Zen
Headbutt

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
16 (+3) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Survival
Saving Throws: Constitution Proficient Skills: Athletics
Vulnerabilities: Ground, Water Saving Throws: Strength, Constitution
Resistances: Bug, Fairy, Fire, Poison, Steel Vulnerabilities: Ground, Water
Immunities: Electric Resistances: Bug, Fairy, Fire, Poison, Steel
Immunities: Electric
Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it. Magma Armor: This Pokémon is immune to freezing.
Simple: Once per short rest, you may double this Solid Rock: This Pokémon does not take any
Pokémon's Move modifier for a single attack or additional damage from a critical hit.
damage roll.
Hidden Ability
Hidden Ability Anger Point: After suffering a critical hit, this
Own Tempo: This Pokémon is immune to becoming Pokémon doubles the damage dice for a single
confused. move it activates on the following turn.

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.

Armor Class: 16 Armor Class: 14


Hit Points: 55 | Hit Dice: d10 Hit Points: 18 | Hit Dice: d6
Speed: 25ft. walking Speed: 25ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Acrobatics


Saving Throws: Strength, Constitution Saving Throws: Dexterity, Wisdom
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Bug, Dark, Ghost
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Fighting, Psychic

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.

Armor Class: 16 Armor Class: 14


Hit Points: 88 | Hit Dice: d10 Hit Points: 20 | Hit Dice: d8
Speed: 30ft. walking Speed: 25ft. walking

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)

Proficient Skills: Acrobatics Proficient Skills: Deception


Saving Throws: Dexterity, Wisdom Saving Throws: Wisdom
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Fighting
Resistances: Fighting, Psychic Resistances: None
Immunities: Ghost
Thick Fat: This Pokemon takes half the damage it
otherwise would from Ice and Fire damage. Own Tempo: This Pokémon is immune to becoming
confused.
Own Tempo: This Pokémon is immune to becoming
confused. Tangled Feet: Attacks against this Pokémon have
disadvantage when it is confused.
Hidden Ability
Gluttony: This Pokémon must eat its held berry Hidden Ability
when it falls below ½ of its maximum HP. Contrary: Moves that affect this Pokémon's stats
have the opposite effect. (For example, Defense
Curl would lower AC by 4. Growl would increase its
Starting Moves: Odor Sleuth, Psybeam, Psywave,
attack by +1)
Splash, Teeter Dance, Psych Up, Confuse Ray, Magic
Coat, Belch
Level 10: Zen Headbutt, Power Gem Starting Moves: Tackle
Level 14: Rest, Snore Level 2: Copycat, Feint Attack
Level 18: Psyshock, Payback, Psychic, Bounce Level 6: Psybeam, Hypnosis
Level 10: Dizzy Punch, Sucker Punch, Teeter Dance
TM: 03, 04, 06, 10, 11, 12, 15, 16, 17, 18, 21, 27, Level 14: Uproar, Psych Up
29, 30, 31, 32, 33, 41, 42, 44, 45, 46, 48, 52, 53, Level 18: Double-Edge, Flail, Thrash
56, 57, 66, 68, 73, 77, 78, 85, 86, 87, 88, 90, 92,
100 TM: 01, 04, 06, 10, 11, 17, 18, 20, 21, 27, 29, 30,
31, 32, 39, 42, 44, 45, 46, 48, 56, 77, 80, 85, 87,
88, 90, 92, 93, 100
Egg Moves: Assist, Baton Pass, Disable, Encore, Fake
Out, Fake Tears, Guard Split, Icy Wind, Psycho Cut,
Psycho Shift, Rapid Spin, Rock Slide, Role Play,
Smelling Salts, Trick, Water Pulse, Wish

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.

Armor Class: 12 Armor Class: 13


Hit Points: 17 | Hit Dice: d6 Hit Points: 72 | Hit Dice: d8
Speed: 20ft. walking Speed: 15ft. walking, 30ft. flying

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)

Proficient Skills: Athletics Proficient Skills: Acrobatics


Saving Throws: Strength, Constitution Saving Throws: Dexterity, Constitution
Vulnerabilities: Grass, Ice, Water Vulnerabilities: Dragon, Fairy, Ice
Resistances: Poison, Rock Resistances: Fire, Poison, Rock
Immunities: Electric Immunities: Electric
Senses: Tremorsense 30ft
Levitate: This Pokémon is immune to ground moves.
Hyper Cutter: This Pokémon’s attack or damage
bonuses cannot be decreased by an opponent’s Evolution: Vibrava can evolve into Flygon at level 16
moves. and above. When it evolves, its health increases by
Arena Trap: Grounded creatures within 50 feet of double its level, and it gains 12 points to add to its
this Pokémon may not flee or switch out, except by ability scores (max 20).
item, Move, or ability.
Starting Moves: Bide, Dragon Breath, Feint Attack,
Hidden Ability Sand Attack, Sonic Boom, Mud-Slap, Bulldoze, Sand
Sheer Force: This Pokémon adds its proficiency Tomb, Rock Slide, Supersonic, Screech
bonus to damage rolls while poisoned, burned, Level 10: Earth Power, Bug Buzz, Earthquake
confused, or paralyzed. Level 14: Sandstorm, Uproar
Level 18: Hyper Beam, Boomburst
Evolution: Trapinch can evolve into Vibrava at level 9
and above. When it evolves, its health increases by TM: 06, 10, 11, 15, 17, 19, 21, 22, 26, 27, 32, 37,
double its level, and it gains 8 points to add to its 39, 42, 44, 45, 48, 51, 76, 78, 80, 87, 88, 89, 90,
ability scores (max 20). 100

Starting Moves: Bide, Bite, Feint Attack, Sand Attack


Level 2: Mud-Slap, Bulldoze, Sand Tomb
Level 6: Rock Slide, Dig
Level 10: Crunch, Earth Power, Feint, Earthquake
Level 14: Sandstorm, Superpower
Level 18: Hyper Beam, Fissure
TM: 06, 10, 11, 15, 17, 21, 22, 26, 27, 32, 37, 39,
42, 44, 45, 48, 78, 80, 87, 88, 90, 100
Egg Moves: Bug Bite, Earth Power, Endure, Flail,
Focus Energy, Fury Cutter, Gust, Mud Shot, Quick
Attack, Signal Beam

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.

Armor Class: 16 Armor Class: 12


Hit Points: 126 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 15ft. walking, 35ft. flying Speed: 25ft. walking

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)

Proficient Skills: Acrobatics Proficient Skills: Survival


Saving Throws: Dexterity, Constitution Saving Throws: Constitution
Vulnerabilities: Dragon, Fairy, Ice Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Fire, Poison, Rock Resistances: Electric, Grass, Ground, Water
Immunities: Electric Senses: Darkvision 30ft

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).

Starting Moves: Leer, Poison Sting, Absorb


Level 2: Growth, Leech Seed, Sand Attack
Level 6: Needle Arm, Feint Attack
Level 10: Ingrain, Payback, Spikes
Level 14: Sucker Punch, Pin Missile
Level 18: Energy Ball, Cotton Spore, Sandstorm,
Destiny Bond
TM: 06, 09, 10, 11, 17, 21, 22, 27, 31, 32, 37, 42,
44, 45, 48, 53, 56, 66, 75, 84, 86, 87, 88, 90, 96,
97, 100
Egg Moves: Acid, Belch, Block, Counter, Dynamic
Punch, Fell Stinger, Grass Whistle, Low Kick, Magical
Leaf, Nasty Plot, Rototiller, Seed Bomb, Smelling
Salts, Switcheroo, Teeter Dance, Worry Seed

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
15 (+2) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Persuasion
Proficient Skills: Survival Saving Throws: Dexterity
Saving Throws: Constitution Vulnerabilities: Electric, Ice, Rock
Vulnerabilities: Bug, Fairy, Fighting, Fire, Flying, Ice, Resistances: Bug, Grass
Poison Immunities: Ghost, Ground
Resistances: Dark, Electric, Ghost, Grass, Ground,
Water Natural Cure: This Pokémon is cured of negative
Immunities: Psychic status ailments upon returning to its Pokeball.
Senses: Darkvision 30ft
Hidden Ability
Sand Veil: This Pokémon is immune to Sandstorm Cloud Nine: While this Pokémon is in battle,
damage. In addition, its AC increases by 2 in desert weather-related abilities have no effect on the
terrain, or during a Sandstorm. Pokémon that have them.
Hidden Ability
Evolution: Swablu can evolve into Altaria at level 9
Water Absorb: This Pokémon takes no damage from
and above. When it evolves, its health increases by
water or water-type attacks. Instead, half of any
double its level, and it gains 15 points to add to its
water damage done is absorbed, restoring the
ability scores (max 20).
Pokémon's HP.

Starting Moves: Growl, Peck, Astonish


Starting Moves: Absorb, Growth, Leer, Poison Sting, Level 2: Sing, Fury Attack, Safeguard, Disarming
Revenge, Leech Seed, Sand Attack, Needle Arm, Voice
Feint Attack, Ingrain, Spiky Shield Level 6: Mist, Round, Natural Gift, Take Down
Level 10: Payback, Spikes Level 10: Refresh, Mirror Move
Level 14: Sucker Punch, Pin Missile Level 14: Cotton Guard, Dragon Pulse
Level 18: Energy Ball, Cotton Spore, Sandstorm, Level 18: Perish Song, Moonblast
Destiny Bond
TM: 06, 10, 11, 13, 17, 18, 19, 20, 21, 22, 27, 32,
TM: 06, 09, 10, 11, 15, 17, 21, 22, 27, 31, 32, 37,
40, 42, 44, 45, 46, 48, 49, 51, 76, 77, 85, 87, 88,
42, 44, 45, 48, 52, 53, 56, 63, 66, 68, 75, 84, 86,
90, 99, 100
87, 88, 90, 96, 97, 100
Egg Moves: Agility, Dragon Rush, Feather Dance,
Haze, Hyper Voice, Power Swap, Pursuit, Rage,
Roost, Steel Wing

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.

Armor Class: 17 Armor Class: 14


Hit Points: 88 | Hit Dice: d10 Hit Points: 38 | Hit Dice: d10
Speed: 5ft. walking, 35ft. flying Speed: 30ft. walking

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)

Proficient Skills: Arcana, Persuasion Proficient Skills: Acrobatics, Athletics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Dragon, Fairy, Ice, Rock Vulnerabilities: Fighting
Resistances: Bug, Fire, Fighting, Grass, Water Resistances: None
Immunities: Ground Immunities: Ghost

Natural Cure: This Pokémon is cured of negative Immunity: This Pokémon is immune to becoming
status ailments upon returning to its Pokeball. poisoned.

Hidden Ability Hidden Ability


Cloud Nine: While this Pokémon is in battle, Toxic Boost: When this Pokémon is hit by a poison-
weather-related abilities have no effect on the type attack, its next attack is rolled at advantage.
Pokémon that have them.
Starting Moves: Leer, Scratch, Quick Attack, Fury
Starting Moves: Astonish, Dragon Breath, Growl, Cutter, Pursuit
Peck, Pluck, Sing, Fury Attack, Safeguard, Disarming Level 6: Hone Claws, Slash, Revenge
Voice, Mist, Round, Natural Gift Level 10: Crush Claw, False Swipe
Level 10: Take Down, Refresh Level 14: Embargo, Detect, X-Scissor
Level 14: Dragon Dance, Cotton Guard, Dragon Level 18: Taunt, Swords Dance, Close Combat
Pulse
Level 18: Perish Song, Moonblast, Sky Attack TM: 01, 05, 06, 10, 11, 12, 13, 14, 17, 18, 21, 22,
24, 25, 27, 30, 31, 32, 35, 38, 39, 40, 42, 44, 45,
TM: 02, 05, 06, 10, 11, 13, 15, 17, 18, 19, 20, 21, 46, 48, 52, 54, 56, 63, 65, 66, 75, 80, 81, 84, 87,
22, 26, 27, 32, 35, 38, 40, 42, 44, 45, 46, 48, 49, 88, 90, 100
51, 68, 76, 77, 78, 85, 87, 88, 90, 99, 100
Egg Moves: Counter, Curse, Final Gambit, Disable,
Double Hit, Double Kick, Feint, Flail, Fury Swipes,
Iron Tail, Metal Claw, Night Slash, Quick Guard,
Razor Wind, Roar

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
14 (+2) 16 (+3) 16 (+3) 6 (-2) 16 (+3) 10 (+0)
Proficient Skills: Deception, Intimidation
Saving Throws: Constitution Proficient Skills: Arcana
Vulnerabilities: Ground, Psychic Saving Throws: Wisdom, Constitution
Resistances: Bug, Fairy, Fighting, Grass, Poison Vulnerabilities: Bug, Dark, Ghost, Grass, Ground,
Senses: Darkvision 30ft Water, Steel
Resistances: Fire, Flying, Normal, Poison, Psychic
Shed Skin: If this Pokémon is affected by a negative Senses: Truesight 10ft, Darkvision 60ft
status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured. Levitate: This Pokémon is immune to ground moves.

Hidden Ability Starting Moves: Confusion, Harden, Moonblast,


Infiltrator: This Pokémon bypasses Light Screen and Power Gem, Psyshock, Rock Throw, Tackle,
Reflect. Hypnosis, Rock Polish, Psywave
Level 6: Embargo, Rock Slide
Starting Moves: Swagger, Wrap, Bite, Lick, Poison Level 10: Cosmic Power, Psychic
Tail, Feint Level 14: Heal Block, Stone Edge, Future Sight
Level 6: Screech, Venoshock, Glare, Poison Fang Level 18: Explosion, Magic Room
Level 10: Night Slash, Gastro Acid, Poison Jab,
Venom Drench TM: 03, 04, 06, 10, 13, 14, 15, 16, 17, 18, 20, 21,
Level 14: Haze, Swords Dance, Crunch, Belch 23, 26, 27, 29, 30, 32, 33, 37, 39, 42, 44, 48, 57,
Level 18: Coil, Wring Out 62, 63, 64, 68, 69, 71, 74, 77, 78, 80, 85, 86, 87,
88, 90, 92, 100
TM: 06, 09, 10, 11, 12, 17, 18, 21, 26, 27, 32, 34,
35, 36, 42, 44, 45, 46, 48, 59, 66, 75, 78, 81, 82,
83, 84, 87, 88, 90, 97, 100
Egg Moves: Assurance, Body Slam, Final Gambit, Iron
Tail, Night Slash, Punishment, Scary Face, Spit Up,
Stockpile, Swallow, Switcheroo, Wring Out

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 6 (-2) 16 (+3) 10 (+0)
10 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Arcana
Saving Throws: Wisdom, Constitution Proficient Skills: Perception, Investigation
Vulnerabilities: Bug, Dark, Ghost, Grass, Ground, Saving Throws: Constitution
Water, Steel Vulnerabilities: Grass
Resistances: Fire, Flying, Normal, Poison, Psychic Resistances: Fire, Poison, Rock, Steel
Senses: Truesight 10ft Immunities: Electric

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).

Starting Moves: Mud-Slap


Level 2: Mud Sport, Water Sport, Water Gun, Mud
Bomb
Level 6: Amnesia, Water Pulse, Magnitude
Level 10: Rest, Snore, Aqua Tail, Earthquake
Level 14: Muddy Water, Future Sight
Level 18: Fissure
TM: 06, 07, 10, 13, 14, 17, 18, 21, 26, 27, 32, 37,
39, 42, 44, 45, 48, 55, 78, 87, 88, 90, 94, 98, 100
Egg Moves: Dragon Dance, Earth Power, Flail, Hydro
Pump, Mud Shot, Muddy Water, Spark, Take Down,
Thrash, Whirlpool

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.

Armor Class: 15 Armor Class: 12


Hit Points: 60 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 5ft. walking, 35ft. swimming Speed: 15ft. walking, 25ft. swimming

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)

Proficient Skills: Survival Proficient Skills: Nature


Saving Throws: Constitution Saving Throws: Strength
Vulnerabilities: Grass Vulnerabilities: Electric, Grass
Resistances: Fire, Poison, Rock, Steel Resistances: Fire, Ice, Steel, Water
Immunities: Electric
Hyper Cutter: This Pokémon’s attack or damage
Oblivious: This Pokémon is immune to moves that bonuses cannot be decreased by an opponent’s
attempt to charm or taunt it. moves.
Anticipation: When this Pokémon enters the battle, Shell Armor: This Pokémon is immune to extra
an opponent must reveal if it has a move that the damage dealt by a Critical Hit.
Pokémon is vulnerable to. The move does not have
to be revealed - only that there is such a move. Hidden Ability
Adaptability: When this Pokémon uses a move of its
Hidden Ability own type, it may roll the damage twice and choose
Hydration: This Pokémon is unaffected by negative either total.
status ailments in water or during rainy conditions.
Evolution: Corphish can evolve into Crawdaunt at
Starting Moves: Mud-Slap, Mud Sport, Thrash, Tickle, level 8 and above. When it evolves, its health
Water Gun, Water Sport, Zen Headbutt, Mud Bomb, increases by double its level, and it gains 11 points
Belch to add to its ability scores (max 20).
Level 6: Amnesia, Water Pulse, Magnitude
Level 10: Rest, Snore, Aqua Tail Starting Moves: Bubble
Level 14: Earthquake, Muddy Water Level 2: Harden, Vice Grip, Leer
Level 18: Future Sight, Fissure Level 6: Bubble Beam, Protect, Double Hit
TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 26, 27, 32, Level 10: Knock Off, Night Slash, Razor Shell
37, 39, 42, 44, 45, 48, 55, 68, 71, 78, 80, 87, 88, Level 14: Taunt, Swords Dance, Crunch
90, 94, 98, 100 Level 18: Crabhammer, Guillotine
TM: 06, 07, 10, 12, 13, 14, 17, 18, 21, 27, 31, 32,
36, 39, 40, 42, 44, 45, 48, 54, 55, 56, 66, 75, 80,
81, 87, 88, 90, 94, 98, 100
Egg Moves: Ancient Power, Aqua Jet, Body Slam,
Chip Away, Double-Edge, Dragon Dance, Endeavor,
Knock Off, Metal Claw, Mud Sport, Superpower,
Switcheroo, Trump Card

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
16 (+3) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Arcana
Proficient Skills: Nature, Athletics Saving Throws: Wisdom
Saving Throws: Strength Vulnerabilities: Bug, Dark, Ghost, Grass, Ice, Water
Vulnerabilities: Bug, Electric, Fairy, Fighting, Grass Resistances: Fighting, Poison, Psychic, Rock
Resistances: Dark, Fire, Ghost, Ice, Steel, Water Immunities: Electric
Immunities: Psychic Senses: Darkvision 20ft

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
15 (+2) 9 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Arcana
Saving Throws: Wisdom Proficient Skills: Survival, Deception
Vulnerabilities: Bug, Dark, Ghost, Grass, Ice, Water Saving Throws: Constitution
Resistances: Fighting, Poison, Psychic, Rock Vulnerabilities: Bug, Fighting, Ice, Steel
Immunities: Electric Resistances: Electric, Normal
Senses: Darkvision 50ft Senses: Tremorsense 30ft

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).

Starting Moves: Astonish, Constrict


Level 2: Acid, Ingrain, Confuse Ray
Level 6: Ancient Power, Brine
Level 10: Giga Drain, Gastro Acid
Level 14: Amnesia, Energy Ball
Level 18: Spit Up, Stockpile, Swallow, Wring Out
TM: 06, 10, 11, 17, 21, 22, 23, 27, 32, 36, 37, 39,
42, 44, 45, 48, 53, 69, 75, 80, 83, 86, 87, 88, 90,
100
Egg Moves: Barrier, Curse, Endure, Mega Drain,
Mirror Coat, Recover, Rock Slide, Stealth Rock,
Tickle, Wring Out

48
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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.

Armor Class: 17 Armor Class: 13


Hit Points: 97 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 25ft. walking Speed: 25ft. walking, 30ft. swimming

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)

Proficient Skills: Survival, Deception Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Bug, Fighting, Ice, Steel Vulnerabilities: Rock, Steel, Water
Resistances: Electric, Normal Resistances: Normal, Poison
Senses: Tremorsense 60ft Senses: Tremorsense 30ft

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.

Hidden Ability Hidden Ability


Storm Drain: If this Pokemon or an ally within 30 Swift Swim: This Pokémon's swim speed is doubled
feet is targeted with a direct water-type, damage- in rainy conditions.
dealing move, the Pokemon may use a reaction to
redirect the target to itself and take half damage
Evolution: Anorith can evolve into Armaldo at level
from it if it hits.
10 and above. When it evolves, its health increases
by double its level, and it gains 8 points to add to its
Starting Moves: Acid, Astonish, Constrict, Ingrain, ability scores (max 20).
Confuse Ray, Ancient Power, Brine
Level 10: Giga Drain, Gastro Acid Starting Moves: Harden, Scratch, Mud Sport
Level 14: Amnesia Level 2: Water Gun, Fury Cutter, Smack Down
Level 18: Energy Ball, Spit Up, Stockpile, Swallow, Level 6: Metal Claw, Ancient Power
Wring Out Level 10: Bug Bite, Brine
TM: 06, 10, 11, 15, 17, 21, 22, 23, 26, 27, 32, 34, Level 14: Slash, Crush Claw
36, 37, 39, 42, 44, 45, 48, 53, 68, 69, 71, 75, 78, Level 18: X-Scissor, Protect, Rock Blast
80, 83, 86, 87, 88, 90, 100
TM: 06, 10, 11, 17, 21, 23, 27, 31, 32, 37, 39, 40,
42, 44, 45, 48, 54, 69, 75, 80, 81, 87, 88, 90, 100
Egg Moves: Aqua Jet, Cross Poison, Curse, Knock
Off, Rapid Spin, Rock Slide, Sand Attack, Screech,
Swords Dance, Water Pulse

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 9 (-1) 6 (-2) 10 (+0) 10 (+0)
18 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Survival, History
Proficient Skills: Survival, History Saving Throws: Constitution
Saving Throws: Constitution Vulnerabilities: Electric, Grass
Vulnerabilities: Rock, Steel, Water Resistances: Fire, Ice, Steel, Water
Resistances: Normal, Poison
Senses: Tremorsense 60ft Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.
Battle Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit. Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it.
Hidden Ability Hidden Ability
Swift Swim: This Pokémon's swim speed is doubled
Adaptability: When this Pokémon uses a move of its
in rainy conditions.
own type, it may roll the damage twice and choose
either total.
Starting Moves: Harden, Mud Sport, Scratch, Water
Gun, Fury Cutter, Smack Down, Metal Claw, Ancient
Evolution: Feebas can evolve into Milotic at level 10
Power
and above while holding a Prism Scale. When it
Level 10: Bug Bite, Brine
evolves, its health increases by double its level, and
Level 14: Slash, Crush Claw
it gains 18 points to add to its ability scores (max
Level 18: X-Scissor, Protect, Rock Blast
20).
TM: 06, 10, 11, 15, 17, 21, 23, 26, 27, 31, 32, 37,
39, 40, 42, 44, 45, 48, 54, 59, 68, 69, 71, 75, 78, Starting Moves: Splash
80, 81, 87, 88, 90, 91, 100 Level 2: Tackle
Level 6: Flail
TM: 06, 07, 10, 13, 14, 16, 17, 18, 21, 27, 32, 42,
44, 45, 48, 55, 87, 88, 90, 94, 98, 100
Egg Moves: Brine, Captivate, Confuse Ray, Dragon
Pulse, Dragon Breath, Haze, Hypnosis, Iron Tail,
Light Screen, Mirror Coat, Mist, Mud Sport, Tickle

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.

Armor Class: 17 Armor Class: 15


Hit Points: 88 | Hit Dice: d10 Hit Points: 19 | Hit Dice: d8
Speed: 25ft. walking, 40ft. swimming Speed: 25ft. flying

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)

Proficient Skills: Persuasion Proficient Skills: Nature


Saving Throws: Wisdom, Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Grass Vulnerabilities: Fighting
Resistances: Fire, Ice, Steel, Water Resistances: None
Senses: Truesight 10ft Immunities: Ghost

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

51
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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.

Armor Class: 15 Armor Class: 15


Hit Points: 19 | Hit Dice: d8 Hit Points: 19 | Hit Dice: d8
Speed: 25ft. flying Speed: 25ft. flying

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)

Proficient Skills: Nature Proficient Skills: Nature


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Electric, Grass
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Fire, Ice, Steel, Water

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.

Starting Moves: Tackle Starting Moves: Tackle


Level 2: Ember, Powder Snow, Water Gun Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24,
25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53,
55, 73, 77, 87, 88, 90, 100 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Egg Moves: Amnesia, Clear Smog, Cosmic Power,
Disable, Future Sight, Guard Swap, Hex, Lucky Disable, Future Sight, Guard Swap, Hex, Lucky
Chant, Ominous Wind, Psych Up, Reflect Type Chant, Ominous Wind, Psych Up, Reflect Type

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.

Armor Class: 15 Armor Class: 16


Hit Points: 19 | Hit Dice: d8 Hit Points: 44 | Hit Dice: d8
Speed: 25ft. flying Speed: 25ft. walking, 25ft. climbing

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)

Proficient Skills: Nature Proficient Skills: Stealth, Deception


Saving Throws: Dexterity Saving Throws: Constitution
Vulnerabilities: Fighting, Fire, Rock, Steel Vulnerabilities: Fighting
Resistances: Ice Resistances: None
Immunities: Ghost
Forecast: This Pokémon changes form with the
weather. In rain it becomes water-type, in harsh Color Change: When hit by a damaging attack, this
sunlight it becomes fire-type, in cold and snowy Pokémon's type changes to the type that hit it. It
conditions it becomes ice-type. In all other takes on the new type's resistances, vulnerabilities,
conditions it is normal-type. Its STAB, resistance, and immunities.
immunities, and vulnerabilities change to match the
form it takes. Hidden Ability
Protean: This Pokémon's type changes to the type of
Starting Moves: Tackle move it uses, just before the move is used. It takes
Level 2: Ember, Powder Snow, Water Gun on the new type's resistances, vulnerabilities, and
Level 6: Headbutt, Hail, Rain Dance, Sunny Day immunities.
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump Starting Moves: Astonish, Lick, Scratch, Tail Whip,
Level 18: Hurricane Thief, Bind, Shadow Sneak, Feint, Fury Swipes
Level 6: Feint Attack, Psybeam, Ancient Power
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, Level 10: Slash, Camouflage
25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, Level 14: Shadow Claw, Screech
55, 73, 77, 87, 88, 90, 100 Level 18: Substitute, Sucker Punch, Synchronoise
Egg Moves: Amnesia, Clear Smog, Cosmic Power,
Disable, Future Sight, Guard Swap, Hex, Lucky TM: 01, 06, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25,
Chant, Ominous Wind, Psych Up, Reflect Type 27, 30, 31, 32, 35, 38, 39, 40, 42, 44, 45, 46, 48,
56, 57, 65, 73, 77, 80, 86, 87, 88, 90, 92, 100
Egg Moves: Camouflage, Disable, Dizzy Punch, Fake
Out, Foul Play, Magic Coat, Nasty Plot, Recover, Skill
Swap, Snatch, Trick

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.

Armor Class: 13 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 72 | Hit Dice: d8
Speed: 25ft. flying (hover) Speed: 25ft. flying (hover)

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)

Proficient Skills: Stealth, Deception Proficient Skills: Stealth, Deception


Saving Throws: Wisdom Saving Throws: Wisdom
Vulnerabilities: Dark, Ghost Vulnerabilities: Dark, Ghost
Resistances: Bug, Poison Resistances: Bug, Poison
Immunities: Fighting, Normal Immunities: Fighting, Ground, Normal
Senses: Darkvision 30ft Senses: Darkvision 60ft

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)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
11 (+0) 8 (-1) 14 (+2) 8 (-1) 12 (+1) 10 (+0)
16 (+3) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 10 (+0)
Proficient Skills: Deception, Intimidation
Saving Throws: Wisdom Proficient Skills: Deception, Intimidation
Vulnerabilities: Dark, Ghost Saving Throws: Wisdom
Resistances: Bug, Poison Vulnerabilities: Dark, Ghost
Immunities: Fighting, Ground, Normal Resistances: Bug, Poison
Senses: Darkvision 30ft Immunities: Fighting, Ground, Normal
Senses: Darkvision 60ft
Levitate: This Pokémon is immune to ground moves.
Pressure: Any move targeting this Pokémon directly
Hidden Ability (non-area of effect moves) reduces its PP by two
Frisk: Upon entering a battle, a single opponent’s when activated.
held item is revealed, if it has one.
Hidden Ability
Frisk: Upon entering a battle, a single opponent’s
Evolution: Duskull can evolve into Dusclops at level
held item is revealed, if it has one.
10 and above. When it evolves, its health increases
by double its level, and it gains 13 points to add to
its ability scores (max 20). Evolution: Dusclops can evolve into Dusknoir at
level 16 and above while holding a Reaper Cloth.
Starting Moves: Leer, Night Shade When it evolves, its health increases by double its
Level 2: Disable, Astonish level, and it gains 6 points to add to its ability scores
Level 6: Foresight, Shadow Sneak, Pursuit (max 20).
Level 10: Will-O-Wisp, Confuse Ray
Level 14: Curse, Hex, Shadow Ball Starting Moves: Astonish, Bind, Disable, Fire Punch,
Level 18: Mean Look, Payback, Future Sight Gravity, Ice Punch, Leer, Night Shade, Shadow
Punch, Thunder Punch, Foresight, Shadow Sneak,
TM: 04, 06, 10, 11, 12, 13, 14, 17, 18, 21, 27, 29, Pursuit
30, 32, 41, 42, 44, 45, 46, 48, 56, 57, 61, 63, 66, Level 10: Will-O-Wisp, Confuse Ray
77, 83, 85, 87, 88, 90, 92, 97, 100 Level 14: Curse, Hex
Egg Moves: Destiny Bond, Feint Attack, Grudge, Level 18: Shadow Ball, Mean Look, Payback, Future
Haze, Imprison, Memento, Ominous Wind, Pain Sight
Split
TM: 04, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21, 26,
27, 29, 30, 31, 32, 39, 41, 42, 44, 45, 46, 48, 56,
57, 61, 63, 66, 68, 77, 78, 80, 83, 85, 87, 88, 90,
92, 97, 100

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)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
13 (+1) 17 (+3) 16 (+3) 8 (-1) 16 (+3) 10 (+0)
Proficient Skills: Nature, Athletics
Saving Throws: Strength, Constitution Proficient Skills: Performance
Vulnerabilities: Fire, Flying, Ice, Poison, Rock Saving Throws: Dexterity, Wisdom
Resistances: Fighting, Grass, Water Vulnerabilities: Bug, Dark, Ghost
Immunities: Ground Resistances: Fighting, Psychic
Senses: Truesight 15ft
Chlorophyll: This Pokémon’s speed is doubled in
harsh sunlight. Levitate: This Pokémon is immune to ground moves.
Solar Power: Damage rolls for this Pokémon get an
additional +2 during harsh sunlight. Starting Moves: Astonish, Confusion, Growl, Wrap,
Yawn, Psywave, Take Down, Extrasensory
Hidden Ability Level 10: Heal Bell, Uproar
Harvest: At the end of this Pokémon's turn, if it used Level 14: Safeguard
a berry, roll 1d4. On a result of 3 or 4, it regains that Level 18: Double-Edge, Heal Pulse, Synchronoise,
berry as a held item. Healing Wish
TM: 03, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 27,
Starting Moves: Growth, Gust, Leer, Razor Leaf, 29, 30, 32, 33, 41, 42, 44, 45, 48, 49, 53, 57, 73,
Sweet Scent, Stomp, Magical Leaf, Whirlwind 77, 85, 86, 87, 88, 90, 92, 99, 100
Level 10: Leaf Tornado, Natural Gift
Level 14: Air Slash, Body Slam
Level 18: Bestow, Synthesis, Solar Beam, Leaf Storm
TM: 05, 06, 10, 11, 15, 17, 19, 20, 21, 22, 26, 27,
32, 40, 42, 44, 45, 48, 51, 53, 59, 68, 75, 76, 78,
86, 87, 88, 90, 96, 100
Egg Moves: Bullet Seed, Curse, Dragon Dance,
Headbutt, Leaf Blade, Leaf Storm, Leech Seed,
Natural Gift, Nature Power, Razor Wind, Slam,
Synthesis

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.

Armor Class: 15 Armor Class: 12


Hit Points: 75 | Hit Dice: d10 Hit Points: 18 | Hit Dice: d6
Speed: 35ft. walking Speed: 25ft. walking

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)

Proficient Skills: Insight, Survival Proficient Skills: None


Saving Throws: Dexterity Saving Throws: None
Vulnerabilities: Bug, Fairy, Fighting Vulnerabilities: Bug, Dark, Ghost
Resistances: Dark, Ghost Resistances: Fighting, Psychic
Immunities: Psychic
Senses: Truesight 15ft Shadow Tag: Creatures within 50 feet of this
Pokémon may not flee or switch out, except by
Pressure: Any move targeting this Pokémon directly item, Move, or ability.
(non-area of effect moves) reduces its PP by two
when activated. Hidden Ability
Telepathy: This Pokémon cannot be damaged by its
Super Luck: This Pokémon increases its critical hit allies' attacks.
range by 1 (20 to 19+, etc.)
Hidden Ability Evolution: Wynaut can evolve into Wobbuffet at
Justified: When this Pokémon is hit by a dark-type level 5 and above. When it evolves, its health
move, it gets advantage on its next attack. increases by double its level, and it gains 8 points to
add to its ability scores (max 20).
Starting Moves: Feint, Leer, Quick Attack, Scratch,
Pursuit, Taunt, Bite, Double Team, Slash, Swords Starting Moves: Charm, Encore, Splash
Dance, Night Slash Level 6: Counter, Destiny Bond, Mirror Coat,
Level 14: Detect, Psycho Cut, Me First Safeguard
Level 18: Sucker Punch, Razor Wind, Future Sight,
Perish Song TM: 20

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.

Armor Class: 13 Armor Class: 16


Hit Points: 17 | Hit Dice: d6 Hit Points: 97 | Hit Dice: d10
Speed: 25ft. walking Speed: 30ft. walking, 25ft. flying (hover)

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fighting, Fire, Rock, Steel Vulnerabilities: Fighting, Fire, Rock, Steel
Resistances: Ice Resistances: Ice

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

58
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
15 (+2) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Survival
Saving Throws: Strength Proficient Skills: Survival
Vulnerabilities: Electric, Fighting, Grass, Rock Saving Throws: Strength
Resistances: Ice, Water Vulnerabilities: Electric, Fighting, Grass, Rock
Resistances: Ice, Water
Thick Fat: This Pokemon takes half the damage it
otherwise would from Ice and Fire damage. Thick Fat: This Pokemon takes half the damage it
otherwise would from Ice and Fire damage.
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
Oblivious: This Pokémon is immune to moves that Hidden Ability
attempt to charm or taunt it. Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it.
Evolution: Spheal can evolve into Sealeo at level 9
and above. When it evolves, its health increases by Evolution: Sealeo can evolve into Walrein at level 16
double its level, and it gains 9 points to add to its and above. When it evolves, its health increases by
ability scores (max 20). double its level, and it gains 9 points to add to its
ability scores (max 20).
Starting Moves: Defense Curl, Growl, Powder Snow,
Water Gun Starting Moves: Defense Curl, Growl, Powder Snow,
Level 2: Rollout, Encore Swagger, Water Gun, Rollout, Encore, Ice Ball, Brine,
Level 6: Ice Ball, Brine, Aurora Beam Aurora Beam
Level 10: Body Slam, Rest, Snore Level 10: Body Slam, Rest, Snore
Level 14: Hail, Blizzard Level 14: Hail
Level 18: Sheer Cold Level 18: Blizzard, Sheer Cold
TM: 06, 07, 10, 13, 14, 17, 18, 21, 26, 27, 32, 39, TM: 05, 06, 07, 10, 13, 14, 17, 18, 21, 26, 27, 32,
42, 44, 45, 48, 49, 78, 79, 80, 87, 88, 90, 94, 98, 39, 42, 44, 45, 48, 49, 78, 79, 80, 87, 88, 90, 94,
100 98, 100
Egg Moves: Aqua Ring, Belly Drum, Curse, Fissure,
Rock Slide, Rollout, Signal Beam, Sleep Talk, Spit Up,
Stockpile, Swallow, Water Pulse, Water Sport, Yawn

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.

Armor Class: 16 Armor Class: 14


Hit Points: 165 | Hit Dice: d12 Hit Points: 18 | Hit Dice: d6
Speed: 15ft. walking, 40ft. swimming Speed: 5ft. walking, 15ft. swimming

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)

Proficient Skills: Survival, Athletics Proficient Skills: Nature


Saving Throws: Strength, Constitution Saving Throws: Constitution
Vulnerabilities: Electric, Fighting, Grass, Rock Vulnerabilities: Electric, Grass
Resistances: Ice, Water Resistances: Fire, Ice, Steel, Water

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

60
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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.

Armor Class: 16 Armor Class: 16


Hit Points: 50 | Hit Dice: d8 Hit Points: 50 | Hit Dice: d8
Speed: 5ft. walking, 35ft. swimming Speed: 5ft. walking, 35ft. swimming

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)

Proficient Skills: Survival, Deception Proficient Skills: Survival, Persuasion


Saving Throws: Strength, Dexterity Saving Throws: Wisdom, Charisma
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water Resistances: Fire, Ice, Steel, Water
Senses: Darkvision 50ft Senses: Truesight 10ft

Swift Swim: This Pokémon's swim speed is doubled Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions. in rainy conditions.

Hidden Ability Hidden Ability


Water Veil: This Pokémon is immune to burning. Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions.
Starting Moves: Bite, Whirlpool, Screech, Scary Face,
Feint Attack Starting Moves: Confusion, Whirlpool, Water Sport,
Level 6: Water Pulse, Ice Fang, Brine Agility, Draining Kiss
Level 10: Sucker Punch, Dive, Baton Pass Level 6: Water Pulse, Amnesia, Aqua Ring
Level 14: Crunch, Aqua Tail Level 10: Captivate, Dive, Baton Pass
Level 18: Coil, Hydro Pump Level 14: Psychic, Aqua Tail
Level 18: Coil, Hydro Pump
TM: 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32, 39,
42, 44, 45, 48, 55, 68, 83, 87, 88, 90, 94, 98, 100 TM: 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 27, 29,
30, 32, 42, 44, 45, 48, 55, 68, 77, 83, 87, 88, 90,
94, 98, 100

61
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 10 (+0)
18 (+4) 13 (+1) 18 (+4) 6 (-2) 8 (-1) 10 (+0)
Proficient Skills: Acrobatics, Persuasion
Proficient Skills: Survival, History Saving Throws: Dexterity
Saving Throws: Constitution Vulnerabilities: Electric, Grass
Vulnerabilities: Electric, Fighting, Grass, Ground Resistances: Fire, Ice, Steel, Water
Resistances: Fire, Flying, Ice, Normal, Poison
Senses: Blindsight 80ft Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.
Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions. Hidden Ability
Hydration: This Pokémon is unaffected by negative
Rock Head: This Pokémon takes no recoil damage. status ailments in water or during rainy conditions.
Hidden Ability
Sturdy: When taking damage equal to half or more of Starting Moves: Charm, Tackle, Water Gun, Agility,
your current HP, roll a d4. On a result of 3 of 4, Draining Kiss, Lucky Chant
halve the damage dealt. Level 6: Water Pulse, Attract, Heart Stamp
Level 10: Flail, Sweet Kiss
Level 14: Take Down, Captivate, Aqua Ring
Starting Moves: Flail, Harden, Mud Sport, Tackle,
Level 18: Soak, Hydro Pump, Safeguard
Water Gun
Level 6: Rock Tomb, Ancient Power TM: 06, 07, 10, 13, 14, 17, 18, 20, 21, 27, 32, 42,
Level 10: Dive, Take Down 44, 45, 48, 55, 77, 87, 88, 90, 94, 98, 100
Level 14: Yawn, Rest
Level 18: Hydro Pump, Double-Edge, Head Smash Egg Moves: Aqua Jet, Aqua Ring, Brine, Captivate,
Entrainment, Heal Pulse, Mud Sport, Splash,
TM: 04, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 23, Supersonic, Water Sport
26, 27, 32, 37, 39, 42, 44, 45, 48, 55, 68, 69, 71,
77, 78, 80, 87, 88, 90, 94, 98, 100
Egg Moves: Amnesia, Aqua Tail, Brine, Magnitude,
Mud Shot, Mud-Slap, Muddy Water, Rock Slide, Skull
Bash, Sleep Talk, Snore, Water Sport, Zen Headbutt

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

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) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Athletics, Survival
Proficient Skills: Athletics Saving Throws: Constitution
Saving Throws: Strength Vulnerabilities: Dragon, Fairy, Ice
Vulnerabilities: Dragon, Fairy, Ice Resistances: Electric, Fire, Grass, Water
Resistances: Electric, Fire, Grass, Water
Rock Head: This Pokémon takes no recoil damage.
Rock Head: This Pokémon takes no recoil damage.
Hidden Ability
Hidden Ability Overcoat: This Pokémon does not take damage from
Sheer Force: This Pokémon adds its proficiency weather-related moves like Hail, Weather Ball, etc.
bonus to damage rolls while poisoned, burned,
confused, or paralyzed.
Evolution: Shelgon can evolve into Salamence at
level 16 and above. When it evolves, its health
Evolution: Bagon can evolve into Shelgon at level 8 increases by double its level, and it gains 12 points
and above. When it evolves, its health increases by to add to its ability scores (max 20).
double its level, and it gains 9 points to add to its
ability scores (max 20). Starting Moves: Bite, Ember, Leer, Protect, Rage,
Dragon Breath
Starting Moves: Rage, Ember Level 6: Headbutt, Focus Energy
Level 2: Leer, Bite, Dragon Breath Level 10: Crunch, Dragon Claw
Level 6: Headbutt, Focus Energy Level 14: Zen Headbutt, Scary Face
Level 10: Crunch, Dragon Claw Level 18: Flamethrower, Double-Edge
Level 14: Zen Headbutt, Scary Face
Level 18: Flamethrower, Double-Edge TM: 02, 05, 06, 10, 11, 17, 18, 21, 27, 31, 32, 35,
38, 39, 40, 42, 44, 45, 48, 65, 80, 87, 88, 90, 100
TM: 02, 05, 06, 10, 11, 17, 18, 21, 27, 31, 32, 35,
38, 39, 40, 42, 44, 45, 48, 65, 80, 87, 88, 90, 100
Egg Moves: Defense Curl, Dragon Dance, Dragon
Pulse, Dragon Rage, Dragon Rush, Endure, Fire Fang,
Hydro Pump, Shadow Claw, Thrash, Twister

63
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 10 (+0)
18 (+4) 20 (+5) 16 (+3) 8 (-1) 14 (+2) 10 (+0)
Proficient Skills: Insight
Proficient Skills: Athletics, Acrobatics Saving Throws: Constitution
Saving Throws: Strength, Constitution Vulnerabilities: Dark, Fire, Ghost, Ground
Vulnerabilities: Dragon, Fairy, Ice, Rock Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal,
Resistances: Bug, Fire, Fighting, Grass, Water Psychic, Rock, Steel
Immunities: Ground Immunities: Poison
Senses: Darkvision 20ft
Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice. Clear Body: Other Pokémon's moves or abilities
cannot lower this Pokémon stats.
Hidden Ability
Moxie: Upon causing an opponent to faint, this Hidden Ability
Pokémon may immediately take another action. Light Metal: This Pokémon is especially light for its
species. Once per long rest, it may impose
disadvantage on an attack roll against it.
Starting Moves: Bite, Dragon Tail, Ember, Fire Fang,
Fly, Leer, Protect, Rage, Thunder Fang, Dragon
Breath, Headbutt, Focus Energy, Crunch, Dragon Evolution: Beldum can evolve into Metang at level 6
Claw and above. When it evolves, its health increases by
Level 14: Zen Headbutt double its level, and it gains 11 points to add to its
Level 18: Scary Face, Flamethrower, Double-Edge ability scores (max 20).
TM: 02, 05, 06, 10, 11, 15, 17, 18, 19, 21, 26, 27,
31, 32, 35, 38, 39, 40, 42, 44, 45, 48, 51, 59, 65, Starting Moves: Take Down
68, 71, 76, 78, 80, 82, 87, 88, 90, 100
TM: None

64
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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.

Armor Class: 16 Armor Class: 18


Hit Points: 50 | Hit Dice: d10 Hit Points: 150 | Hit Dice: d12
Speed: 25ft. walking, 25ft. flying (hover) Speed: 30ft. walking, 30ft. flying (hover)

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)

Proficient Skills: Insight, Athletics Proficient Skills: Insight, Athletics


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Dark, Fire, Ghost, Ground Vulnerabilities: Dark, Fire, Ghost, Ground
Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal, Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal,
Psychic, Rock, Steel Psychic, Rock, Steel
Immunities: Poison Immunities: Poison
Senses: Darkvision 30ft, Truesight 5ft Senses: Darkvision 40ft, Truesight 10ft

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.

Hidden Ability Hidden Ability


Light Metal: This Pokémon is especially light for its Light Metal: This Pokémon is especially light for its
species. Once per long rest, it may impose species. Once per long rest, it may impose
disadvantage on an attack roll against it. disadvantage on an attack roll against it.

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

65
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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.

Armor Class: 20 Armor Class: 20


Hit Points: 380 | Hit Dice: d20 Hit Points: 366 | Hit Dice: d20
Speed: 35ft. walking Speed: 35ft. walking

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)

Proficient Skills: Athletics, Survival Proficient Skills: Athletics, Survival


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Grass, Ground, Steel, Water Vulnerabilities: Fighting, Fire, Rock, Steel
Resistances: Fire, Flying, Normal, Poison Resistances: Ice
Senses: Tremorsense 50ft, Darkvision 60ft Senses: Tremorsense 50ft, Darkvision 60ft

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.

Hidden Ability Hidden Ability


Sturdy: When taking damage equal to half or more of Ice Body: While it is snowing or hailing, this
your current HP, roll a d4. On a result of 3 of 4, Pokémon heals for an amount of HP equal to its
halve the damage dealt. proficiency modifier at the end of each of its turns.

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

66
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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.

Armor Class: 20 Armor Class: 20


Hit Points: 380 | Hit Dice: d20 Hit Points: 380 | Hit Dice: d20
Speed: 35ft. walking Speed: 20ft. walking, 50ft. flying

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)

Proficient Skills: Athletics, Survival Proficient Skills: Acrobatics, Stealth


Saving Throws: Strength, Constitution Saving Throws: Dexterity, Wisdom
Vulnerabilities: Fighting, Fire, Ground Vulnerabilities: Bug, Dark, Dragon, Fairy, Ghost, Ice
Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice, Resistances: Electric, Fighting, Fire, Grass, Psychic,
Normal, Psychic, Rock, Steel Water
Immunities: Poison Senses: Darkvision 60ft
Senses: Tremorsense 50ft, Darkvision 60ft
Levitate: This Pokémon is immune to ground moves.
Clear Body: Other Pokémon's moves or abilities
cannot lower this Pokémon stats. Starting Moves: Helping Hand, Psywave, Safeguard,
Wish, Water Sport, Charm, Stored Power, Refresh,
Hidden Ability Heal Pulse, Dragon Breath, Mist Ball, Psycho Shift,
Light Metal: This Pokémon is especially light for its Recover, Reflect Type, Zen Headbutt
species. Once per long rest, it may impose Level 18: Guard Split, Psychic, Dragon Pulse,
disadvantage on an attack roll against it. Healing Wish

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

67
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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.

Armor Class: 17 Armor Class: 19


Hit Points: 366 | Hit Dice: d20 Hit Points: 380 | Hit Dice: d20
Speed: 20ft. walking, 50ft. flying Speed: 50ft. swimming, 50ft. flying

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)

Proficient Skills: Acrobatics, Athletics Proficient Skills: Athletics, Survival, History


Saving Throws: Dexterity, Wisdom Saving Throws: Strength, Constitution
Vulnerabilities: Bug, Dark, Dragon, Fairy, Ghost, Ice Vulnerabilities: Electric, Grass
Resistances: Electric, Fighting, Fire, Grass, Psychic, Resistances: Fire, Ice, Steel, Water
Water Senses: Darkvision 60ft
Senses: Darkvision 60ft
Drizzle: When this Pokémon enters an outside
Levitate: This Pokémon is immune to ground moves. battle, the weather immediately changes to light rain
for 5 rounds. In the case of another Pokémon with a
Starting Moves: Helping Hand, Memento, Psywave, similar weather ability, the tie goes to the Pokémon
Safeguard, Protect, Dragon Dance, Stored Power, with the highest DEX score.
Refresh, Heal Pulse, Dragon Breath, Luster Purge,
Psycho Shift, Recover, Telekinesis, Zen Headbutt Starting Moves: Ancient Power, Water Pulse, Scary
Level 18: Power Split, Psychic, Dragon Pulse Face, Aqua Tail, Body Slam, Aqua Ring, Ice Beam,
Calm Mind, Muddy Water, Sheer Cold
TM: 02, 03, 04, 05, 06, 10, 11, 13, 15, 16, 17, 18, Level 18: Hydro Pump, Double-Edge, Water Spout,
19, 20, 21, 22, 24, 25, 26, 27, 29, 30, 32, 33, 37, Origin Pulse
40, 42, 44, 45, 48, 51, 53, 57, 65, 68, 73, 76, 77,
78, 85, 86, 87, 88, 90, 94, 98, 100 TM: 04, 05, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21,
24, 25, 26, 27, 31, 32, 39, 42, 44, 48, 55, 68, 73,
77, 78, 80, 87, 88, 90, 94, 98, 100

68
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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.

Armor Class: 18 Armor Class: 17


Hit Points: 380 | Hit Dice: d20 Hit Points: 380 | Hit Dice: d20
Speed: 35ft. walking Speed: 40ft. walking, 40ft. climbing, 50ft. flying

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

69
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 18 (+4) 18 (+4) 18 (+4)
15 (+2) 20 (+5) 16 (+3) 20 (+5) 20 (+5) 12 (+1)
Proficient Skills: Insight, Arcana, Persuasion
Saving Throws: Wisdom, Dexterity, Charisma Proficient Skills: Athletics, Acrobatics
Vulnerabilities: Dark, Fire, Ghost, Ground Saving Throws: Strength, Dexterity, Constitution
Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal, Vulnerabilities: Bug, Dark, Ghost
Psychic, Rock, Steel Resistances: Fighting, Psychic
Immunities: Poison Senses: Darkvision 60ft
Senses: Truesight 20ft
Pressure: Any move targeting this Pokémon directly
Serene Grace: The DC to avoid a negative status (non-area of effect moves) reduces its PP by two
condition from this Pokémon is increased by 1. when activated.
Transformer: This Pokémon has a standard Normal
Starting Moves: Confusion, Wish, Rest, Swift, form from which all stats are based, but may change
Helping Hand, Psychic, Refresh, Lucky Chant, Zen forms as a bonus action to drastically change its
Headbutt, Double-Edge abilities. The forms it can take are Attack, Defense,
Level 18: Gravity, Healing Wish, Future Sight, and Speed.
Cosmic Power, Last Resort, Doom Desire
TM: 03, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, 24,
25, 27, 29, 30, 32, 33, 37, 40, 42, 44, 48, 53, 56, In Attack form, it adds an additional +5 to its attack rolls,
57, 68, 73, 77, 85, 86, 87, 88, 89, 90, 91, 92, 99, but all attacks against it has advantage.
100 In Defense form, its AC increases by 3, but its attacks are
rolled at disadvantage. If the activated move requires a
save, the target(s) have advantage.
In Speed form, it gains an additional attack action each
turn, but the attack is done at disadvantage. If it is a move
that requires a save, the target(s) have advantage.

Starting Moves: Leer, Wrap, Night Shade, Teleport,


Knock Off, Pursuit, Psychic, Snatch, Psycho Shift,
Zen Headbutt
Level 18: Cosmic Power, Recover, Psycho Boost,
Hyper Beam
TM: 03, 04, 06, 10, 11, 12, 13, 15, 16, 17, 18,
20, 21, 22, 24, 25, 27, 29, 30, 31, 32, 33, 39, 40,
41, 42, 44, 47, 48, 52, 53, 56, 57, 59, 68, 73, 77,
80, 84, 85, 86, 87, 88, 90, 91, 92, 97, 100

70
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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.

Armor Class: 13 Armor Class: 14


Hit Points: 18 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 20ft. walking, 20ft. swimming Speed: 25ft. walking, 25ft. swimming

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)

Proficient Skills: Survival, Nature Proficient Skills: Survival, Nature


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Grass, Ground, Water

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.

Hidden Ability Hidden Ability


Shell Armor: This Pokémon is immune to extra Shell Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit. damage dealt by a Critical Hit.

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.

Armor Class: 16 Armor Class: 13


Hit Points: 122 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking Speed: 25ft. walking, 25ft. climbing

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)

Proficient Skills: Survival, Nature Proficient Skills: Acrobatics


Saving Throws: Constitution, Strength Saving Throws: Dexterity
Vulnerabilities: Bug, Fire, Flying, Ice Vulnerabilities: Ground, Rock, Water
Resistances: Ground, Rock Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: Electric
Senses: Tremorsense 100ft Blaze: When this Pokémon falls below 25% of its
maximum HP, double the STAB damage for its fire-
Overgrow: When this Pokémon falls below 25% of type moves.
its maximum HP, double the STAB damage for its
grass-type moves. Hidden Ability
Iron Fist: When attacking with a punch-based move
Hidden Ability (Mega Punch, Dynamic Punch, Ice/Fire/Thunder
Shell Armor: This Pokémon is immune to extra Punch, etc.), this Pokémon may roll the damage
damage dealt by a Critical Hit. twice and choose either total.

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

72
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 15 (+2) 6 (-2) 14 (+2) 10 (+0)
12 (+1) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Acrobatics, Intimidation
Proficient Skills: Acrobatics, Intimidation Saving Throws: Dexterity, Strength
Saving Throws: Dexterity Vulnerabilities: Flying, Ground, Psychic, Water
Vulnerabilities: Flying, Ground, Psychic, Water Resistances: Bug, Dark, Fire, Grass, Ice, Steel
Resistances: Bug, Dark, Fire, Grass, Ice, Steel
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.
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.
Starting Moves: Close Combat, Ember, Leer, Mach
Evolution: Monferno can evolve into Infernape at Punch, Scratch, Taunt, Fury Swipes, Flame Wheel,
level 14 and above. When it evolves, its health Feint, Punishment
increases by double its level, and it gains 10 points Level 14: Fire Spin
to add to its ability scores (max 20). Level 18: Acrobatics, Calm Mind, Flare Blitz
TM: 01, 04, 05, 06, 08, 10, 11, 12, 15, 17, 21, 22,
Starting Moves: Ember, Leer, Mach Punch, Scratch, 26, 27, 31, 32, 35, 38, 39, 40, 41, 42, 43, 44, 45,
Taunt 47, 48, 50, 52, 56, 61, 62, 65, 68, 71, 75, 78, 80,
Level 6: Fury Swipes, Flame Wheel 84, 86, 87, 88, 89, 90, 100
Level 10: Feint, Torment
Level 14: Close Combat, Fire Spin
Level 18: Acrobatics, Slack Off, Flare Blitz
TM: 01, 06, 08, 10, 11, 12, 17, 21, 27, 31, 32, 35,
38, 39, 40, 41, 42, 43, 44, 45, 47, 48, 50, 52, 56,
61, 62, 65, 75, 80, 84, 86, 87, 88, 89, 90, 100

73
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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.

Armor Class: 13 Armor Class: 14


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 25ft. walking, 30ft. swimming Speed: 30ft. walking, 35ft. swimming

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water Resistances: Fire, Ice, Steel, Water

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.

Hidden Ability Hidden Ability


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.

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.

Armor Class: 16 Armor Class: 11


Hit Points: 117 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. walking, 40ft. swimming Speed: 25ft. walking, 25ft. flying

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)

Proficient Skills: Survival, Intimidation Proficient Skills: Perception


Saving Throws: Constitution, Strength Saving Throws: Dexterity
Vulnerabilities: Electric, Fighting, Ground Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Dragon, Fairy, Flying, Ice, Normal, Resistances: Bug, Grass
Psychic, Rock, Steel, Water Immunities: Ghost, Ground
Immunities: Poison
Keen Eye: This Pokémon ignores disadvantage when
Torrent: When this Pokémon falls below 25% of its it relates to sight.
maximum hp, double the STAB damage for its
water-type moves. Hidden Ability
Reckless: When attacking with moves with recoil
Hidden Ability damage, this Pokémon doubles its STAB bonus.
Defiant: When this Pokémon is subject to a move
that gives it a status condition, it has advantage on
Evolution: Starly can evolve into Staravia at level 5
the next attack.
and above. When it evolves, its health increases by
double its level, and it gains 10 points to add to its
Starting Moves: Aqua Jet, Bubble, Growl, Metal Claw, ability scores (max 20).
Tackle, Swords Dance, Peck, Bubble Beam, Swagger,
Fury Attack Starting Moves: Growl, Tackle
Level 14: Brine, Whirlpool Level 2: Quick Attack, Wing Attack, Double Team
Level 18: Mist, Drill Peck, Hydro Pump Level 6: Endeavor, Whirlwind
TM: 01, 05, 06, 07, 10, 13, 14, 15, 17, 18, 21, 26, Level 10: Aerial Ace, Take Down
27, 31, 32, 39, 40, 42, 44, 45, 48, 49, 51, 55, 56, Level 14: Agility, Brave Bird
60, 65, 68, 75, 78, 80, 86, 87, 88, 90, 91, 94, 98, Level 18: Final Gambit
100
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: Astonish, Detect, Double-Edge, Feather
Dance, Foresight, Fury Attack, Mirror Move, Pursuit,
Revenge, Roost, Sand Attack, Steel Wing, Uproar

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 6 (-2) 14 (+2) 10 (+0)
12 (+1) 15 (+2) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Perception, Intimidation
Proficient Skills: Perception Saving Throws: Dexterity
Saving Throws: Dexterity Vulnerabilities: Electric, Ice, Rock
Vulnerabilities: Electric, Ice, Rock Resistances: Bug, Grass
Resistances: Bug, Grass Immunities: Ghost, Ground
Immunities: Ghost, Ground
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.
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.
Starting Moves: Close Combat, Growl, Quick Attack,
Evolution: Staravia can evolve into Staraptor at level Tackle, Wing Attack, Double Team, Endeavor,
12 and above. When it evolves, its health increases Whirlwind, Aerial Ace
by double its level, and it gains 12 points to add to Level 14: Take Down, Agility
its ability scores (max 20). Level 18: Brave Bird, Final Gambit
TM: 01, 06, 10, 11, 15, 17, 18, 19, 21, 27, 32, 40,
Starting Moves: Growl, Quick Attack, Tackle, Wing 42, 44, 45, 46, 48, 49, 51, 68, 76, 87, 88, 89, 90,
Attack, Double Team 100
Level 6: Endeavor
Level 10: Whirlwind, Aerial Ace
Level 14: Take Down, Agility
Level 18: Brave Bird, Final Gambit
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

76
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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.

Armor Class: 12 Armor Class: 14


Hit Points: 17 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 20ft. walking, 25ft. swimming Speed: 25ft. walking, 35ft. swimming

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fighting Vulnerabilities: Electric, Fighting, Grass
Resistances: None Resistances: Fire, Ice, Steel, Water
Immunities: Ghost Immunities: Ghost

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.

Armor Class: 12 Armor Class: 13


Hit Points: 16 | Hit Dice: d6 Hit Points: 45 | Hit Dice: d10
Speed: 15ft. walking Speed: 25ft. walking, 25ft. flying

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)

Proficient Skills: Performance Proficient Skills: Performance


Saving Throws: Dexterity, Charisma Saving Throws: Dexterity, Charisma
Vulnerabilities: Fire, Flying, Rock Vulnerabilities: Fire, Flying, Rock
Resistances: Grass, Ground, Fighting Resistances: Grass, Ground, Fighting
Senses: Darkvision 20ft Senses: Darkvision 40ft

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 11 (+0) 6 (-2) 10 (+0) 12 (+1)
13 (+1) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 14 (+2)
Proficient Skills: Perception
Saving Throws: Dexterity Proficient Skills: Perception
Vulnerabilities: Ground Saving Throws: Dexterity
Resistances: Electric, Flying, Steel Vulnerabilities: Ground
Resistances: Electric, Flying, Steel
Rivalry: This Pokémon adds its proficiency bonus to
damage when attacking a Pokémon of the same Rivalry: This Pokémon adds its proficiency bonus to
type. damage when attacking a Pokémon of the same
type.
Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice. Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.
Hidden Ability
Guts: When this Pokémon is burned or poisoned, Hidden Ability
they are not affected by the disadvantage or reduced Guts: When this Pokémon is burned or poisoned,
damage effects. They still take damage at the end of they are not affected by the disadvantage or reduced
each of their turns. damage effects. They still take damage at the end of
each of their turns.
Evolution: Shinx can evolve into Luxio at level 5 and
above. When it evolves, its health increases by Evolution: Luxio can evolve into Luxray at level 11
double its level, and it gains 10 points to add to its and above. When it evolves, its health increases by
ability scores (max 20). double its level, and it gains 10 points to add to its
ability scores (max 20).
Starting Moves: Tackle
Level 2: Leer, Charge, Baby-Doll Eyes Starting Moves: Leer, Tackle, Charge, Spark
Level 6: Spark, Bite, Roar Level 6: Bite
Level 10: Swagger, Thunder Fang Level 10: Roar, Swagger
Level 14: Crunch, Scary Face, Discharge Level 14: Thunder Fang, Crunch, Scary Face
Level 18: Wild Charge Level 18: Discharge, Wild Charge
TM: 05, 06, 10, 16, 17, 18, 21, 24, 25, 27, 32, 42, TM: 05, 06, 10, 16, 17, 18, 21, 24, 25, 27, 32, 42,
44, 45, 46, 48, 57, 72, 73, 87, 88, 90, 93, 95, 100 44, 45, 46, 48, 57, 72, 73, 87, 88, 90, 93, 95, 100
Egg Moves: Double Kick, Eerie Impulse, Fake Tears,
Fire Fang, Helping Hand, Howl, Ice Fang, Night
Slash, Quick Attack, Shock Wave, Signal Beam,
Swift, Take Down, Thunder Fang

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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.

Armor Class: 15 Armor Class: 13


Hit Points: 102 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 35ft. walking Speed: 20ft. walking

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)

Proficient Skills: Perception, Investigation Proficient Skills: Nature, Survival


Saving Throws: Dexterity, Wisdom Saving Throws: Constitution
Vulnerabilities: Ground Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Electric, Flying, Steel Resistances: Electric, Fairy, Fighting, Grass, Water
Senses: Truesight 30ft
Natural Cure: This Pokémon is cured of negative
Rivalry: This Pokémon adds its proficiency bonus to status ailments upon returning to its Pokeball.
damage when attacking a Pokémon of the same
type. Poison Point: When this Pokémon is hit with a
melee attack, roll a 1d4. On a result of 4, the
Intimidate: Once per short rest, you can impose attacker takes an amount of poison damage equal to
disadvantage on an enemy attack roll of your choice. this Pokémon’s proficiency modifier.
Hidden Ability Hidden Ability
Guts: When this Pokémon is burned or poisoned, Leaf Guard: This Pokémon does not suffer from any
they are not affected by the disadvantage or reduced negative status ailments in harsh sunlight.
damage effects. They still take damage at the end of
each of their turns.
Evolution: Budew can evolve into Roselia at level 6
and above if its Loyalty level is +2 or higher. When it
Starting Moves: Charge, Leer, Tackle, Spark, Bite, evolves, its health increases by double its level, and
Roar, Swagger it gains 10 points to add to its ability scores (max
Level 14: Thunder Fang, Crunch, Scary Face 20).
Level 18: Discharge, Wild Charge, Electric Terrain
TM: 05, 06, 10, 15, 16, 17, 18, 21, 24, 25, 27, 32, Starting Moves: Absorb, Growth
42, 44, 45, 46, 48, 57, 68, 72, 73, 87, 88, 90, 93, Level 2: Water Sport, Stun Spore
95, 100 Level 6: Mega Drain, Worry Seed
TM: 06, 09, 10, 11, 17, 18, 21, 22, 27, 30, 32, 36,
42, 44, 45, 48, 53, 75, 77, 86, 87, 88, 90, 96, 99,
100
Egg Moves: Bullet Seed, Cotton Spore, Extrasensory,
Giga Drain, Grass Whistle, Leaf Storm, Mind Reader,
Natural Gift, Pin Missile, Razor Leaf, Seed Bomb,
Sleep Powder, Spikes, Synthesis

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
16 (+3) 18 (+4) 16 (+3) 8 (-1) 16 (+3) 10 (+0)
Proficient Skills: Survival
Proficient Skills: Nature, Deception Saving Throws: Strength, Constitution
Saving Throws: Constitution, Wisdom Vulnerabilities: Fighting, Grass, Ground, Steel, Water
Vulnerabilities: Fire, Flying, Ice, Psychic Resistances: Fire, Flying, Normal, Poison
Resistances: Electric, Fairy, Fighting, Grass, Water
Mold Breaker: This Pokémon's moves ignore any
Natural Cure: This Pokémon is cured of negative abilities or moves that would lessen their effect or
status ailments upon returning to its Pokeball. ability to hit an opponent (Due to things like Water
Absorb, Snow Cloak, Thick Fat, etc.)
Poison Point: When this Pokémon is hit with a
melee attack, roll a 1d4. On a result of 4, the Hidden Ability
attacker takes an amount of poison damage equal to Sheer Force: This Pokémon adds its proficiency
this Pokémon’s proficiency modifier. bonus to damage rolls while poisoned, burned,
Hidden Ability confused, or paralyzed.
Technician: For damaging moves activated by this
Pokémon with 15 max PP or more, they may roll the Evolution: Cranidos can evolve into Rampardos at
damage twice and choose either total. level 8 and above. When it evolves, its health
increases by double its level, and it gains 8 points to
add to its ability scores (max 20).
Starting Moves: Magical Leaf, Mega Drain, Poison
Sting, Sweet Scent, Weather Ball, Grassy Terrain,
Venom Drench Starting Moves: Headbutt, Leer
Level 2: Focus Energy, Pursuit
TM: 06, 09, 10, 11, 15, 17, 18, 21, 22, 27, 30, 32, Level 6: Take Down, Scary Face
36, 42, 44, 45, 48, 53, 68, 75, 77, 84, 86, 87, 88, Level 10: Assurance, Chip Away
90, 96, 99, 100 Level 14: Ancient Power, Zen Headbutt
Level 18: Screech, Head Smash
TM: 05, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25,
26, 27, 32, 35, 37, 38, 39, 42, 44, 45, 46, 48, 56,
66, 69, 71, 75, 78, 80, 87, 88, 90, 100
Egg Moves: Crunch, Curse, Double-Edge, Hammer
Arm, Iron Head, Iron Tail, Leer, Slam, Stomp, Thrash,
Whirlwind

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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.

Armor Class: 13 Armor Class: 16


Hit Points: 61 | Hit Dice: d10 Hit Points: 19 | Hit Dice: d8
Speed: 30ft. walking Speed: 20ft. walking

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)

Proficient Skills: Survival, Athletics Proficient Skills: Survival, Athletics


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Grass, Ground, Steel, Water Vulnerabilities: Fighting, Ground, Water
Resistances: Fire, Flying, Normal, Poison Resistances: Bug, Dragon, Fairy, Flying, Ice, Normal,
Psychic, Rock
Mold Breaker: This Pokémon's moves ignore any Immunities: Poison
abilities or moves that would lessen their effect or
ability to hit an opponent (Due to things like Water Sturdy: When taking damage equal to half or more of
Absorb, Snow Cloak, Thick Fat, etc.) your current HP, roll a d4. On a result of 3 of 4,
halve the damage dealt.
Hidden Ability
Sheer Force: This Pokémon adds its proficiency Hidden Ability
bonus to damage rolls while poisoned, burned, Soundproof: This Pokémon is immune to sound-
confused, or paralyzed. based moves.

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.

Armor Class: 20 Armor Class: 12


Hit Points: 71 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 25ft. walking Speed: 10ft. walking, 10ft. climbing

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)

Proficient Skills: Survival, Athletics Proficient Skills: Nature, Survival


Saving Throws: Strength, Constitution Saving Throws: Constitution
Vulnerabilities: Fighting, Ground, Water Vulnerabilities: Fire, Flying, Rock
Resistances: Bug, Dragon, Fairy, Flying, Ice, Normal, Resistances: Grass, Ground, Fighting
Psychic, Rock Senses: Darkvision 20ft
Immunities: Poison
Shed Skin: If this Pokémon is affected by a negative
Sturdy: When taking damage equal to half or more of status ailment, they can roll a d4 at the end of each
your current HP, roll a d4. On a result of 3 of 4, of their turns. On a result of 4, they are cured.
halve the damage dealt.
Hidden Ability
Hidden Ability Overcoat: This Pokémon does not take damage from
Soundproof: This Pokémon is immune to sound- weather-related moves like Hail, Weather Ball, etc.
based moves.
Evolution: A male Burmy can evolve into Mothim at
Starting Moves: Block, Metal Sound, Protect, Tackle, level 6 and above. A female Burmy can evolve into
Taunt Wormadam at level 6 and above, taking on a cloak
Level 6: Iron Defense based upon where it evolved: Plant Cloak for tall
Level 10: Swagger, Ancient Power grass/forest, Sand Cloak for caves/desert/mountain,
Level 14: Endure and Trash cloak for cities and buildings. When
Level 18: Metal Burst, Iron Head, Heavy Slam female or male Burmy evolves, its health increases
by double its level, and it gains 9 points to add to its
TM: 05, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21, 23, ability scores (max 20).
24, 25, 26, 27, 32, 35, 37, 38, 39, 41, 42, 44, 45,
48, 68, 69, 71, 78, 80, 87, 88, 90, 91, 100
Starting Moves: Protect
Level 2: Tackle
Level 6: Bug Bite, Hidden Power
TM: 10, 17

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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.

Armor Class: 15 Armor Class: 16


Hit Points: 50 | Hit Dice: d10 Hit Points: 50 | Hit Dice: d10
Speed: 15ft. walking, 15ft. climbing Speed: 15ft. walking, 15ft. climbing

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)

Proficient Skills: Nature, Survival Proficient Skills: Nature, Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug Vulnerabilities: Fire, Flying, Ice, Water
Resistances: Electric, Fighting, Grass, Ground, Water Resistances: Fighting, Ground, Poison
Senses: Darkvision 30ft Immunities: Electric
Senses: Darkvision 30ft
Anticipation: When this Pokémon enters the battle,
an opponent must reveal if it has a move that the Anticipation: When this Pokémon enters the battle,
Pokémon is vulnerable to. The move does not have an opponent must reveal if it has a move that the
to be revealed - only that there is such a move. Pokémon is vulnerable to. The move does not have
to be revealed - only that there is such a move.
Hidden Ability
Overcoat: This Pokémon does not take damage from Hidden Ability
weather-related moves like Hail, Weather Ball, etc. Overcoat: This Pokémon does not take damage from
weather-related moves like Hail, Weather Ball, etc.
Starting Moves: Bug Bite, Protect, Quiver Dance,
Sucker Punch, Tackle Starting Moves: Bug Bite, Protect, Quiver Dance,
Level 6: Hidden Power, Confusion Sucker Punch, Tackle
Level 10: Razor Leaf, Growth, Psybeam Level 6: Hidden Power, Confusion
Level 14: Captivate, Flail, Attract Level 10: Rock Blast, Harden, Psybeam
Level 18: Psychic, Leaf Storm, Bug Buzz Level 14: Captivate, Flail, Attract
Level 18: Psychic, Fissure, 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, TM: 06, 09, 10, 11, 15, 17, 18, 20, 21, 22, 27, 29,
87, 88, 90, 100 30, 32, 42, 44, 45, 46, 48, 53, 68, 77, 83, 85, 86,
87, 88, 90, 100

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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.

Armor Class: 13 Armor Class: 17


Hit Points: 16 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 10ft. walking, 10ft. climbing, 35ft. flying Speed: 20ft. walking, 15ft. climbing, 25ft. flying

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)

Proficient Skills: Acrobatics Proficient Skills: Survival


Saving Throws: Dexterity Saving Throws: Dexterity, Constitution
Vulnerabilities: Electric, Fire, Flying, Ice, Rock Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Resistances: Bug, Fighting, Grass Resistances: Bug, Fighting, Grass
Immunities: Ground Immunities: Ground

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.

Hidden Ability Hidden Ability


Hustle: When you score a critical hit, you may Unnerve: Opponents in combat with this Pokémon
immediately gain an additional action on your turn. cannot eat held berries.
If this action is used to make an attack, you have
disadvantage on the roll. You may only ever have
Starting Moves: Confuse Ray, Destiny Bond, Gust,
one additional action per round.
Poison Sting, Slash, Sweet Scent, Fury Cutter,
Pursuit, Fury Swipes, Fell Stinger
Evolution: A female Combee can evolve into Level 6: Defend Order
Vespiquen at level 7 and above. When it evolves, its Level 10: Power Gem, Heal Order
health increases by double its level, and it gains 17 Level 14: Toxic, Air Slash, Captivate
points to add to its ability scores (max 20). Level 18: Attack Order, Swagger
TM: 06, 09, 10, 11, 15, 17, 18, 19, 21, 27, 32, 36,
Starting Moves: Gust, Sweet Scent 40, 42, 44, 45, 46, 48, 56, 60, 62, 68, 81, 83, 87,
Level 2: Bug Bite 88, 89, 90, 100
Level 10: Bug Buzz
TM: None

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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.

Armor Class: 16 Armor Class: 12


Hit Points: 20 | Hit Dice: d8 Hit Points: 17 | Hit Dice: d6
Speed: 35ft. walking, 35ft. climbing Speed: 30ft. walking, 20ft. climbing, 30ft. swimming

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)

Proficient Skills: Acrobatics, Perception Proficient Skills: Survival


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground Vulnerabilities: Electric, Grass
Resistances: Electric, Flying, Steel Resistances: Fire, Ice, Steel, Water

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.

Armor Class: 14 Armor Class: 12


Hit Points: 55 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 35ft. walking, 30ft. climbing, 40ft. swimming Speed: 15ft. walking

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)

Proficient Skills: Survival, Medicine Proficient Skills: Survival


Saving Throws: Dexterity Saving Throws: Constitution
Vulnerabilities: Electric, Grass Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Fire, Ice, Steel, Water Resistances: Electric, Grass, Ground, Water

Swift Swim: This Pokémon's swim speed is doubled Chlorophyll: This Pokémon’s speed is doubled in
in rainy conditions. harsh sunlight.

Hidden Ability Evolution: Cherubi can evolve into Cherrim at level 7


Water Veil: This Pokémon is immune to burning. and above. When it evolves, its health increases by
double its level, and it gains 15 points to add to its
Starting Moves: Crunch, Growl, Ice Beam, Quick ability scores (max 20).
Attack, Sonic Boom, Water Sport
Level 6: Water Gun, Pursuit, Swift Starting Moves: Morning Sun, Tackle
Level 10: Aqua Jet, Double Hit Level 2: Growth, Leech Seed, Helping Hand
Level 14: Whirlpool, Razor Wind Level 6: Magical Leaf, Sunny Day
Level 18: Aqua Tail, Agility, Hydro Pump Level 10: Worry Seed, Take Down
TM: 05, 06, 07, 08, 10, 12, 13, 14, 15, 17, 18, 21, Level 14: Solar Beam, Lucky Chant
27, 31, 32, 39, 41, 42, 44, 45, 48, 49, 52, 55, 66, Level 18: Petal Blizzard
68, 87, 88, 90, 94, 98, 100 TM: 06, 10, 11, 17, 20, 21, 22, 27, 32, 42, 44, 45,
48, 53, 75, 86, 87, 88, 90, 96, 99, 100
Egg Moves: Aromatherapy, Defense Curl, Flower
Shield, Grass Whistle, Heal Pulse, Healing Wish,
Natural Gift, Nature Power, Razor Leaf, Rollout, Seed
Bomb, Sweet Scent, Tickle, Weather Ball

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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.

Armor Class: 15 Armor Class: 13


Hit Points: 55 | Hit Dice: d10 Hit Points: 21 | Hit Dice: d8
Speed: 25ft. walking Speed: 20ft. walking, 15ft. climbing, 20ft. swimming

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Electric, Grass
Resistances: Electric, Grass, Ground, Water Resistances: Fire, Ice, Steel, Water

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.

Starting Moves: Growth, Leech Seed, Morning Sun,


Hidden Ability
Petal Dance, Helping Hand Sand Force: During a Sandstorm, this Pokémon can
Level 6: Magical Leaf, Sunny Day double its STAB when it hits an opponent.
Level 10: Worry Seed
Level 14: Take Down, Solar Beam, Evolution: Shellos can evolve into Gastrodon at level
Level 18: Lucky Chant, Petal Blizzard 8 and above. When it evolves, its health increases by
double its level, and it gains 12 points to add to its
TM: 06, 10, 11, 15, 17, 20, 21, 22, 27, 32, 42, 44, ability scores (max 20).
45, 48, 53, 68, 75, 86, 87, 88, 90, 96, 99, 100
Starting Moves: Mud-Slap, Mud Sport, Harden
Level 2: Water Pulse, Mud Bomb
Level 6: Hidden Power, Rain Dance
Level 10: Body Slam
Level 14: Muddy Water
Level 18: Recover
TM: 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42, 44,
45, 48, 55, 83, 87, 88, 90, 94, 100
Egg Moves: Acid Armor, Amnesia, Brine, Clear Smog,
Counter, Curse, Fissure, Memento, Mirror Coat,
Mist, Sludge, Spit Up, Stockpile, Swallow, Trump
Card, Yawn

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
16 (+3) 13 (+1) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Acrobatics, Sleight of Hand
Proficient Skills: Survival Saving Throws: Dexterity
Saving Throws: Constitution, Strength Vulnerabilities: Fighting
Vulnerabilities: Grass Resistances: None
Resistances: Fire, Poison, Rock, Steel Immunities: Ghost
Immunities: Electric
Technician: For damaging moves activated by this
Sticky Hold: Held items cannot be stolen or knocked Pokémon with 15 max PP or more, they may roll the
away from this Pokémon. damage twice and choose either total.
Storm Drain: If this Pokemon or an ally within 30 Pickup: If an opponent uses a consumable held item
feet is targeted with a direct water-type, damage- in battle, this Pokémon gains a copy of it if it is not
dealing move, the Pokemon may use a reaction to currently holding an item.
redirect the target to itself and take half damage
from it if it hits. Hidden Ability
Skill Link: Combo moves that have the ability to hit
Hidden Ability more than once, after the same attack roll, are
Sand Force: During a Sandstorm, this Pokémon can guaranteed to hit at least twice. (Fury Swipes,
double its STAB when it hits an opponent. Double Slap, Water Shuriken, etc.)

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

90
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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.

Armor Class: 12 Armor Class: 13


Hit Points: 23 | Hit Dice: d10 Hit Points: 77 | Hit Dice: d12
Speed: 0ft. walking, 25ft. flying Speed: 0ft. walking, 30ft. flying

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Dark, Electric, Ghost, Ice, Rock Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
Resistances: Bug, Grass, Poison Resistances: Bug, Grass, Poison
Immunities: Fighting, Ground, Normal Immunities: Fighting, Ground, Normal

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.

Armor Class: 13 Armor Class: 17


Hit Points: 17 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 30ft. walking Speed: 35ft. walking

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)

Proficient Skills: Perception Proficient Skills: Perception


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Fighting Vulnerabilities: Fighting
Resistances: None Resistances: None
Immunities: Ghost Immunities: Ghost
Senses: Darkvision 30ft Senses: Darkvision 60ft

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 ,

92
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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.

Armor Class: 16 Armor Class: 14


Hit Points: 83 | Hit Dice: d10 Hit Points: 89 | Hit Dice: d12
Speed: 0ft. walking, 35ft. flying (hover) Speed: 20ft. walking, 30ft. flying

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)

Proficient Skills: Stealth, Deception Proficient Skills: Stealth, Insight


Saving Throws: Wisdom, Charisma Saving Throws: Wisdom, Dexterity
Vulnerabilities: Dark, Ghost Vulnerabilities: Electric, Fairy, Ice, Rock
Resistances: Bug, Poison Resistances: Dark, Ghost, Grass
Immunities: Fighting, Normal Immunities: Ground, Psychic
Senses: Darkvision 60ft, Truesight 15ft Senses: Darkvision 80ft

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

93
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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.

Armor Class: 13 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d10
Speed: 30ft. walking, 30ft. climbing Speed: 30ft. walking, 35ft. climbing

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)

Proficient Skills: Stealth, Perception Proficient Skills: Perception, Intimidation


Saving Throws: Dexterity, Charisma Saving Throws: Dexterity
Vulnerabilities: Fighting Vulnerabilities: Fighting
Resistances: None Resistances: None
Immunities: Ghost Immunities: Ghost
Senses: Darkvision 30ft Senses: Darkvision 60ft

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

94
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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.

Armor Class: 13 Armor Class: 13


Hit Points: 17 | Hit Dice: d6 Hit Points: 20 | Hit Dice: d8
Speed: 25ft. walking Speed: 25ft. walking, 15ft. climbing

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)

Proficient Skills: Performance Proficient Skills: Survival


Saving Throws: Wisdom Saving Throws: Constitution
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Ground
Resistances: Fighting, Psychic Resistances: Dark, Grass, Ghost, Poison
Immunities: Psychic
Levitate: This Pokémon is immune to ground moves. Senses: Darkvision 30ft

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.

Armor Class: 14 Armor Class: 15


Hit Points: 66 | Hit Dice: d12 Hit Points: 19 | Hit Dice: d6
Speed: 35ft. walking, 20ft. climbing Speed: 0ft. walking, 15ft. flying (hover)

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)

Proficient Skills: Survival Proficient Skills: History, Religion


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Ground Vulnerabilities: Dark, Fire, Ghost, Ground
Resistances: Dark, Grass, Ghost, Poison Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal,
Immunities: Psychic Psychic, Rock, Steel
Senses: Darkvision 60ft Immunities: Poison
Senses: Darkvision 30ft
Stench: When this Pokémon is hit by a melee attack,
roll a d10. On a 10, the attacker flinches. Levitate: This Pokémon is immune to ground moves.
Aftermath: This Pokémon deals damage to an Heatproof: This Pokemon takes half the damage it
attacker equal to half of the damage received when otherwise would from Fire damage, and is immune
knocked out by a melee move. to the burning condition.
Hidden Ability Hidden Ability
Keen Eye: This Pokémon ignores disadvantage when Heavy Metal: This Pokémon is especially heavy.
it relates to sight. Once per long rest, after being targeted by an attack,
it may increase its AC by 2 if it would cause an
attack to miss.
Starting Moves: Focus Energy, Flamethrower,
Scratch, Poison Gas, Screech, Fury Swipes,
Smokescreen Evolution: Bronzor can evolve into Bronzong at level
Level 6: Feint, Acid Spray, Bite 9 and above. When it evolves, its health increases by
Level 10: Slash, Toxic, Night Slash double its level, and it gains 17 points to add to its
Level 14: Memento, Sucker Punch, Venom Drench ability scores (max 20).
Level 18: Explosion, Belch
TM: 05, 06, 09, 10, 11, 12, 15, 17, 18, 21, 27, 30, Starting Moves: Confusion, Tackle
32, 35, 36, 38, 41, 42, 44, 45, 46, 48, 64, 65, 66, Level 2: Hypnosis, Imprison, Confuse Ray
68, 84, 87, 88, 90, 95, 97, 100 Level 6: Psywave, Iron Defense, Feint Attack
Level 10: Safeguard, Future Sight, Metal Sound
Level 14: Gyro Ball, Extrasensory, Payback
Level 18: Heal Block, Heavy Slam
TM: 03, 04, 06, 10, 11, 16, 17, 18, 20, 21, 22, 26,
27, 29, 30, 32, 33, 37, 39, 42, 44, 48, 57, 66, 69,
74, 77, 78, 80, 85, 86, 87, 88, 90, 91, 92, 100

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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.

Armor Class: 17 Armor Class: 14


Hit Points: 60 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 0ft. walking, 20ft. flying (hover) Speed: 10ft. walking

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)

Proficient Skills: History, Religion Proficient Skills: Survival


Saving Throws: Constitution, Strength Saving Throws: Constitution
Vulnerabilities: Dark, Fire, Ghost, Ground Vulnerabilities: Fighting, Grass, Ground, Steel, Water
Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal, Resistances: Fire, Flying, Normal, Poison
Psychic, Rock, Steel Senses: Tremorsense 30ft
Immunities: Poison
Senses: Darkvision 60ft Sturdy: When taking damage equal to half or more of
your current HP, roll a d4. On a result of 3 of 4,
Levitate: This Pokémon is immune to ground moves. halve the damage dealt.
Heatproof: This Pokemon takes half the damage it Rock Head: This Pokémon takes no recoil damage.
otherwise would from Fire damage, and is immune
to the burning condition. Hidden Ability
Rattled: When this Pokémon is hit by a damaging
Hidden Ability Dark, Bug, or Ghost move, it makes its next attack at
Heavy Metal: This Pokémon is especially heavy. advantage.
Once per long rest, after being targeted by an attack,
it may increase its AC by 2 if it would cause an
Evolution: Bonsly can evolve into Sudowoodo at the
attack to miss.
time 'Mimic' is learned. When it evolves, its health
increases by double its level, and it gains 8 points to
Starting Moves: Block, Confusion, Hypnosis, add to its ability scores (max 20).
Imprison, Rain Dance, Sunny Day, Tackle, Confuse
Ray Starting Moves: Copycat, Fake Tears
Level 6: Psywave, Iron Defense, Feint Attack Level 2: Flail, Low Kick, Rock Throw
Level 10: Safeguard, Future Sight, Metal Sound Level 6: Mimic, Feint Attack, Tearful Look
Level 14: Gyro Ball, Extrasensory Level 10: Rock Tomb, Block
Level 18: Payback, Heal Block, Heavy Slam Level 14: Rock Slide, Counter, Sucker Punch
TM: 03, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, 22, Level 18: Double-Edge
26, 27, 29, 30, 32, 33, 37, 39, 42, 44, 48, 57, 64,
TM: 04, 06, 10, 11, 17, 21, 23, 27, 31, 32, 37, 39,
66, 68, 69, 74, 77, 78, 80, 85, 86, 87, 88, 90, 91,
42, 44, 45, 46, 48, 64, 69, 77, 80, 87, 88, 90, 96,
92, 100
100
Egg Moves: Curse, Defense Curl, Endure, Harden,
Headbutt, Rollout, Sand Tomb, Self-Destruct, Stealth
Rock

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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.

Armor Class: 14 Armor Class: 11


Hit Points: 16 | Hit Dice: d6 Hit Points: 23 | Hit Dice: d10
Speed: 25ft. walking Speed: 25ft. walking

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)

Proficient Skills: Performance Proficient Skills: Medicine


Saving Throws: Charisma Saving Throws: Charisma
Vulnerabilities: Ghost, Poison, Steel Vulnerabilities: Fighting
Resistances: Fighting, Psychic Resistances: None
Immunities: Dragon Immunities: Ghost
Senses: Truesight 5ft
Natural Cure: This Pokémon is cured of negative
Soundproof: This Pokémon is immune to sound- status ailments upon returning to its Pokeball.
based moves.
Serene Grace: The DC to avoid a negative status
Filter: When hit by a move type this Pokémon is condition from this Pokémon is increased by 1.
vulnerable to, it may roll a d4. In a result of 4, it does
not take the additional damage. Hidden Ability
Friend Guard: Once per long rest, when an ally within
Hidden Ability 15 feet of this Pokémon is hit by an attack, it may
Technician: For damaging moves activated by this choose to halve the damage dealt.
Pokémon with 15 max PP or more, they may roll the
damage twice and choose either total.
Evolution: Happiny can evolve into Chansey at level
8 and above with the help of an Oval Stone. When it
Evolution: Mime Jr. can evolve into Mr. Mime at the evolves, its health increases by double its level, and
time 'Mimic' is learned. When it evolves, its health it gains 8 points to add to its ability scores (max
increases by double its level, and it gains 8 points to 20).
add to its ability scores (max 20).
Starting Moves: Charm, Pound
Starting Moves: Barrier, Confusion, Pound, Tickle Level 2: Copycat, Refresh, Sweet Kiss
Level 2: Copycat, Meditate, Double Slap
Level 6: Mimic, Encore, Light Screen, Reflect TM: 01, 06, 07, 10, 11, 16, 17, 18, 20, 21, 22, 27,
Level 10: Psybeam, Substitute, Recycle 29, 30, 32, 35, 38, 42, 44, 45, 48, 49, 56, 73, 77,
Level 14: Trick, Psychic 85, 86, 87, 88, 90, 100
Level 18: Role Play, Baton Pass, Safeguard Egg Moves: Aromatherapy, Counter, Endure, Gravity,
Heal Bell, Helping Hand, Last Resort, Metronome,
TM: 03, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 22,
Mud Bomb, Natural Gift, Present, Seismic Toss,
24, 25, 27, 29, 30, 31, 32, 33, 41, 42, 44, 45, 46,
Substitute
48, 56, 57, 73, 77, 83, 85, 86, 87, 88, 90, 92, 100
Egg Moves: Charm, Confuse Ray, Fake Out, Future
Sight, Healing Wish, Hypnosis, Icy Wind, Magic
Room, Mimic, Nasty Plot, Power Split, Psych Up,
Teeter Dance, Trick, Wake-Up Slap

98
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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.

Armor Class: 13 Armor Class: 17


Hit Points: 46 | Hit Dice: d10 Hit Points: 46 | Hit Dice: d10
Speed: 20ft. walking, 35ft. flying Speed: 0ft. walking, 25ft. flying (hover)

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)

Proficient Skills: Performance Proficient Skills: History, Arcana


Saving Throws: Dexterity, Charisma Saving Throws: Wisdom, Strength
Vulnerabilities: Electric, Ice, Rock Vulnerabilities: Fairy
Resistances: Bug, Grass Resistances: Poison
Immunities: Ghost, Ground Immunities: Fighting, Normal, Psychic
Senses: Darkvision 80ft, Truesight 20ft
Keen Eye: This Pokémon ignores disadvantage when
it relates to sight. Pressure: Any move targeting this Pokémon directly
(non-area of effect moves) reduces its PP by two
Tangled Feet: Attacks against this Pokémon have when activated.
disadvantage when it is confused.
Hidden Ability Hidden Ability
Infiltrator: This Pokémon bypasses Light Screen and
Big Pecks: This Pokémon's AC cannot be reduced by
Reflect.
an opponent's moves.

Starting Moves: Confuse Ray, Curse, Pursuit, Shadow


Starting Moves: Confide, Peck, Taunt, Growl, Mirror
Sneak, Spite, Feint Attack, Hypnosis
Move, Sing
Level 6: Dream Eater
Level 6: Fury Attack, Chatter
Level 10: Ominous Wind, Sucker Punch
Level 10: Round
Level 14: Nasty Plot
Level 14: Mimic, Echoed Voice, Roost
Level 18: Memento, Dark Pulse
Level 18: Uproar, Synchronoise, Feather Dance,
Hyper Voice TM: 04, 06, 10, 11, 12, 15, 17, 18, 21, 27, 29, 30,
32, 39, 41, 42, 44, 45, 46, 48, 60, 61, 63, 68, 77,
TM: 01, 06, 10, 11, 12, 17, 18, 19, 21, 27, 32, 40,
83, 85, 87, 88, 90, 95, 97, 100
41, 42, 44, 45, 46, 48, 49, 51, 76, 87, 88, 89, 90,
100 Egg Moves: Captivate, Destiny Bond, Foul Play,
Grudge, Imprison, Nightmare, Pain Split, Shadow
Egg Moves: Agility, Air Cutter, Boomburst, Defog,
Sneak, Smokescreen
Encore, Nasty Plot, Night Shade, Sleep Talk, Steel
Wing, Supersonic

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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.

Armor Class: 12 Armor Class: 14


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 20ft. walking, 20ft. burrowing Speed: 30ft. walking, 30ft. burrowing

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)

Proficient Skills: Survival Proficient Skills: Survival, Medicine


Saving Throws: Constitution Saving Throws: Dexterity
Vulnerabilities: Dragon, Fairy, Ice Vulnerabilities: Dragon, Fairy, Ice
Resistances: Fire, Poison, Rock Resistances: Fire, Poison, Rock
Immunities: Electric Immunities: Electric
Senses: Tremorsense 30ft Senses: Tremorsense 60ft

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.

Hidden Ability Hidden Ability


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: 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.

Armor Class: 17 Armor Class: 13


Hit Points: 126 | Hit Dice: d12 Hit Points: 25 | Hit Dice: d10
Speed: 40ft. walking, 40ft. burrowing, 40ft. flying Speed: 10ft. walking

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)

Proficient Skills: Athletics, Acrobatics, Survival Proficient Skills: Survival


Saving Throws: Dexterity, Strength Saving Throws: Constitution
Vulnerabilities: Dragon, Fairy, Ice Vulnerabilities: Fighting
Resistances: Fire, Poison, Rock Resistances: None
Immunities: Electric Immunities: Ghost
Senses: Tremorsense 100ft
Pickup: If an opponent uses a consumable held item
Sand Veil: This Pokémon is immune to Sandstorm in battle, this Pokémon gains a copy of it if it is not
damage. In addition, its AC increases by 2 in desert currently holding an item.
terrain, or during a Sandstorm.
Thick Fat: This Pokemon takes half the damage it
Hidden Ability otherwise would from Ice and Fire damage.
Rough Skin: When this Pokémon is hit by a melee Hidden Ability
attack, it may roll a d4. On a 4, deal an amount of
Gluttony: This Pokémon must eat its held berry
damage equal to its proficiency modifier to its
when it falls below ½ of its maximum HP.
attacker.

Evolution: Munchlax can evolve into Snorlax at level


Starting Moves: Crunch, Dragon Rage, Dual Chop,
8 and above if its loyalty level is +2 or higher. When
Fire Fang, Sand Attack, Sandstorm, Tackle, Take
it evolves, its health increases by double its level,
Down, Sand Tomb, Slash
and it gains 9 points to add to its ability scores (max
Level 14: Dragon Claw, Dig
20).
Level 18: Dragon Rush
TM: 02, 05, 06, 10, 11, 15, 17, 18, 21, 26, 27, 31, Starting Moves: Lick, Metronome, Odor Sleuth,
32, 35, 37, 38, 39, 40, 42, 44, 45, 48, 54, 56, 59, Recycle, Tackle, Defense Curl
65, 68, 71, 75, 78, 80, 82, 84, 87, 88, 90, 94, 100 Level 2: Amnesia
Level 6: Chip Away, Screech
Level 10: Body Slam, Stockpile
Level 14: Swallow, Rollout, Fling
Level 18: Belly Drum, Natural Gift, Snatch, Last
Resort
TM: 01, 06, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25,
26, 27, 29, 30, 31, 32, 35, 37, 38, 39, 42, 44, 45,
48, 56, 78, 80, 87, 88, 90, 94, 100
Egg Moves: After You, Belch, Charm, Counter, Curse,
Double-Edge, Fissure, Lick, Natural Gift, Pursuit,
Self-Destruct, Substitute, Whirlwind, Zen Headbutt

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
11 (+0) 13 (+1) 11 (+0) 8 (-1) 12 (+1) 10 (+0)
Proficient Skills: Insight
Proficient Skills: Insight Saving Throws: Dexterity, Strength
Saving Throws: Dexterity Vulnerabilities: Fighting, Fire, Ground
Vulnerabilities: Fairy, Flying, Psychic Resistances: Bug, Dark, Dragon, Grass, Ice, Normal,
Resistances: Bug, Dark, Rock Rock, Steel
Immunities: Poison
Steadfast: Once per long rest, when this Pokémon Senses: Truesight 30ft
fails a saving throw against a negative status
condition, it can choose to pass instead. Steadfast: Once per long rest, when this Pokémon
fails a saving throw against a negative status
Inner Focus: This Pokémon is immune to flinching. condition, it can choose to pass instead.
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, Hidden Ability
but must use a status-affecting move on its turn. Justified: When this Pokémon is hit by a dark-type
move, it gets advantage on its next attack.
Evolution: Riolu can evolve into Lucario at level 8
and above if it is daytime and its Loyalty level is +2 Starting Moves: Aura Sphere, Detect, Foresight,
or higher. When it evolves, its health increases by Metal Claw, Quick Attack, Counter, Feint, Laser
double its level, and it gains 14 points to add to its Focus
ability scores (max 20). Level 6: Swords Dance, Metal Sound, Power-Up
Punch
Starting Moves: Endure, Foresight, Quick Attack Level 10: Bone Rush, Quick Guard, Me First
Level 2: Counter, Feint Level 14: Work Up, Calm Mind, Heal Pulse
Level 6: Force Palm, Copycat Level 18: Close Combat, Dragon Pulse, Extreme
Level 10: Screech, Reversal Speed
Level 18: Nasty Plot, Final Gambit TM: 01, 04, 05, 06, 08, 10, 11, 15, 17, 18, 21, 26,
27, 29, 30, 31, 32, 39, 42, 44, 45, 47, 48, 52, 56,
TM: 01, 05, 06, 08, 10, 11, 17, 18, 21, 26, 27, 31,
65, 66, 68, 71, 75, 78, 80, 84, 87, 88, 90, 91, 97,
32, 39, 42, 44, 45, 47, 48, 52, 56, 65, 66, 75, 78,
100
80, 84, 87, 88, 90, 100
Egg Moves: Agility, Bite, Blaze Kick, Bullet Punch,
Circle Throw, Cross Chop, Crunch, Detect, Iron
Defense, Low Kick, Mind Reader, Sky Uppercut,
Vacuum Wave

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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

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) 13 (+1) 19 (+4) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Survival
Saving Throws: Constitution, Strength Proficient Skills: Survival, Athletics
Vulnerabilities: Grass, Ice, Water Saving Throws: Constitution, Strength
Resistances: Poison, Rock Vulnerabilities: Grass, Ice, Water
Immunities: Electric Resistances: Poison, Rock
Senses: Tremorsense 30ft Immunities: Electric
Senses: Tremorsense 60ft
Sand Stream: When this Pokémon enters an outside
battle, the weather immediately changes to a Sand Stream: When this Pokémon enters an outside
Sandstorm for 5 rounds. In the case of another battle, the weather immediately changes to a
Pokémon with a similar weather ability, the tie goes Sandstorm for 5 rounds. In the case of another
to the Pokémon with the highest DEX score. Pokémon with a similar weather ability, the tie goes
to the Pokémon with the highest DEX score.
Hidden Ability
Sand Force: During a Sandstorm, this Pokémon can Hidden Ability
double its STAB when it hits an opponent. Sand Force: During a Sandstorm, this Pokémon can
double its STAB when it hits an opponent.
Evolution: Hippopotas can evolve into Hippowdon
at level 9 and above. When it evolves, its health Starting Moves: Bite, Fire Fang, Ice Fang, Sand
increases by double its level, and it gains 12 points Attack, Tackle, Thunder Fang, Yawn
to add to its ability scores (max 20). Level 6: Dig, Take Down
Level 10: Sand Tomb, Crunch
Starting Moves: Sand Attack, Tackle Level 14: Earthquake
Level 2: Bite, Yawn Level 18: Double-Edge, Fissure
Level 6: Dig, Take Down TM: 05, 06, 10, 11, 15, 17, 21, 26, 27, 32, 37, 39,
Level 10: Sand Tomb, Crunch 42, 44, 45, 48, 68, 71, 78, 80, 87, 88, 90, 100
Level 14: Earthquake
Level 18: Double-Edge, Fissure
TM: 05, 06, 10, 11, 17, 21, 26, 27, 32, 37, 39, 42,
44, 45, 48, 78, 80, 87, 88, 90, 100
Egg Moves: Body Slam, Curse, Revenge, Sand Tomb,
Slack Off, Sleep Talk, Spit Up, Stockpile, Swallow,
Whirlwind

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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.

Armor Class: 15 Armor Class: 17


Hit Points: 18 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 25ft. walking, 20ft. climbing Speed: 35ft. walking, 25ft. climbing

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)

Proficient Skills: Stealth, Deception Proficient Skills: Deception, Intimidation


Saving Throws: Constitution Saving Throws: Constitution, Strength
Vulnerabilities: Fire, Flying, Psychic, Rock Vulnerabilities: Ground
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Dark, Grass, Ghost, Poison
Senses: Darkvision 30ft Immunities: Psychic
Senses: Darkvision 60ft
Battle Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit. Battle Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit.
Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it. Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.
Hidden Ability
Keen Eye: This Pokémon ignores disadvantage when Hidden Ability
it relates to sight. Keen Eye: This Pokémon ignores disadvantage when
it relates to sight.
Evolution: Skorupi can evolve into Drapion at level
10 and above. When it evolves, its health increases Starting Moves: Bite, Fire Fang, Ice Fang, Knock Off,
by double its level, and it gains 13 points to add to Leer, Poison Sting, Thunder Fang, Pin Missile,
its ability scores (max 20). Acupressure
Level 6: Pursuit, Bug Bite
Starting Moves: Bite, Leer, Poison Sting Level 10: Poison Fang, Venoshock, Hone Claws
Level 2: Knock Off, Pin Missile, Acupressure Level 14: Toxic Spikes, Night Slash
Level 6: Pursuit, Bug Bite Level 18: Scary Face, Crunch, Cross Poison, Fell
Level 10: Poison Fang, Venoshock, Hone Claws Stinger
Level 14: Toxic Spikes, Night Slash, Scary Face TM: 05, 06, 09, 10, 11, 12, 15, 17, 18, 21, 26, 27,
Level 18: Crunch, Cross Poison, Fell Stinger 30, 31, 32, 36, 39, 40, 41, 42, 44, 45, 46, 48, 54,
56, 59, 66, 68, 75, 78, 80, 81, 83, 84, 87, 88, 90,
TM: 06, 09, 10, 11, 12, 17, 18, 21, 27, 30, 31, 32,
95, 97, 100
36, 39, 40, 41, 42, 44, 45, 46, 48, 54, 56, 66, 75,
81, 83, 84, 87, 88, 90, 97, 100
Egg Moves: Agility, Confuse Ray, Feint Attack, Iron
Tail, Night Slash, Poison Tail, Pursuit, Sand Attack,
Screech, Slash, Twineedle, Whirlwind

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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.

Armor Class: 12 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d12
Speed: 25ft. walking, 25ft. swimming Speed: 30ft. walking, 30ft. swimming

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution, Dexterity
Vulnerabilities: Flying, Ground, Psychic Vulnerabilities: Flying, Ground, Psychic
Resistances: Bug, Dark, Fighting, Grass, Poison, Rock Resistances: Bug, Dark, Fighting, Grass, Poison, Rock
Senses: Darkvision 30ft Senses: Darkvision 60ft

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.

Armor Class: 14 Armor Class: 14


Hit Points: 54 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 20ft. walking, 20ft. climbing Speed: 5ft. walking, 25ft. swimming

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)

Proficient Skills: Survival, Deception Proficient Skills: Nature, Perception


Saving Throws: Constitution Saving Throws: Dexterity
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Electric, Grass
Resistances: Electric, Grass, Ground, Water Resistances: Fire, Ice, Steel, Water
Senses: Tremorsense 60ft Senses: Darkvision 30ft

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).

Starting Moves: Pound


Level 2: Water Gun, Attract, Rain Dance
Level 6: Gust, Water Pulse
Level 10: Captivate, Safeguard
Level 14: Aqua Ring, Whirlpool
Level 18: U-Turn, Bounce, Silver Wind, Soak
TM: 06, 07, 10, 13, 14, 17, 18, 20, 21, 27, 32, 42,
44, 45, 48, 55, 66, 77, 87, 88, 89, 90, 94, 96, 98,
100
Egg Moves: Agility, Aqua Tail, Aurora Beam, Brine,
Charm, Flail, Psybeam, Signal Beam, Splash, Sweet
Kiss, Tickle

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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.

Armor Class: 16 Armor Class: 15


Hit Points: 55 | Hit Dice: d10 Hit Points: 19 | Hit Dice: d6
Speed: 5ft. walking, 35ft. swimming Speed: 5ft. walking, 20ft. swimming

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)

Proficient Skills: Nature, Perception Proficient Skills: Acrobatics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Rock
Resistances: Fire, Ice, Steel, Water Resistances: Bug, Fighting, Fire, Steel, Water
Senses: Darkvision 60ft Immunities: Ground

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.

Armor Class: 13 Armor Class: 15


Hit Points: 20 | Hit Dice: d8 Hit Points: 97 | Hit Dice: d12
Speed: 25ft. walking Speed: 30ft. walking

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)

Proficient Skills: Survival Proficient Skills: Survival, Intimidation


Saving Throws: Constitution Saving Throws: Constitution, Strength
Vulnerabilities: Bug, Fighting, Fire, Flying, Poison, Vulnerabilities: Bug, Fighting, Fire, Flying, Poison,
Rock Steel Rock Steel
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Grass, Ground, Water

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.

Hidden Ability Hidden Ability


Soundproof: This Pokémon is immune to sound- Soundproof: This Pokémon is immune to sound-
based moves. based moves.

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.

Armor Class: 16 Armor Class: 17


Hit Points: 78 | Hit Dice: d10 Hit Points: 133 | Hit Dice: d12
Speed: 40ft. walking Speed: 0ft. walking, 35ft. flying (hover)

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.

Starting Moves: Barrier, Mirror Coat, Supersonic,


Starting Moves: Assurance, Embargo, Leer, Quick
Tackle, Thunder Shock, Thunder Wave, Tri Attack,
Attack, Revenge, Scratch, Taunt, Feint Attack, Icy
Magnet Bomb, Light Screen, Sonic Boom, Spark,
Wind, Fury Swipes, Nasty Plot, Metal Claw
Mirror Shot, Metal Sound, Electro Ball, Electric
Level 10: Hone Claws, Fling, Screech
Terrain, Magnetic Flux
Level 14: Night Slash, Snatch
Level 14: Flash Cannon, Screech
Level 18: Punishment, Dark Pulse
Level 18: Discharge, Lock-On, Magnet Rise, Gyro
TM: 04, 06, 07, 10, 11, 12, 13, 14, 15, 17, 18, 21, Ball, Zap Cannon
27, 30, 31, 32, 33, 40, 41, 42, 44, 45, 46, 47, 48,
TM: 06, 10, 11, 15, 16, 17, 18, 21, 24, 25, 27, 32,
52, 54, 56, 63, 65, 66, 68, 75, 77, 81, 84, 85, 87,
33, 42, 44, 48, 57, 64, 68, 72, 73, 74, 77, 87, 88,
88, 90, 94, 95, 97, 100
90, 91, 93, 100

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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.

Armor Class: 16 Armor Class: 18


Hit Points: 147 | Hit Dice: d12 Hit Points: 184 | Hit Dice: d12
Speed: 25ft. walking Speed: 35ft. walking

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)

Proficient Skills: Perception Proficient Skills: Athletics, Intimidation


Saving Throws: Constitution, Strength Saving Throws: Constitution, Strength
Vulnerabilities: Fighting Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Resistances: None Water
Immunities: Ghost Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric
Own Tempo: This Pokémon is immune to becoming Senses: Tremorsense 100ft
confused.
Lightning Rod: If this Pokemon or an ally within 30
Oblivious: This Pokémon is immune to moves that feet is targeted with a direct electric-type, damage-
attempt to charm or taunt it. dealing move, the Pokemon may use a reaction to
Hidden Ability redirect the target to itself and take half damage
from it if it hits.
Cloud Nine: While this Pokémon is in battle,
weather-related abilities have no effect on the Solid Rock: This Pokémon does not take any
Pokémon that have them. additional damage from a critical hit.
Hidden Ability
Starting Moves: Lick, Power Whip, Wring Out,
Reckless: When attacking with moves with recoil
Supersonic, Defense Curl, Knock Off, Wrap, Stomp,
damage, this Pokémon doubles its STAB bonus.
Disable, Slam
Level 14: Rollout, Chip Away, Me First
Level 18: Refresh, Screech, Gyro Ball Starting Moves: Fury Attack, Hammer Arm, Horn
Attack, Poison Jab, Scary Face, Tail Whip, Smack
TM: 01, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 24, Down, Stomp, Bulldoze, Chip Away, Rock Blast
25, 26, 27, 30, 31, 32, 35, 37, 38, 39, 42, 44, 45, Level 14: Drill Run, Take Down, Stone Edge, Chip
46, 48, 52, 56, 59, 64, 68, 74, 75, 77, 78, 80, 82, Away, Head Smash
85, 87, 88, 90, 94, 100 Level 18: Earthquake, Megahorn, Horn Drill, Rock
Wrecker, Double-Edge
TM: 05, 06, 10, 11, 13, 14, 15, 17, 18, 21, 23, 24,
25, 26, 27, 31, 32, 35, 37, 38, 39, 42, 44, 45, 46,
48, 52, 56, 59, 65, 66, 67, 68, 69, 71, 75, 78, 80,
82, 84, 87, 88, 90, 91, 94, 100

110
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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.

Armor Class: 17 Armor Class: 16


Hit Points: 128 | Hit Dice: d12 Hit Points: 136 | Hit Dice: d12
Speed: 30ft. walking Speed: 35ft. walking

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)

Proficient Skills: Nature, Survival Proficient Skills: Athletics


Saving Throws: Constitution, Strength Saving Throws: Dexterity, Strength
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Ground
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Flying, Steel

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.

Armor Class: 16 Armor Class: 18


Hit Points: 136 | Hit Dice: d12 Hit Points: 131 | Hit Dice: d12
Speed: 35ft. walking Speed: 0ft. walking, 35ft. flying

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)

Proficient Skills: Athletics Proficient Skills: Arcana, Persuasion


Saving Throws: Constitution, Strength Saving Throws: Wisdom, Charisma
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Electric, Ice, Poison, Rock, Steel
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Bug, Dark, Fighting, Grass
Immunities: Dragon, Ground
Flame Body: The flames from this Pokémon's body Senses: Truesight 30ft
shine dim light in a 15 ft radius. In addition, when
hit by a melee attack, roll a d10. On a 10, the Hustle: When you score a critical hit, you may
attacker is burned. immediately gain an additional action on your turn.
If this action is used to make an attack, you have
Hidden Ability disadvantage on the roll. You may only ever have
Vital Spirit: This Pokémon cannot be put to sleep. one additional action per round.
Serene Grace: The DC to avoid a negative status
Starting Moves: Ember, Leer, Smog, Smokescreen, condition from this Pokémon is increased by 1.
Thunder Punch, Feint Attack, Fire Spin, Clear Smog,
Flame Burst, Confuse Ray, Fire Punch Hidden Ability
Level 14: Lava Plume, Sunny Day Super Luck: This Pokémon increases its critical hit
Level 18: Flamethrower, Fire Blast, Hyper Beam range by 1 (20 to 19+, etc.)
TM: 06, 10, 11, 12, 15, 17, 21, 22, 24, 26, 27, 29,
31, 32, 35, 38, 39, 41, 42, 43, 44, 45, 46, 47, 48, Starting Moves: After You, Air Slash, Aura Sphere,
50, 52, 56, 61, 68, 78, 80, 87, 88, 90, 100 Extreme Speed, Sky Attack
TM: 01, 03, 06, 10, 11, 15, 16, 17, 18, 19, 20, 21,
22, 27, 29, 30, 31, 32, 33, 35, 38, 40, 42, 44, 45,
48, 49, 51, 56, 68, 73, 76, 77, 85, 86, 87, 88, 90,
99, 100

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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.

Armor Class: 15 Armor Class: 16


Hit Points: 125 | Hit Dice: d12 Hit Points: 55 | Hit Dice: d10
Speed: 20ft. walking, 30ft. climbing, 40ft. flying Speed: 40ft. walking

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)

Proficient Skills: Acrobatics Proficient Skills: Perception, Nature


Saving Throws: Dexterity, Wisdom Saving Throws: Dexterity, Charisma
Vulnerabilities: Electric, Fire, Flying, Ice, Rock Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Bug, Fighting, Grass Resistances: Electric, Grass, Ground, Water
Immunities: Ground
Senses: Darkvision 100ft Leaf Guard: This Pokémon does not suffer from any
negative status ailments in harsh sunlight.
Speed Boost: While this Pokémon is active and in an
environment related to its type (DM Discretion), its Hidden Ability
trainer gets advantage on initiative rolls. Chlorophyll: This Pokémon’s speed is doubled in
harsh sunlight.
Tinted Lens: This Pokémon’s moves ignore
resistances.
Starting Moves: Helping Hand, Razor Leaf, Tackle,
Hidden Ability Tail Whip, Sand Attack, Baby-Doll Eyes, Quick Attack
Frisk: Upon entering a battle, a single opponent’s Level 6: Grass Whistle, Magical Leaf
held item is revealed, if it has one. Level 10: Giga Drain, Swords Dance
Level 14: Synthesis, Sunny Day, Last Resort
Level 18: Leaf Blade
Starting Moves: Bug Bite, Double Team, Foresight,
Night Slash, Quick Attack, Tackle, Sonic Boom, TM: 01, 05, 06, 10, 11, 15, 17, 18, 21, 22, 27, 30,
Detect, Supersonic, Uproar, Pursuit 32, 40, 42, 44, 45, 48, 49, 53, 68, 75, 81, 86, 87,
Level 14: Ancient Power, Feint 88, 90, 96, 100
Level 18: Slash, Screech, U-Turn, Air Slash, Bug Buzz
TM: 06, 10, 11, 15, 17, 19, 21, 22, 27, 28, 29, 30,
32, 40, 42, 44, 45, 46, 48, 51, 68, 77, 85, 87, 88,
89, 90, 100

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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!

Armor Class: 16 Armor Class: 17


Hit Points: 55 | Hit Dice: d10 Hit Points: 80 | Hit Dice: d12
Speed: 40ft. walking Speed: 30ft. walking, 30ft. climbing, 40ft. flying

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)

Proficient Skills: Perception, Survival Proficient Skills: Acrobatics, Stealth


Saving Throws: Dexterity, Charisma Saving Throws: Dexterity
Vulnerabilities: Fighting, Fire, Rock, Steel Vulnerabilities: Ice, Water
Resistances: Ice Resistances: Bug, Fighting, Poison
Immunities: Electric, Ground
Snow Cloak: This Pokémon is immune to Hail Senses: Darkvision 60ft
damage. It's AC is increased by 2 in arctic
conditions, or when it is snowing or hailing. Hyper Cutter: This Pokémon’s attack or damage
bonuses cannot be decreased by an opponent’s
Hidden Ability moves.
Ice Body: While it is snowing or hailing, this
Pokémon heals for an amount of HP equal to its Sand Veil: This Pokémon is immune to Sandstorm
proficiency modifier at the end of each of its turns. damage. In addition, its AC increases by 2 in desert
terrain, or during a Sandstorm.
Starting Moves: Helping Hand, Icy Wind, Tackle, Tail Hidden Ability
Whip, Sand Attack, Baby-Doll Eyes, Quick Attack Poison Heal: This Pokémon is not affected by the
Level 6: Bite, Ice Fang effects of the Poisoned condition. In addition, when
Level 10: Ice Shard, Barrier it is hit with a poison-type move while poisoned, it
Level 14: Mirror Coat, Hail, Last Resort heals an amount of hp equal to its level.
Level 18: Blizzard
TM: 01, 05, 06, 07, 10, 11, 13, 14, 15, 17, 18, 21, Starting Moves: Fire Fang, Guillotine, Harden, Ice
27, 30, 32, 42, 44, 45, 48, 49, 68, 70, 79, 87, 88, Fang, Knock Off, Poison Jab, Sand Attack, Thunder
90, 100 Fang, Quick Attack, Fury Cutter, Feint Attack,
Acrobatics
Level 10: Night Slash, U-Turn
Level 14: Screech, X-Scissor
Level 18: Sky Uppercut, Swords Dance
TM: 06, 09, 10, 11, 12, 15, 17, 18, 19, 21, 26, 27,
31, 32, 36, 37, 39, 40, 41, 42, 44, 45, 46, 48, 51,
54, 56, 59, 62, 66, 68, 69, 71, 75, 78, 80, 81, 84,
87, 88, 89, 90, 97, 100

114
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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.

Armor Class: 15 Armor Class: 15


Hit Points: 112 | Hit Dice: d12 Hit Points: 112 | Hit Dice: d12
Speed: 30ft. walking Speed: 35ft. walking, 35ft. flying (hover)

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)

Proficient Skills: Survival Proficient Skills: Insight, History


Saving Throws: Constitution, Strength Saving Throws: Constitution, Wisdom
Vulnerabilities: Fire, Fighting, Grass, Steel, Water Vulnerabilities: Fighting
Resistances: Poison Resistances: None
Immunities: Electric Immunities: Ghost
Senses: Truesight 20ft
Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it. Adaptability: When this Pokémon uses a move of its
own type, it may roll the damage twice and choose
Snow Cloak: This Pokémon is immune to Hail either total.
damage. It's AC is increased by 2 in arctic
conditions, or when it is snowing or hailing. Download: Once per short rest, this Pokémon can
choose a different damage type for one of their
Hidden Ability normal attacks.
Thick Fat: This Pokemon takes half the damage it
otherwise would from Ice and Fire damage. Hidden Ability
Analytic: After this Pokémon misses an attack, its
next attack is done at advantage.
Starting Moves: Ancient Power, Fury Attack, Mud
Sport, Odor Sleuth, Peck, Powder Snow, Scary Face,
Mud-Slap, Endure, Mud Bomb, Hail, Ice Fang, Take Starting Moves: Conversion, Conversion 2, Magic
Down Coat, Nasty Plot, Tackle, Trick Room, Psybeam,
Level 14: Double Hit, Mist, Thrash Agility, Recover, Magnet Rise, Signal Beam
Level 18: Earthquake, Blizzard Level 14: Embargo, Discharge, Lock-On
Level 18: Tri Attack, Zap Cannon, Hyper Beam
TM: 05, 06, 07, 10, 13, 14, 15, 16, 17, 18, 21, 26,
27, 32, 33, 37, 39, 42, 44, 45, 48, 68, 71, 78, 80, TM: 03, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 24,
87, 88, 90, 100 25, 27, 29, 30, 32, 40, 42, 44, 46, 48, 57, 63, 68,
73, 77, 85, 87, 88, 90, 92, 97, 100

115
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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.

Armor Class: 16 Armor Class: 20


Hit Points: 101 | Hit Dice: d10 Hit Points: 97 | Hit Dice: d12
Speed: 30ft. walking Speed: 25ft. walking, 25ft. flying

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)

Proficient Skills: Acrobatics, Persuasion Proficient Skills: Survival


Saving Throws: Wisdom, Strength Saving Throws: Strength, Constitution
Vulnerabilities: Fairy, Flying, Ghost Vulnerabilities: Fighting, Ground, Water
Resistances: Fighting, Rock Resistances: Bug, Dragon, Fairy, Flying, Ice, Normal,
Senses: Truesight 20ft Psychic, Rock
Immunities: Poison
Steadfast: Once per long rest, when this Pokémon
fails a saving throw against a negative status Sturdy: When taking damage equal to half or more of
condition, it can choose to pass instead. your current HP, roll a d4. On a result of 3 of 4,
halve the damage dealt.
Hidden Ability
Justified: When this Pokémon is hit by a dark-type Magnet Pull: Steel opponents in battle with this
move, it gets advantage on its next attack. Pokémon may not switch out or flee.
Hidden Ability
Starting Moves: Confusion, Double Team, Leaf Blade, Sand Force: During a Sandstorm, this Pokémon can
Leer, Night Slash, Slash, Teleport, Quick Guard, Fury double its STAB when it hits an opponent.
Cutter, Aerial Ace, Heal Pulse
Level 10: Wide Guard, Swords Dance, Psycho Cut
Starting Moves: Block, Gravity, Iron Defense, Magnet
Level 14: Helping Hand, Feint
Bomb, Magnet Rise, Tackle, Tri Attack, Wide Guard,
Level 18: False Swipe, Protect, Close Combat, Stored
Thunder Wave, Rest, Spark, Rock Slide, Magnetic
Power
Flux
TM: 01, 03, 04, 06, 08, 10, 11, 12, 15, 16, 17, 18, Level 10: Power Gem, Rock Blast, Discharge
20, 21, 24, 26, 27, 29, 30, 31, 32, 33, 39, 40, 41, Level 14: Sandstorm, Earth Power, Stone Edge
42, 44, 45, 46, 47, 48, 49, 52, 54, 56, 57, 61, 68, Level 18: Lock-On, Zap Cannon
71, 73, 75, 77, 78, 80, 81, 84, 85, 86, 87, 88, 90,
TM: 06, 10, 11, 12, 15, 17, 21, 23, 24, 25, 26, 27,
92, 99, 100
32, 37, 39, 41, 42, 44, 45, 48, 64, 68, 69, 71, 72,
73, 78, 80, 87, 88, 90, 91, 99, 100

116
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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.

Armor Class: 19 Armor Class: 15


Hit Points: 126 | Hit Dice: d12 Hit Points: 97 | Hit Dice: d10
Speed: 30ft. walking, 30ft. flying (hover) Speed: 20ft. walking, 30ft. flying (hover)

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)

Proficient Skills: Deception, Intimidation Proficient Skills: Survival


Saving Throws: Wisdom, Strength Saving Throws: Wisdom
Vulnerabilities: Dark, Ghost Vulnerabilities: Dark, Fire, Ghost, Rock, Steel
Resistances: Bug, Poison Resistances: Bug, Ice, Poison
Immunities: Fighting, Normal Immunities: Fighting, Normal
Senses: Darkvision 100ft Senses: Darkvision 60ft

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.

Hidden Ability Hidden Ability


Frisk: Upon entering a battle, a single opponent’s Cursed Body: When hit by a melee attack, this
held item is revealed, if it has one. Pokémon may roll 1d4. On a result of 4, the
opponent who made the attack cannot use the
same move on its next turn.
Starting Moves: Astonish, Bind, Disable, Fire Punch,
Gravity, Ice Punch, Leer, Night Shade, Shadow
Punch, Thunder Punch, Foresight, Shadow Sneak, Starting Moves: Double Team, Ice Shard, Leer,
Pursuit, Will-O-Wisp, Confuse Ray Ominous Wind, Powder Snow, Icy Wind, Astonish,
Level 14: Curse, Hex Draining Kiss, Will-O-Wisp, Confuse Ray
Level 18: Shadow Ball, Mean Look, Payback, Future Level 14: Wake-Up Slap, Captivate
Sight Level 18: Shadow Ball, Blizzard, Hail, Destiny Bond
TM: 04, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21, 26, TM: 06, 07, 10, 12, 13, 14, 15, 16, 17, 18, 20, 21,
27, 29, 30, 31, 32, 39, 41, 42, 44, 45, 46, 48, 52, 24, 25, 27, 29, 30, 32, 41, 42, 44, 45, 48, 56, 61,
56, 57, 61, 63, 66, 68, 77, 78, 80, 83, 85, 87, 88, 63, 66, 68, 70, 73, 77, 79, 85, 87, 88, 90, 100
90, 92, 97, 100

117
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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.

Armor Class: 14 Armor Class: 16


Hit Points: 44 | Hit Dice: d8 Hit Points: 44 | Hit Dice: d8
Speed: 0ft. walking, 30ft. flying (hover) Speed: 0ft. walking, 30ft. flying (hover)

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)

Proficient Skills: Arcana Proficient Skills: Arcana


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Dark, Ghost, Ground Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Electric, Flying, Poison, Steel Resistances: Bug, Electric, Fairy, Fire, Flying, Grass,
Immunities: Fighting, Normal Ice, Steel

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

118
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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.

Armor Class: 16 Armor Class: 16


Hit Points: 44 | Hit Dice: d8 Hit Points: 44 | Hit Dice: d8
Speed: 0ft. walking, 30ft. flying (hover) Speed: 0ft. walking, 30ft. flying (hover)

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)

Proficient Skills: Arcana Proficient Skills: Arcana


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Grass, Ground Vulnerabilities: Fighting, Fire, Ground, Rock
Resistances: Fire, Flying, Ice, Steel, Water Resistances: Flying, Electric, Ice

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

119
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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.

Armor Class: 16 Armor Class: 16


Hit Points: 44 | Hit Dice: d8 Hit Points: 44 | Hit Dice: d8
Speed: 0ft. walking, 30ft. flying (hover) Speed: 0ft. walking, 30ft. flying (hover)

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)

Proficient Skills: Arcana Proficient Skills: Arcana


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ice, Rock Vulnerabilities: Bug, Fire, Ice, Poison
Resistances: Bug, Fighting, Flying, Grass, Steel Resistances: Electric, Grass, Water, Steel
Immunities: Ground
Levitate: This Pokémon is immune to ground moves.
Levitate: This Pokémon is immune to ground moves.
Leaf Storm: This Pokémon knows Leaf Storm as a
Air Slash: This Pokémon knows Air Slash 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

120
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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.

Armor Class: 20 Armor Class: 18


Hit Points: 218 | Hit Dice: d12 Hit Points: 232 | Hit Dice: d12
Speed: 25ft. walking, 40ft. flying Speed: 25ft. walking, 40ft. flying

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

121
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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.

Armor Class: 16 Armor Class: 20


Hit Points: 232 | Hit Dice: d12 Hit Points: 505 | Hit Dice: d20
Speed: 25ft. walking, 40ft. flying Speed: 80ft. walking, 80ft. flying

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)

Proficient Skills: Insight, Arcana, Persuasion, Proficient Skills: All Skills


Intimidation, History, Religion Saving Throws: Wisdom, Intelligence, Strength
Saving Throws: Wisdom, Dexterity Vulnerabilities: Fighting, Ground
Vulnerabilities: Bug, Dark, Ghost Resistances: Bug, Electric, Flying, Grass, Normal,
Resistances: Fighting, Psychic Psychic, Rock, Steel, Water
Senses: Darkvision 60ft, Truesight 50ft Immunities: Poison
Senses: Darkvision 100ft, Truesight 100ft
Levitate: This Pokémon is immune to ground moves.
Pressure: Any move targeting this Pokémon directly
Starting Moves: Confusion, Rest, Imprison, Detect, (non-area of effect moves) reduces its PP by two
Swift, Uproar, Future Sight when activated.
Level 18: Nasty Plot, Extrasensory, Last Resort,
Natural Gift, Explosion
Hidden Ability
Telepathy: This Pokémon cannot be damaged by its
TM: 03, 04, 06, 10, 11, 12, 15, 16, 17, 18, 20, 21, allies' attacks.
24, 25, 27, 29, 30, 32, 33, 35, 37, 38, 41, 42, 44,
48, 53, 56, 57, 62, 64, 66, 68, 73, 77, 85, 86, 87, Starting Moves: Dragon Breath, Scary Face, Metal
88, 89, 90, 92, 99, 100 Claw, Ancient Power, Slash, Power Gem, Metal
Burst, Dragon Claw, Earth Power, Aura Sphere, Iron
Tail, Roar of Time, Flash Cannon
TM: 02, 05, 06, 08, 10, 11, 13, 14, 15, 17, 18, 20,
21, 24, 25, 26, 27, 31, 32, 35, 37, 38, 39, 40, 42,
44, 48, 49, 50, 65, 68, 71, 73, 77, 78, 80, 82, 87,
88, 90, 91, 92, 100

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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.

Armor Class: 20 Armor Class: 20


Hit Points: 486 | Hit Dice: d20 Hit Points: 486 | Hit Dice: d20
Speed: 80ft. walking, 80ft. flying Speed: 30ft. walking, 30ft. climbing

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)

Proficient Skills: All Skills Proficient Skills: Survival, Athletics


Saving Throws: Wisdom, Intelligence, Strength Saving Throws: Strength, Constitution
Vulnerabilities: Dragon, Fairy Vulnerabilities: Fighting, Ground, Water
Resistances: Fire, Steel, Water Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice,
Senses: Darkvision 100ft, Truesight 100ft Normal, Psychic, Steel
Immunities: Poison
Pressure: Any move targeting this Pokémon directly Senses: Darkvision 100ft, Tremorsense 100ft
(non-area of effect moves) reduces its PP by two
when activated. Flash Fire: This Pokémon takes no damage from fire
or fire-type attacks. Instead, immediately after taking
Hidden Ability a hit from a fire-type move, or in open flames,
Telepathy: This Pokémon cannot be damaged by its double the STAB bonus on the next fire-type move.
allies' attacks.
Hidden Ability
Flame Body: The flames from this Pokémon's body
Starting Moves: Dragon Breath, Scary Face, Water
shine dim light in a 15 ft radius. In addition, when
Pulse, Ancient Power, Slash, Power Gem, Aqua Ring,
hit by a melee attack, roll a d10. On a 10, the
Dragon Claw, Earth Power, Aura Sphere, Aqua Tail,
attacker is burned.
Spacial Rend, Hydro Pump
TM: 02, 05, 06, 07, 08, 10, 11, 13, 14, 15, 17, 18, Starting Moves: Ancient Power, Earth Power, Fire
20, 21, 24, 25, 26, 27, 31, 32, 35, 37, 38, 39, 40, Spin, Heat Wave, Iron Head, Leer, Fire Fang, Metal
42, 44, 48, 49, 52, 56, 65, 68, 71, 73, 77, 78, 80, Sound, Crunch, Scary Face, Lava Plume, Stone Edge,
82, 87, 88, 90, 92, 94, 100 Magma Storm
TM: 05, 06, 10, 11, 12, 15, 17, 21, 22, 26, 27, 32,
35, 38, 39, 41, 42, 43, 44, 45, 48, 50, 61, 64, 66,
68, 71, 78, 80, 87, 88, 90, 91, 96, 97, 100

123
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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.

Starting Moves: Dragon Breath, Scary Face, Ominous


Wind, Ancient Power, Slash, Shadow Sneak, Destiny
Bond, Dragon Claw, Earth Power, Aura Sphere,
Shadow Claw, Shadow Force, Hex
TM: 02, 04, 05, 06, 10, 11, 15, 17, 18, 20, 21, 24,
25, 26, 27, 29, 30, 32, 40, 42, 44, 48, 49, 51, 53,
57, 59, 61, 65, 66, 68, 71, 73, 76, 77, 78, 82, 85,
87, 88, 90, 97, 100

124
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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

Starting Moves: Dragon Breath, Scary Face, Ominous


Wind, Ancient Power, Slash, Shadow Sneak, Destiny
Bond, Dragon Claw, Earth Power, Aura Sphere,
Shadow Claw, Shadow Force, Hex
TM: 02, 04, 05, 06, 10, 11, 15, 17, 18, 20, 21, 24,
25, 26, 27, 29, 30, 32, 40, 42, 44, 48, 49, 51, 53,
57, 59, 61, 65, 66, 68, 71, 73, 76, 77, 78, 82, 85,
87, 88, 90, 97, 100

125
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 14 (+2) 18 (+4) 20 (+5)
16 (+3) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 20 (+5)
Proficient Skills: Persuasion, Survival
Proficient Skills: Persuasion, Survival Saving Throws: Wisdom, Charisma
Saving Throws: Wisdom, Charisma Vulnerabilities: Electric, Grass
Vulnerabilities: Electric, Grass Resistances: Fire, Ice, Steel, Water
Resistances: Fire, Ice, Steel, Water Senses: Darkvision 60ft
Senses: Darkvision 60ft
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.
Starting Moves: Bubble, Tail Glow, Water Sport,
Starting Moves: Bubble, Water Sport, Charm, Charm, Supersonic, Bubble Beam, Acid Armor,
Supersonic, Bubble Beam, Acid Armor, Whirlpool Whirlpool
Level 18: Water Pulse, Aqua Ring, Dive, Rain Dance Level 18: Water Pulse, Aqua Ring, Dive, Rain Dance,
Heart Swap
TM: 06, 07, 10, 13, 14, 17, 18, 20, 21, 27, 32, 42,
44, 48, 55, 56, 77, 86, 87, 88, 89, 90, 94, 98, 99, TM: 04, 06, 07, 10, 13, 14, 15, 16, 17, 18, 20, 21,
100 27, 29, 30, 32, 33, 42, 44, 48, 53, 55, 56, 68, 77,
86, 87, 88, 89, 90, 94, 98, 99, 100

126
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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.

Armor Class: 17 Armor Class: 18


Hit Points: 467 | Hit Dice: d20 Hit Points: 246 | Hit Dice: d12
Speed: 0ft. walking, 40ft. flying Speed: 30ft. walking

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)

Proficient Skills: Stealth, Deception, Intimidation, Proficient Skills: Persuasion, Survival


Arcana, Insight Saving Throws: Wisdom, Charisma, Dexterity
Saving Throws: Wisdom, Intelligence, Constitution Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Vulnerabilities: Bug, Fairy, Fighting Resistances: Electric, Grass, Ground, Water
Resistances: Dark, Ghost Senses: Truesight 50ft
Immunities: Psychic
Senses: Darkvision 100ft, Truesight 100ft Natural Cure: This Pokémon is cured of negative
status ailments upon returning to its Pokeball.
Bad Dreams: If an opponent in battle with this
Pokémon falls asleep, they take an amount of Form Change: Shaymin's default form is Land. When
damage equal to this Pokémon's proficeincy bonus Given a Gracidea Flower to hold, it can change to
at the end of each of their turns. Sky Form, taking on new typing, statistics, and
moves
Starting Moves: Disable, Ominous Wind, Quick
Attack, Hypnosis, Feint Attack, Nightmare, Double
Starting Moves: Growth, Magical Leaf, Leech Seed,
Team, Haze, Dark Void, Nasty Plot, Dream Eater,
Synthesis, Sweet Scent, Natural Gift
Dark Pulse
Level 18: Worry Seed, Aromatherapy, Energy Ball,
TM: 04, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21, 24, Sweet Kiss, Healing Wish, Seed Flare
25, 27, 29, 30, 31, 32, 36, 39, 40, 41, 42, 44, 46, TM: 06, 10, 11, 15, 17, 20, 21, 22, 27, 29, 32, 42,
48, 52, 56, 57, 61, 63, 65, 66, 68, 73, 75, 77, 80, 44, 48, 53, 68, 75, 77, 86, 87, 88, 90, 96, 99, 100
81, 84, 85, 87, 88, 90, 95, 97, 100

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.

Armor Class: 16 Armor Class: 25


Hit Points: 246 | Hit Dice: d12 Hit Points: 543 | Hit Dice: d20
Speed: 30ft. walking, 30ft. flying Speed: 80ft. walking, 80ft. swimming, 80ft. flying

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)

Starting Moves: Cosmic Power, Natural Gift,


Punishment, Seismic Toss, Gravity, Earth Power,
Hyper Voice, Extreme Speed, Refresh, Future Sight,
Recover, Hyper Beam, Perish Song, Judgment
TM: 01, 02, 03, 04, 05, 06, 07, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 22, 24, 25, 26, 27, 29, 30, 31,
32, 33, 35, 36, 37, 38, 39, 40, 42, 44, 48, 49, 50,
52, 53, 57, 60, 61, 65, 66, 68, 71, 73, 75, 76, 77,
78, 80, 81, 84, 85, 86, 87, 88, 90, 91, 92, 94, 95,
97, 98, 100

This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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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.

Pokémon 5e Gen I - VII PHB:


https://drive.google.com/file/d/1MqEebuQegsG2vydE57EpRcKMqxXA-CP7/view?usp=sharing
Generation I & II Monster Manual:
https://drive.google.com/file/d/1mQkVm8Tju9lMZmHDMqcYoPxEWHPpdBdL/view?usp=sharing
Generation III & IV Monster Manual:
https://drive.google.com/file/d/1NXYyArTR3F9s_cc-s6fbDbMB5s6up7tw/view?usp=sharing
Generation VII Monster Manual:
https://drive.google.com/file/d/1ub_5rKAHd_sD-EZk3i5uM_5QdqRdTQKU/view?usp=sharing

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.

Armor Class: 18 Armor Class: 13


Hit Points: 246 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking, 30ft. climbing, 40ft. flying Speed: 25ft. walking, 25ft. climbing

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)

Proficient Skills: Persuasion Proficient Skills: Stealth


Saving Throws: Wisdom, Charisma Saving Throws: Dexterity
Vulnerabilities: Dark, Ghost, Ground, Rock, Water Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Fairy, Fighting, Fire, Grass, Ice, Psychic, Resistances: Electric, Grass, Ground, Water
Steel
Senses: Truesight 15ft Overgrow: When this Pokémon falls below 25% of
its maximum HP, double the STAB damage for its
Victory Star: While this Pokémon is in battle, all grass-type moves.
allied Pokémon add an additional +1 to their attack
rolls. Hidden Ability
Contrary: Moves that affect this Pokémon's stats
Starting Moves: Confusion, Focus Energy, Incinerate, have the opposite effect. (For example, Defense
Quick Attack, Searing Shot, Endure, Headbutt, Flame Curl would lower AC by 4. Growl would increase its
Charge, Reversal, Flame Burst, Zen Headbutt, attack by +1)
Inferno, Double-Edge
Level 18: Flare Blitz, Final Gambit, Stored Power, Evolution: Snivy can evolve into Servine at level 6
Overheat, V-Create and above. When it evolves, its health increases by
double its level, and it gains 7 points to add to its
TM: 01, 03, 06, 10, 11, 12, 15, 16, 17, 20, 21, 22, ability scores (max 20).
24, 25, 27, 29, 30, 31, 32, 35, 38, 42, 43, 44, 48,
50, 52, 53, 56, 57, 61, 63, 68, 73, 77, 86, 87, 88,
89, 90, 92, 93, 99, 100 Starting Moves: Tackle, Leer
Level 2: Vine Whip, Wrap, Growth
Level 6: Leaf Tornado, Leech Seed, Mega Drain
Level 10: Slam, Leaf Blade, Coil
Level 14: Giga Drain, Wring Out, Gastro Acid
Level 18: 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
Egg Moves: Captivate, Glare, Grassy Terrain, Iron Tail,
Magical Leaf, Mean Look, Mirror Coat, Natural Gift,
Pursuit, Sweet Scent, Twister

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.

Armor Class: 14 Armor Class: 15


Hit Points: 50 | Hit Dice: d8 Hit Points: 107 | Hit Dice: d12
Speed: 25ft. walking, 25ft. climbing Speed: 30ft. walking, 30ft. climbing

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)

Proficient Skills: Stealth Proficient Skills: Stealth, Deception


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Grass, Ground, Water

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.

Hidden Ability Hidden Ability


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)

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.

Armor Class: 12 Armor Class: 13


Hit Points: 18 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 35ft. walking Speed: 25ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Dexterity Saving Throws: Strength
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Flying, Ground, Psychic, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Bug, Dark, Fire, Grass, Ice, Steel

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.

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: 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.

Armor Class: 14 Armor Class: 12


Hit Points: 122 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking Speed: 25ft. walking, 25ft. swimming

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)

Proficient Skills: Athletics Proficient Skills: Survival


Saving Throws: Strength, Constitution Saving Throws: Dexterity
Vulnerabilities: Flying, Ground, Psychic, Water Vulnerabilities: Electric, Grass
Resistances: Bug, Dark, Fire, Grass, Ice, Steel Resistances: Fire, Ice, Steel, Water

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.

Hidden Ability Hidden Ability


Reckless: When attacking with moves with recoil Shell Armor: This Pokémon is immune to extra
damage, this Pokémon doubles its STAB bonus. damage dealt by a Critical Hit.

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.

Armor Class: 14 Armor Class: 15


Hit Points: 50 | Hit Dice: d8 Hit Points: 107 | Hit Dice: d12
Speed: 25ft. walking, 25ft. swimming Speed: 30ft. walking, 30ft. swimming

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)

Proficient Skills: Survival Proficient Skills: Survival, Intimidation


Saving Throws: Dexterity Saving Throws: Dexterity, Strength
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water Resistances: Fire, Ice, Steel, Water

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.

Hidden Ability Hidden Ability


Shell Armor: This Pokémon is immune to extra Shell Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit. damage dealt by a Critical Hit.

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.

Armor Class: 12 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d10
Speed: 25ft. walking Speed: 30ft. walking

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)

Proficient Skills: Investigation Proficient Skills: Investigation


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Fighting Vulnerabilities: Fighting
Resistances: None Resistances: None
Immunities: Ghost Immunities: Ghost

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.

Armor Class: 12 Armor Class: 14


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d10
Speed: 25ft. walking Speed: 25ft. walking

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)

Proficient Skills: Perception Proficient Skills: Perception


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fighting Vulnerabilities: Fighting
Resistances: None Resistances: None
Immunities: Ghost Immunities: Ghost
Senses: Darkvision 20ft Senses: Darkvision 25ft

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.

Armor Class: 16 Armor Class: 12


Hit Points: 122 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. walking Speed: 25ft. walking, 25ft. climbing

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)

Proficient Skills: Perception Proficient Skills: Sleight of Hand


Saving Throws: Constitution Saving Throws: Dexterity
Vulnerabilities: Fighting Vulnerabilities: Bug, Fairy, Fighting
Resistances: None Resistances: Dark, Ghost
Immunities: Ghost Immunities: Psychic
Senses: Darkvision 30ft Senses: Darkvision 25ft

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 14 Armor Class: 13


Hit Points: 45 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 35ft. walking, 30ft. climbing Speed: 25ft. walking, 25ft. climbing

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)

Proficient Skills: Sleight of Hand Proficient Skills: Acrobatics, Survival


Saving Throws: Dexterity, Wisdom Saving Throws: Dexterity
Vulnerabilities: Bug, Fairy, Fighting Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Dark, Ghost Resistances: Electric, Grass, Ground, Water
Immunities: Psychic
Senses: Darkvision 30ft Gluttony: This Pokémon must eat its held berry
when it falls below ½ of its maximum HP.
Limber: This Pokémon is immune to being
paralyzed. Hidden Ability
Overgrow: When this Pokémon falls below 25% of
Unburden: While this Pokémon is active and not its maximum HP, double the STAB damage for its
holding an item, its trainer gets advantage on grass-type moves.
initiative rolls.
Hidden Ability Evolution: Pansage can evolve into Simisage at level
Prankster: Once per short rest, this Pokémon can 8 and above, with the help of a Leaf Stone. When it
move to the top of initiative order in a single round, evolves, its health increases by double its level, and
but must use a status-affecting move on its turn. it gains 11 points to add to its ability scores (max
20).
Starting Moves: Assist, Growl, Sand Attack, Scratch,
Fury Swipes Starting Moves: Scratch, Leer
Level 6: Pursuit, Torment, Fake Out Level 2: Lick, Vine Whip, Fury Swipes
Level 10: Hone Claws, Assurance Level 6: Leech Seed, Bite, Seed Bomb
Level 14: Slash, Taunt, Night Slash Level 10: Torment, Fling, Acrobatics
Level 18: Snatch, Nasty Plot, Sucker Punch, Play Level 14: Grass Knot, Recycle, Natural Gift
Rough Level 18: Crunch
TM: 06, 10, 11, 12, 15, 17, 18, 21, 27, 30, 32, 40, TM: 01, 06, 10, 11, 12, 17, 21, 22, 27, 32, 39, 41,
41, 42, 44, 45, 46, 48, 49, 63, 65, 66, 68, 73, 77, 42, 44, 45, 46, 47, 48, 53, 56, 62, 65, 66, 86, 87,
85, 86, 87, 88, 89, 90, 95, 97, 100 88, 90, 96, 100
Egg Moves: Astonish, Bullet Seed, Covet, Disarming
Voice, Grass Whistle, Leaf Storm, Low Kick, Magical
Leaf, Nasty Plot, Role Play, Tickle

10
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 15 Armor Class: 13


Hit Points: 80 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking, 30ft. climbing Speed: 25ft. walking, 25ft. climbing

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Ground, Rock, Water
Resistances: Electric, Grass, Ground, Water Resistances: Bug, Fairy, Fire, Grass, Ice, Steel

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.

Hidden Ability Hidden Ability


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: 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).

Starting Moves: Scratch, Leer


Level 2: Lick, Incinerate, Fury Swipes
Level 6: Yawn, Bite, Flame Burst
Level 10: Amnesia, Fling, Acrobatics
Level 14: Fire Blast, Recycle, Natural Gift
Level 18: Crunch
TM: 01, 06, 10, 11, 12, 17, 21, 22, 27, 32, 35, 38,
39, 41, 42, 43, 44, 45, 46, 47, 48, 50, 56, 61, 62,
65, 66, 86, 87, 88, 90, 100
Egg Moves: Astonish, Covet, Disarming Voice, Fire
Punch, Fire Spin, Heat Wave, Low Kick, Nasty Plot,
Role Play, Sleep Talk, Tickle

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.

Armor Class: 15 Armor Class: 13


Hit Points: 80 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking, 30ft. climbing Speed: 25ft. walking, 25ft. climbing

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Electric, Grass
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Fire, Ice, Steel, Water

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.

Hidden Ability Hidden Ability


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: 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).

Starting Moves: Scratch, Leer


Level 2: Lick, Water Gun, Fury Swipes
Level 6: Water Sport, Bite, Scald
Level 10: Taunt, Fling, Acrobatics
Level 14: Brine, Recycle, Natural Gift
Level 18: Crunch
TM: 01, 06, 07, 10, 12, 13, 14, 17, 18, 21, 27, 32,
39, 41, 42, 44, 45, 46, 47, 48, 55, 56, 62, 65, 66,
86, 87, 88, 90, 94, 98, 100
Egg Moves: Aqua Ring, Aqua Tail, Astonish, Covet,
Disarming Voice, Hydro Pump, Low Kick, Mud
Sport, Nasty Plot, Role Play, Tickle

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.

Armor Class: 15 Armor Class: 12


Hit Points: 80 | Hit Dice: d10 Hit Points: 20 | Hit Dice: d8
Speed: 30ft. walking, 30ft. climbing Speed: 20ft. flying (hover)

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)

Proficient Skills: Survival Proficient Skills: Insight


Saving Throws: Dexterity Saving Throws: Constitution, Wisdom
Vulnerabilities: Electric, Grass Vulnerabilities: Bug, Dark, Ghost
Resistances: Fire, Ice, Steel, Water Resistances: Fighting, Psychic
Senses: Truesight 20ft
Gluttony: This Pokémon must eat its held berry
when it falls below ½ of its maximum HP. Forewarn: When this Pokémon enters battle, it
selects a target to reveal the move it knows with the
Hidden Ability most damage output. In the case of a tie, the target
Torrent: When this Pokémon falls below 25% of its can choose which move it reveals.
maximum hp, double the STAB damage for its
water-type moves. Synchronize: If this Pokémon becomes burned,
paralyzed, or poisoned, its attacker receives the
negative status condition as well (if not immune).
Starting Moves: Fury Swipes, Leer, Lick, Scald
Hidden Ability
TM: 01, 06, 07, 10, 12, 13, 14, 15, 17, 18, 21, 27, Telepathy: This Pokémon cannot be damaged by its
31, 32, 39, 41, 42, 44, 45, 46, 47, 48, 52, 55, 56, allies' attacks.
62, 65, 66, 68, 80, 86, 87, 88, 90, 94, 98, 100
Evolution: Munna can evolve into Musharna at level
8 and above, with the help of a Moon Stone. When
it evolves, its health increases by double its level,
and it gains 10 points to add to its ability scores
(max 20).

Starting Moves: Defense Curl, Psywave


Level 2: Lucky Chant, Yawn, Psybeam, Imprison
Level 6: Moonlight, Hypnosis
Level 10: Zen Headbutt, Synchronoise, Nightmare,
Future Sight
Level 14: Calm Mind, Psychic, Dream Eater
Level 18: Telekinesis, Stored Power
TM: 03, 04, 06, 10, 16, 17, 18, 20, 21, 27, 29, 30,
32, 33, 39, 41, 42, 44, 45, 48, 53, 57, 73, 74, 77,
80, 85, 87, 88, 90, 92, 99, 100
Egg Moves: Barrier, Baton Pass, Curse, Healing Wish,
Helping Hand, Magic Coat, Secret Power, Sleep Talk,
Sonic Boom, Swift

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.

Armor Class: 15 Armor Class: 12


Hit Points: 105 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 25ft. flying (hover) Speed: 15ft. walking, 25ft. flying

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)

Proficient Skills: Insight Proficient Skills: None


Saving Throws: Constitution, Wisdom Saving Throws: None
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Electric, Ice, Rock
Resistances: Fighting, Psychic Resistances: Bug, Grass
Senses: Truesight 30ft Immunities: Ghost, Ground

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.

Armor Class: 13 Armor Class: 15


Hit Points: 50 | Hit Dice: d8 Hit Points: 88 | Hit Dice: d12
Speed: 20ft. walking, 30ft. flying Speed: 25ft. walking, 35ft. flying

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)

Proficient Skills: Perception, Investigation Proficient Skills: Perception, Investigation


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass Resistances: Bug, Grass
Immunities: Ghost, Ground Immunities: Ghost, Ground

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.

Armor Class: 12 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 80 | Hit Dice: d10
Speed: 30ft. walking Speed: 40ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground Vulnerabilities: Ground
Resistances: Electric, Flying, Steel Resistances: Electric, Flying, Steel

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.

Armor Class: 13 Armor Class: 15


Hit Points: 18 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 15ft. walking Speed: 20ft. walking

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)

Proficient Skills: Survival Proficient Skills: Survival, Athletics


Saving Throws: Constitution Saving Throws: Constitution, Strength
Vulnerabilities: Fighting, Grass, Ground, Steel, Water Vulnerabilities: Fighting, Grass, Ground, Steel, Water
Resistances: Fire, Flying, Normal, Poison Resistances: Fire, Flying, Normal, Poison
Senses: Tremorsense 40ft Senses: Tremorsense 80ft

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.

Armor Class: 17 Armor Class: 13


Hit Points: 122 | Hit Dice: d12 Hit Points: 18 | Hit Dice: d6
Speed: 25ft. walking Speed: 5ft. walking, 25ft. flying

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)

Proficient Skills: Survival, Athletics Proficient Skills: Perception


Saving Throws: Constitution, Strength Saving Throws: Dexterity
Vulnerabilities: Fighting, Grass, Ground, Steel, Water Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
Resistances: Fire, Flying, Normal, Poison Resistances: Fighting, Grass, Psychic
Senses: Tremorsense 120ft Immunities: Ground
Senses: Blindsight 30ft, Darkvision 30ft
Sturdy: When taking damage equal to half or more of
your current HP, roll a d4. On a result of 3 of 4, Unaware: When this Pokémon attacks an opponent,
halve the damage dealt. it ignores any stat boosts the opponent has been
affected with after the start of battle. This includes
Sand Stream: When this Pokémon enters an outside boosts to AC or saving throws the Pokémon has to
battle, the weather immediately changes to a make.
Sandstorm for 5 rounds. In the case of another
Pokémon with a similar weather ability, the tie goes Klutz: This Pokémon cannot hold an item.
to the Pokémon with the highest DEX score.
Hidden Ability
Hidden Ability Simple: Once per short rest, you may double this
Sand Force: During a Sandstorm, this Pokémon can Pokémon's Move modifier for a single attack or
double its STAB when it hits an opponent. damage roll.

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.

Armor Class: 14 Armor Class: 13


Hit Points: 50 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 10ft. walking, 30ft. flying Speed: 25ft. walking, 30ft. burrowing

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)

Proficient Skills: Perception Proficient Skills: Athletics


Saving Throws: Dexterity, Wisdom Saving Throws: Strength
Vulnerabilities: Dark, Electric, Ghost, Ice, Rock Vulnerabilities: Grass, Ice, Water
Resistances: Fighting, Grass, Psychic Resistances: Poison, Rock
Immunities: Ground Immunities: Electric
Senses: Blindsight 50ft, Darkvision 50ft Senses: Tremorsense 40ft

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.

Armor Class: 14 Armor Class: 16


Hit Points: 80 | Hit Dice: d10 Hit Points: 70 | Hit Dice: d12
Speed: 30ft. walking, 40ft. burrowing Speed: 25ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Medicine, Perception


Saving Throws: Strength, Constitution Saving Throws: Constitution, Charisma
Vulnerabilities: Fighting, Fire, Ground, Water Vulnerabilities: Fighting
Resistances: Bug, Dragon, Flying, Normal, Psychic, Resistances: None
Rock, Steel Immunities: Ghost
Immunities: Electric, Poison
Senses: Tremorsense 80ft Healer: As an action, this Pokemon may touch a
creature to heal poison, burn, or paralysis. When it
Sand Rush: This Pokémon is immune to Sandstorm uses this ability, roll a d4. On the a result of 1 or 2,
damage, and its speed is doubled in desert terrain, the status effect is moved to itself.
or during a Sandstorm.
Regenerator: Once per long rest, this Pokémon
Sand Force: During a Sandstorm, this Pokémon can regains hit points equal to its level when it returns
double its STAB when it hits an opponent. to its Pokéball.
Hidden Ability Hidden Ability
Mold Breaker: This Pokémon's moves ignore any Klutz: This Pokémon cannot hold an item.
abilities or moves that would lessen their effect or
ability to hit an opponent (Due to things like Water
Starting Moves: Growl, Helping Hand, Misty Terrain,
Absorb, Snow Cloak, Thick Fat, etc.)
Pound, Baby-Doll Eyes, Refresh, Disarming Voice
Level 6: Double Slap, Attract
Starting Moves: Horn Drill, Mud-Slap, Mud Sport, Level 10: Secret Power, Entrainment
Rapid Spin, Scratch, Fury Swipes, Metal Claw, Dig, Level 14: Take Down, Heal Pulse, After You
Hone Claws Level 18: Simple Beam, Double-Edge, Hyper Voice,
Level 10: Slash, Rock Slide Last Resort
Level 14: Earthquake, Swords Dance
Level 18: Sandstorm, Drill Run, Fissure TM: 01, 03, 04, 06, 10, 11, 13, 14, 15, 16, 17, 18,
20, 21, 22, 24, 25, 27, 29, 30, 32, 33, 35, 38, 42,
TM: 06, 10, 15, 17, 21, 26, 27, 31, 32, 36, 37, 39, 44, 45, 48, 49, 56, 57, 73, 77, 85, 86, 87, 88, 90,
40, 42, 44, 45, 48, 52, 56, 59, 65, 67, 68, 75, 78, 92, 93, 94, 99, 100
80, 81, 84, 87, 88, 90, 100
Egg Moves: Amnesia, Draining Kiss, Encore, Bestow,
Heal Bell, Healing Wish, Lucky Chant, Sleep Talk,
Sweet Kiss, Wish, Yawn

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.

Armor Class: 12 Armor Class: 14


Hit Points: 18 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 20ft. walking Speed: 25ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics, Survival


Saving Throws: Strength Saving Throws: Strength, Constitution
Vulnerabilities: Fairy, Flying, Psychic Vulnerabilities: Fairy, Flying, Psychic
Resistances: Bug, Dark, Rock Resistances: Bug, Dark, Rock

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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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.

Armor Class: 15 Armor Class: 12


Hit Points: 122 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking Speed: 5ft. walking, 25ft. swimming

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)

Proficient Skills: Athletics, Survival Proficient Skills: Survival


Saving Throws: Strength, Constitution Saving Throws: Dexterity
Vulnerabilities: Fairy, Flying, Psychic Vulnerabilities: Electric, Grass
Resistances: Bug, Dark, Rock Resistances: Fire, Ice, Steel, Water

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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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
16 (+3) 16 (+3) 19 (+4) 6 (-2) 14 (+2) 10 (+0)
Proficient Skills: Survival
Saving Throws: Dexterity Proficient Skills: Survival
Vulnerabilities: Grass Saving Throws: Dexterity, Constitution
Resistances: Fire, Poison, Rock, Steel Vulnerabilities: Grass
Immunities: Electric Resistances: Fire, Poison, Rock, Steel
Immunities: Electric
Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions. Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.
Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions. Poison Touch: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10,
Hidden Ability the target is poisoned.
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 Water Absorb: This Pokémon takes no damage from
Pokémon's HP. water or water-type attacks. Instead, half of any
water damage done is absorbed, restoring the
Pokémon's HP.
Evolution: Palpitoad can evolve into Seismitoad at
level 14 and above. When it evolves, its health
increases by double its level, and it gains 10 points Starting Moves: Acid, Bubble, Growl, Round,
to add to its ability scores (max 20). Supersonic, Bubble Beam, Mud Shot, Aqua Ring,
Uproar, Muddy Water
Starting Moves: Bubble, Growl, Round, Supersonic, Level 14: Rain Dance, Flail
Bubble Beam Level 18: Drain Punch, Echoed Voice, Hydro Pump,
Level 6: Mud Shot, Aqua Ring Hyper Voice
Level 10: Uproar, Muddy Water TM: 06, 07, 09, 10, 15, 17, 18, 21, 26, 27, 31, 32,
Level 14: Rain Dance, Flail 34, 36, 39, 42, 44, 45, 48, 49, 52, 55, 56, 66, 68,
Level 18: Echoed Voice, Hydro Pump, Hyper Voice 78, 80, 83, 84, 86, 87, 88, 90, 94, 100
TM: 06, 07, 10, 17, 18, 21, 27, 32, 34, 36, 42, 44,
45, 48, 49, 55, 78, 83, 87, 88, 90, 94, 100

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.

Armor Class: 15 Armor Class: 15


Hit Points: 80 | Hit Dice: d12 Hit Points: 50 | Hit Dice: d10
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Strength Saving Throws: Strength
Vulnerabilities: Fairy, Flying, Psychic Vulnerabilities: Fairy, Flying, Psychic
Resistances: Bug, Dark, Rock Resistances: Bug, Dark, Rock

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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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.

Armor Class: 14 Armor Class: 16


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 15ft. walking, 15ft. climbing Speed: 20ft. walking, 20ft. climbing

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug
Resistances: Electric, Fighting, Grass, Ground, Water Resistances: Electric, Fighting, Grass, Ground, Water

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.

Armor Class: 16 Armor Class: 13


Hit Points: 88 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 25ft. walking, 25ft. climbing Speed: 20ft. walking, 20ft. climbing

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)

Proficient Skills: Survival, Sleight of Hand Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Electric, Fighting, Grass, Ground, Water Resistances: Bug, Fairy, Fighting, Grass, Poison

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.

Armor Class: 16 Armor Class: 16


Hit Points: 50 | Hit Dice: d8 Hit Points: 75 | Hit Dice: d12
Speed: 25ft. walking, 25ft. climbing Speed: 35ft. walking, 35ft. climbing

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Psychic, Rock Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Bug, Fairy, Fighting, Grass, Poison

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 13 Armor Class: 16


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d10
Speed: 5ft. walking, 20ft. flying (hover) Speed: 25ft. walking, 25ft. flying (hover)

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)

Proficient Skills: Nature Proficient Skills: Acrobatics, Nature


Saving Throws: Charisma Saving Throws: Charisma
Vulnerabilities: Fire, Flying, Ice, Poison, Steel Vulnerabilities: Fire, Flying, Ice, Poison, Steel
Resistances: Dark, Electric, Fighting, Grass, Ground, Resistances: Dark, Electric, Fighting, Grass, Ground,
Water Water
Immunities: Dragon Immunities: Dragon

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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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.

Armor Class: 12 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 20ft. walking Speed: 25ft. walking

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)

Proficient Skills: Survival, Nature Proficient Skills: Survival, Nature


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Grass, Ground, Water

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.

Armor Class: 14 Armor Class: 12


Hit Points: 46 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 5ft. walking, 25ft. swimming Speed: 25ft. walking, 15ft. swimming, 25ft.
burrowing

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
10 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Intimidation
Saving Throws: Dexterity Proficient Skills: Survival
Vulnerabilities: Electric, Grass Saving Throws: Constitution
Resistances: Fire, Ice, Steel, Water Vulnerabilities: Bug, Fairy, Fighting, Grass, Ice, Water
Resistances: Dark, Ghost, Poison, Rock
Reckless: When attacking with moves with recoil Immunities: Psychic, Electric
damage, this Pokémon doubles its STAB bonus. Senses: Darkvision 20ft

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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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.

Armor Class: 13 Armor Class: 15


Hit Points: 50 | Hit Dice: d8 Hit Points: 117 | Hit Dice: d12
Speed: 30ft. walking, 20ft. swimming, 30ft. Speed: 30ft. walking, 25ft. swimming, 30ft.
burrowing burrowing

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)

Proficient Skills: Survival, Intimidation Proficient Skills: Survival, Intimidation


Saving Throws: Constitution Saving Throws: Constitution, Strength
Vulnerabilities: Bug, Fairy, Fighting, Grass, Ice, Water Vulnerabilities: Bug, Fairy, Fighting, Grass, Ice, Water
Resistances: Dark, Ghost, Poison, Rock Resistances: Dark, Ghost, Poison, Rock
Immunities: Psychic, Electric Immunities: Psychic, Electric
Senses: Darkvision 40ft Senses: Darkvision 60ft

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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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.

Armor Class: 12 Armor Class: 14


Hit Points: 24 | Hit Dice: d8 Hit Points: 101 | Hit Dice: d12
Speed: 25ft. walking Speed: 30ft. walking

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution, Wisdom
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Bug, Fairy, Fire, Grass, Ice, Steel

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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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.

Armor Class: 14 Armor Class: 15


Hit Points: 40 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 20ft. walking Speed: 15ft. walking, 10ft. climbing

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)

Proficient Skills: Survival, Performance Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Strength
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Rock, Steel, Water
Resistances: Electric, Grass, Ground, Water Resistances: Normal, Poison
Senses: Tremorsense 30ft
Water Absorb: This Pokémon takes no damage from
water or water-type attacks. Instead, half of any Sturdy: When taking damage equal to half or more of
water damage done is absorbed, restoring the your current HP, roll a d4. On a result of 3 of 4,
Pokémon's HP. halve the damage dealt.
Chlorophyll: This Pokémon’s speed is doubled in Shell Armor: This Pokémon is immune to extra
harsh sunlight. damage dealt by a Critical Hit.
Hidden Ability Hidden Ability
Storm Drain: If this Pokemon or an ally within 30 Weak Armor: When an attack hits this Pokémon, its
feet is targeted with a direct water-type, damage- speed increases by 5 feet, but its AC is temporarily
dealing move, the Pokemon may use a reaction to reduced by 1 until the end of battle (for a maximum
redirect the target to itself and take half damage reduction of -5).
from it if it hits.
Evolution: Dwebble can evolve into Crustle at level 9
Starting Moves: Absorb, Peck, Sweet Scent, Growth, and above. When it evolves, its health increases by
Pin Missile, Mega Drain double its level, and it gains 12 points to add to its
Level 6: Synthesis, Cotton Spore, Needle Arm ability scores (max 20).
Level 10: Giga Drain, Acupressure, Ingrain
Level 14: Petal Dance, Sucker Punch, Sunny Day Starting Moves: Fury Cutter
Level 18: Solar Beam, Cotton Guard, After You Level 2: Rock Blast, Withdraw, Sand Attack, Feint
TM: 06, 10, 11, 17, 20, 21, 22, 27, 32, 40, 42, 44, Attack
45, 48, 53, 84, 86, 87, 88, 90, 96, 100 Level 6: Smack Down, Rock Polish
Level 10: Bug Bite, Stealth Rock, Rock Slide, Slash
Egg Moves: Bounce, Bullet Seed, Grass Whistle, Level 14: X-Scissor, Shell Smash, Flail
Grassy Terrain, Leech Seed, Seed Bomb, Spikes, Level 18: Rock Wrecker
Wood Hammer, Worry Seed
TM: 06, 10, 17, 21, 22, 23, 26, 27, 32, 37, 39, 40,
42, 44, 45, 48, 65, 69, 71, 75, 78, 80, 81, 84, 87,
88, 90, 96, 100
Egg Moves: Block, Counter, Curse, Endure, Iron
Defense, Night Slash, Rototiller, Sand Tomb, Spikes,
Wide Guard

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.

Armor Class: 18 Armor Class: 14


Hit Points: 55 | Hit Dice: d12 Hit Points: 18 | Hit Dice: d6
Speed: 25ft. walking, 15ft. climbing Speed: 25ft. walking

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)

Proficient Skills: Survival, Athletics Proficient Skills: Survival


Saving Throws: Strength, Constitution Saving Throws: Constitution
Vulnerabilities: Rock, Steel, Water Vulnerabilities: Fairy, Fighting, Flying
Resistances: Normal, Poison Resistances: Dark, Ghost, Rock
Senses: Tremorsense 50ft Immunities: Psychic

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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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.

Armor Class: 18 Armor Class: 16


Hit Points: 55 | Hit Dice: d12 Hit Points: 58 | Hit Dice: d10
Speed: 30ft. walking Speed: 5ft. walking, 30ft. flying

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)

Proficient Skills: Survival, Athletics Proficient Skills: Insight, Arcana


Saving Throws: Constitution, Strength Saving Throws: Wisdom
Vulnerabilities: Fairy, Fighting, Flying Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
Resistances: Dark, Ghost, Rock Resistances: Fighting, Grass, Psychic
Immunities: Psychic Immunities: Ground
Senses: Truesight 30ft
Shed Skin: If this Pokémon is affected by a negative
status ailment, they can roll a d4 at the end of each Wonder Skin: This Pokémon has advantage on all
of their turns. On a result of 4, they are cured. saving throws against being burned, frozen,
poisoned, or paralyzed.
Moxie: Upon causing an opponent to faint, this
Pokémon may immediately take another action. Magic Guard: If this Pokémon is subjected to a
move that forces it to make a saving throw to take
Hidden Ability only half damage, it instead takes no damage on a
Intimidate: Once per short rest, you can impose success.
disadvantage on an enemy attack roll of your choice.
Hidden Ability
Tinted Lens: This Pokémon’s moves ignore
Starting Moves: Feint Attack, Headbutt, Leer, Sand
resistances.
Attack, Swagger
Level 6: Low Kick, Payback
Level 10: Brick Break, Chip Away, High Jump Kick Starting Moves: Gust, Miracle Eye, Hypnosis,
Level 14: Scary Face, Crunch, Facade Psywave, Tailwind
Level 18: Rock Climb, Focus Punch, Head Smash Level 6: Whirlwind, Psybeam, Air Cutter
Level 10: Light Screen, Reflect, Synchronoise
TM: 01, 02, 05, 06, 08, 10, 11, 12, 15, 17, 18, 21, Level 14: Mirror Move, Gravity, Air Slash
23, 27, 31, 32, 36, 39, 41, 42, 44, 45, 46, 47, 48, Level 18: Psychic, Cosmic Power, Sky Attack
52, 56, 66, 68, 71, 80, 82, 84, 86, 87, 88, 90, 95,
97, 100 TM: 03, 04, 06, 10, 13, 15, 16, 17, 18, 19, 20, 21,
22, 23, 27, 29, 30, 32, 33, 40, 42, 44, 45, 46, 48,
51, 53, 57, 73, 76, 77, 85, 87, 88, 90, 91, 92, 97,
99, 100
Egg Moves: Ancient Power, Future Sight, Psycho
Shift, Roost, Skill Swap, Steel Wing, Stored Power

35
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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.

Armor Class: 14 Armor Class: 19


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d10
Speed: 25ft. flying (hover) Speed: 30ft. flying (hover)

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)

Proficient Skills: Insight Proficient Skills: Insight, Intimidation


Saving Throws: Wisdom Saving Throws: Wisdom
Vulnerabilities: Dark, Ghost Vulnerabilities: Dark, Ghost
Resistances: Bug, Poison Resistances: Bug, Poison
Immunities: Fighting, Normal Immunities: Fighting, Normal
Senses: Truesight 15ft Senses: Truesight 30ft

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.

Armor Class: 15 Armor Class: 18


Hit Points: 17 | Hit Dice: d6 Hit Points: 97 | Hit Dice: d12
Speed: 15ft. walking, 30ft. swimming Speed: 25ft. walking, 25ft. swimming

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)

Proficient Skills: Survival Proficient Skills: Survival, Athletics


Saving Throws: Constitution Saving Throws: Constitution, Strength
Vulnerabilities: Electric, Fighting, Grass, Ground Vulnerabilities: Electric, Fighting, Grass, Ground
Resistances: Fire, Flying, Ice, Normal, Poison Resistances: Fire, Flying, Ice, Normal, Poison

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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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.

Armor Class: 13 Armor Class: 15


Hit Points: 36 | Hit Dice: d6 Hit Points: 98 | Hit Dice: d12
Speed: 20ft. walking, 15ft. climbing Speed: 35ft. walking, 25ft. flying

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)

Proficient Skills: Acrobatics Proficient Skills: Acrobatics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock, Steel, Water Vulnerabilities: Electric, Ice, Rock, Steel, Water
Resistances: Bug, Fire, Flying, Normal, Poison Resistances: Bug, Fire, Flying, Normal, Poison
Immunities: Ground Immunities: Ground

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.

Armor Class: 14 Armor Class: 16


Hit Points: 19 | Hit Dice: d6 Hit Points: 99 | Hit Dice: d12
Speed: 25ft. walking Speed: 25ft. walking

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Ground, Psychic Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Bug, Fairy, Fighting, Grass, Poison

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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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.

Armor Class: 12 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 72 | Hit Dice: d10
Speed: 25ft. walking Speed: 35ft. walking

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)

Proficient Skills: Deception Proficient Skills: Deception, Intimidation


Saving Throws: Wisdom, Dexterity Saving Throws: Wisdom, Dexterity
Vulnerabilities: Bug, Fairy, Fighting Vulnerabilities: Bug, Fairy, Fighting
Resistances: Dark, Ghost Resistances: Dark, Ghost
Immunities: Psychic Immunities: Psychic

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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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.

Armor Class: 12 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d10
Speed: 25ft. walking, 25ft. climbing Speed: 30ft. walking, 30ft. climbing

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)

Proficient Skills: Persuaion Proficient Skills: Persuasion, Survival


Saving Throws: Dexterity Saving Throws: Dexterity, Charisma
Vulnerabilities: Fighting Vulnerabilities: Fighting
Resistances: None Resistances: None
Immunities: Ghost Immunities: Ghost

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.

Armor Class: 13 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 25ft. walking Speed: 30ft. walking

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)

Proficient Skills: Insight Proficient Skills: Insight, Arcana


Saving Throws: Wisdom Saving Throws: Wisdom
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic Resistances: Fighting, Psychic
Senses: Truesight 15ft Senses: Truesight 15ft

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.

Armor Class: 17 Armor Class: 12


Hit Points: 107 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking Speed: 15ft. flying (hover)

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)

Proficient Skills: Insight, Arcana Proficient Skills: Survival


Saving Throws: Wisdom Saving Throws: Wisdom, Constitution
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic Resistances: Fighting, Psychic
Senses: Truesight 30ft
Overcoat: This Pokémon does not take damage from
Frisk: Upon entering a battle, a single opponent’s weather-related moves like Hail, Weather Ball, etc.
held item is revealed, if it has one.
Magic Guard: If this Pokémon is subjected to a
Competitive: This Pokémon adds its proficiency move that forces it to make a saving throw to take
bonus to damage rolls while poisoned, burned, only half damage, it instead takes no damage on a
confused, or paralyzed. success.
Hidden Ability Hidden Ability
Shadow Tag: Creatures within 50 feet of this Regenerator: Once per long rest, this Pokémon
Pokémon may not flee or switch out, except by regains hit points equal to its level when it returns
item, Move, or ability. to its Pokéball.

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.

Armor Class: 13 Armor Class: 15


Hit Points: 50 | Hit Dice: d10 Hit Points: 132 | Hit Dice: d12
Speed: 20ft. flying (hover) Speed: 25ft. flying (hover)

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Wisdom, Constitution Saving Throws: Wisdom, Constitution
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic Resistances: Fighting, Psychic

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.

Armor Class: 13 Armor Class: 15


Hit Points: 18 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 20ft. walking, 25ft. swimming, 20ft. flying Speed: 25ft. walking, 30ft. swimming, 25ft. flying

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)

Proficient Skills: Acrobatics Proficient Skills: Performance


Saving Throws: Dexterity Saving Throws: Dexterity, Charisma
Vulnerabilities: Electric, Rock Vulnerabilities: Electric, Rock
Resistances: Bug, Fighting, Fire, Steel, Water Resistances: Bug, Fighting, Fire, Steel, Water
Immunities: Ground Immunities: Ground

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.

Armor Class: 13 Armor Class: 14


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 20ft. flying (hover) Speed: 25ft. flying (hover)

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fighting, Fire, Rock, Steel Vulnerabilities: Fighting, Fire, Rock, Steel
Resistances: Ice Resistances: Ice

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.

Armor Class: 16 Armor Class: 13


Hit Points: 107 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. flying (hover) Speed: 30ft. walking

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)

Proficient Skills: Survival Proficient Skills: Perception, Survival


Saving Throws: Constitution Saving Throws: Dexterity
Vulnerabilities: Fighting, Fire, Rock, Steel Vulnerabilities: Bug, Fighting, Fire, Flying, Ice, Poison
Resistances: Ice Resistances: Electric, Grass, Ground, Water
Immunities: Ghost
Ice Body: While it is snowing or hailing, this
Pokémon heals for an amount of HP equal to its Chlorophyll: This Pokémon’s speed is doubled in
proficiency modifier at the end of each of its turns. harsh sunlight.
Snow Warning: When this Pokémon enters an Sap Sipper: This Pokémon takes no damage from
outside battle, the weather immediately changes to grass-type attacks. If hit by a grass type move, it
hail for 5 rounds. In the case of another Pokémon takes no damage and instead absorbs the energy,
with a similar weather ability, the tie goes to the granting advantage on its next attack.
Pokémon with the highest DEX score.
Hidden Ability
Hidden Ability Serene Grace: The DC to avoid a negative status
Weak Armor: When an attack hits this Pokémon, its condition from this Pokémon is increased by 1.
speed increases by 5 feet, but its AC is temporarily
reduced by 1 until the end of battle (for a maximum
Evolution: Deerling can evolve into Sawsbuck at level
reduction of -5).
9 and above. When it evolves, its health increases by
double its level, and it gains 13 points to add to its
Starting Moves: Astonish, Harden, Icicle Spear, ability scores (max 20).
Uproar, Weather Ball, Icy Wind, Mist, Avalanche,
Taunt, Mirror Shot, Acid Armor Starting Moves: Camouflage, Tackle, Growl
Level 14: Ice Beam, Hail Level 2: Sand Attack, Double Kick, Leech Seed
Level 18: Mirror Coat, Blizzard, Sheer Cold Level 6: Feint Attack, Take Down
TM: 06, 07, 10, 12, 13, 14, 15, 16, 17, 18, 21, 27, Level 10: Jump Kick, Aromatherapy, Energy Ball
32, 42, 44, 45, 48, 64, 68, 79, 87, 88, 90, 91, 100 Level 14: Charm, Nature Power
Level 18: Double-Edge, Solar Beam
TM: 01, 06, 10, 11, 16, 17, 18, 20, 21, 22, 27, 30,
32, 42, 44, 45, 48, 49, 53, 73, 86, 87, 88, 90, 93,
96, 100
Egg Moves: Agility, Baton Pass, Fake Tears, Grass
Whistle, Natural Gift, Odor Sleuth, Sleep Talk,
Synthesis, Worry Seed

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.

Armor Class: 15 Armor Class: 15


Hit Points: 55 | Hit Dice: d12 Hit Points: 34 | Hit Dice: d8
Speed: 35ft. walking Speed: 25ft. walking, 25ft. climbing, 30ft. flying
(hover)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 17 (+3) 6 (-2) 12 (+1) 12 (+1)
14 (+2) 18 (+4) 14 (+2) 6 (-2) 10 (+0) 12 (+1)
Proficient Skills: Perception, Survival
Saving Throws: Dexterity Proficient Skills: Acrobatics, Perception
Vulnerabilities: Bug, Fighting, Fire, Flying, Ice, Poison Saving Throws: Dexterity
Resistances: Electric, Grass, Ground, Water Vulnerabilities: Ice, Rock
Immunities: Ghost Resistances: Bug, Fighting, Flying, Grass, Steel
Immunities: Ground
Chlorophyll: This Pokémon’s speed is doubled in Senses: Darkvision 30ft
harsh sunlight.
Static: When this Pokémon is hit by a melee attack,
Sap Sipper: This Pokémon takes no damage from roll a d4. On a result of 4, the attacker takes an
grass-type attacks. If hit by a grass type move, it amount of electric damage equal to this Pokemon's
takes no damage and instead absorbs the energy, proficiency bonus.
granting advantage on its next attack.
Hidden Ability Hidden Ability
Motor Drive: When hit by an electric-type move, if
Serene Grace: The DC to avoid a negative status
not immune, this Pokémon's speed increases by 10
condition from this Pokémon is increased by 1.
feet until the end of combat (up to a max of 50
additional feet).
Starting Moves: Camouflage, Growl, Horn Leech,
Megahorn, Sand Attack, Tackle, Double Kick, Leech
Starting Moves: Thunder Shock, Quick Attack, Tail
Seed
Whip, Charge, Spark
Level 6: Feint Attack, Take Down
Level 6: Pursuit, Double Team, Shock Wave
Level 10: Jump Kick, Aromatherapy, Energy Ball
Level 10: Electro Ball, Acrobatics
Level 14: Charm, Nature Power
Level 14: Light Screen, Encore
Level 18: Double-Edge, Solar Beam
Level 18: Volt Switch, Agility, Discharge
TM: 01, 06, 10, 11, 15, 16, 17, 18, 20, 21, 22, 27,
TM: 06, 10, 12, 16, 17, 18, 19, 21, 24, 25, 27, 32,
30, 32, 42, 44, 45, 48, 49, 53, 68, 73, 75, 86, 87,
40, 42, 44, 45, 48, 56, 57, 62, 72, 73, 87, 88, 89,
88, 90, 93, 96, 100
90, 93, 100
Egg Moves: Air Slash, Astonish, Baton Pass, Charm,
Covet, Ion Deluge, Iron Tail, Roost, Shock Wave,
Tickle

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.

Armor Class: 13 Armor Class: 17


Hit Points: 17 | Hit Dice: d6 Hit Points: 55 | Hit Dice: d10
Speed: 25ft. walking, 25ft. climbing Speed: 35ft. flying (hover)

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Rock Vulnerabilities: Fire
Resistances: Grass, Ground, Fighting 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.
Swarm: This Pokémon adds doubles its STAB bonus
Shed Skin: If this Pokémon is affected by a negative when it has 25% or less of its maximum health.
status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured. Shell Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit.
Hidden Ability
No Guard: Any attack made by or against this Hidden Ability
Pokémon has advantage. Overcoat: This Pokémon does not take damage from
weather-related moves like Hail, Weather Ball, etc.
Evolution: Karrablast can evolve into Escavalier at
level 8 and above, only while in the presence of a Starting Moves: Double-Edge, Leer, Peck, Quick
Shelmet. When it evolves, its health increases by Guard, Twineedle
double its level, and it gains 10 points to add to its Level 6: Fury Attack, Headbutt
ability scores (max 20). Level 10: False Swipe, Bug Buzz, Slash
Level 14: Iron Head, Iron Defense, X-Scissor
Starting Moves: Peck, Leer Level 18: Reversal, Swords Dance, Giga Impact
Level 2: Endure, Fury Cutter TM: 06, 10, 15, 17, 18, 21, 27, 32, 40, 42, 44, 45,
Level 6: Fury Attack, Headbutt 48, 52, 53, 54, 59, 67, 68, 75, 81, 83, 84, 87, 88,
Level 10: False Swipe, Bug Buzz, Slash 90, 100
Level 14: Take Down, Scary Face, X-Scissor
Level 18: Flail, Swords Dance, Double-Edge
TM: 06, 10, 17, 18, 21, 27, 32, 40, 42, 44, 45, 48,
53, 54, 75, 81, 83, 84, 87, 88, 90, 100
Egg Moves: Bug Bite, Counter, Drill Run, Feint
Attack, Horn Attack, Knock Off, Megahorn, Pursuit,
Screech

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.

Armor Class: 12 Armor Class: 14


Hit Points: 20 | Hit Dice: d8 Hit Points: 66 | Hit Dice: d12
Speed: 10ft. walking Speed: 20ft. walking

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)

Proficient Skills: Nature, Deception Proficient Skills: Nature, Deception


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Ice, Psychic Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Electric, Fairy, Fighting, Grass, Water Resistances: Electric, Fairy, Fighting, Grass, Water
Senses: Tremorsense 25ft Senses: Tremorsense 40ft

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.

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: 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.

Armor Class: 14 Armor Class: 16


Hit Points: 17 | Hit Dice: d6 Hit Points: 88 | Hit Dice: d12
Speed: 25ft. swimming, 25ft. flying (hover) Speed: 30ft. swimming, 30ft. flying (hover)

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)

Proficient Skills: Deception Proficient Skills: Deception


Saving Throws: Wisdom Saving Throws: Wisdom
Vulnerabilities: Dark, Electric, Ghost, Grass Vulnerabilities: Dark, Electric, Ghost, Grass
Resistances: Bug, Fire, Ice, Poison, Water, Steel Resistances: Bug, Fire, Ice, Poison, Water, Steel
Immunities: Fighting, Normal Immunities: Fighting, Normal
Senses: Darkvision 30ft Senses: Darkvision 60ft

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.

Armor Class: 13 Armor Class: 13


Hit Points: 65 | Hit Dice: d20 Hit Points: 17 | Hit Dice: d6
Speed: 5ft. walking, 30ft. swimming Speed: 25ft. walking, 25ft. climbing

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)

Proficient Skills: Medicine, Survival Proficient Skills: Survival


Saving Throws: Constitution, Wisdom Saving Throws: Dexterity
Vulnerabilities: Electric, Grass Vulnerabilities: Fire, Rock
Resistances: Fire, Ice, Steel, Water Resistances: Electric, Fighting, Grass, Steel

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.

Armor Class: 15 Armor Class: 16


Hit Points: 50 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking, 30ft. climbing Speed: 10ft. walking

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)

Proficient Skills: Survival, Intimidation Proficient Skills: Survival, Nature


Saving Throws: Dexterity Saving Throws: Constitution
Vulnerabilities: Fire, Rock Vulnerabilities: Fighting, Fire
Resistances: Electric, Fighting, Grass, Steel Resistances: Dragon, Electric, Fairy, Grass, Normal,
Psychic, Rock, Steel, Water
Compound Eyes: This Pokémon gets an additional Immunities: Poison
+1 to attack rolls.
Iron Barbs: When this Pokémon is hit by a melee
Unnerve: Opponents in combat with this Pokémon attack, it may roll a d4. On a 4, deal an amount of
cannot eat held berries. damage equal to its proficiency modifier to its
Hidden Ability attacker.
Swarm: This Pokémon adds doubles its STAB bonus
when it has 25% or less of its maximum health. Evolution: Ferroseed can evolve into Ferrothorn at
level 10 and above. When it evolves, its health
increases by double its level, and it gains 12 points
Starting Moves: Absorb, Spider Web, String Shot, to add to its ability scores (max 20).
Thunder Wave, Screech, Fury Cutter
Level 6: Electroweb, Bug Bite
Level 10: Gastro Acid, Slash, Electro Ball Starting Moves: Harden, Tackle
Level 14: Signal Beam, Agility Level 2: Rollout, Curse
Level 18: Sucker Punch, Discharge, Bug Buzz Level 6: Metal Claw, Pin Missile, Gyro Ball
Level 10: Iron Defense, Mirror Shot
TM: 06, 10, 15, 16, 17, 18, 21, 24, 25, 27, 28, 32, Level 14: Ingrain, Self-Destruct
42, 44, 45, 46, 48, 53, 57, 68, 72, 73, 81, 83, 84, Level 18: Iron Head, Payback, Flash Cannon,
87, 88, 90, 93, 100 Explosion
TM: 06, 10, 11, 17, 21, 22, 24, 27, 32, 42, 44, 48,
53, 64, 66, 69, 73, 74, 84, 87, 88, 90, 91, 96, 100
Egg Moves: Acid Spray, Bullet Seed, Gravity, Leech
Seed, Rock Climb, Seed Bomb, Spikes, Stealth Rock,
Worry Seed

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.

Armor Class: 18 Armor Class: 14


Hit Points: 60 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 25ft. walking, 25ft. climbing Speed: 25ft. flying (hover)

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)

Proficient Skills: Survival, Nature Proficient Skills: Arcana


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Fighting, Fire Vulnerabilities: Fighting, Fire, Ground
Resistances: Dragon, Electric, Fairy, Grass, Normal, Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice,
Psychic, Rock, Steel, Water Normal, Psychic, Rock, Steel
Immunities: Poison Immunities: Poison

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)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
16 (+3) 13 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Arcana
Proficient Skills: Arcana Saving Throws: Constitution
Saving Throws: Constitution Vulnerabilities: Fighting, Fire, Ground
Vulnerabilities: Fighting, Fire, Ground Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice,
Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice, Normal, Psychic, Rock, Steel
Normal, Psychic, Rock, Steel Immunities: Poison
Immunities: Poison
Plus: This Pokémon boosts its attack and damage
Plus: This Pokémon boosts its attack and damage rolls by 2 if an ally also has a Plus or Minus ability
rolls by 2 if an ally also has a Plus or Minus ability
Minus: This Pokémon boosts its attack and damage
Minus: This Pokémon boosts its attack and damage rolls by 2 if an ally also has a Plus or Minus ability
rolls by 2 if an ally also has a Plus or Minus ability
Hidden Ability
Hidden Ability 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: Charge, Gear Grind, Thunder Shock,
Evolution: Klang can evolve into Klinklang at level 15 Vice Grip, Bind, Charge Beam, Autotomize, Gear Up
and above. When it evolves, its health increases by Level 14: Mirror Shot, Screech, Discharge
double its level, and it gains 9 points to add to its Level 18: Metal Sound, Shift Gear, Lock-On, Zap
ability scores (max 20). Cannon, Hyper Beam
TM: 06, 10, 15, 17, 21, 24, 25, 27, 32, 37, 42, 44,
Starting Moves: Charge, Thunder Shock, Vice Grip 48, 57, 68, 69, 72, 73, 87, 88, 90, 91, 92, 93, 100
Level 6: Gear Grind, Bind
Level 10: Charge Beam, Autotomize, Mirror Shot
Level 14: Screech, Discharge, Metal Sound
Level 18: Shift Gear, 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

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.

Armor Class: 12 Armor Class: 14


Hit Points: 16 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 5ft. walking, 25ft. swimming, 25ft. flying Speed: 5ft. walking, 30ft. swimming, 30ft. flying
(hover) (hover)

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground Vulnerabilities: Ground
Resistances: Electric, Flying, Steel Resistances: Electric, Flying, Steel

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.

Armor Class: 15 Armor Class: 13


Hit Points: 102 | Hit Dice: d12 Hit Points: 18 | Hit Dice: d6
Speed: 20ft. walking, 35ft. swimming, 35ft. flying Speed: 25ft. walking
(hover)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 6 (-2) 13 (+1) 10 (+0)
18 (+4) 14 (+2) 17 (+3) 6 (-2) 14 (+2) 10 (+0)
Proficient Skills: Insight, Arcana
Proficient Skills: Survival, Intimidation Saving Throws: Wisdom
Saving Throws: Dexterity Vulnerabilities: Bug, Dark, Ghost
Vulnerabilities: Ground Resistances: Fighting, Psychic
Resistances: Electric, Flying, Steel Senses: Truesight 15ft

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.

Evolution: Elgyem can evolve into Beheeyem at level


10 and above. When it evolves, its health increases
by double its level, and it gains 12 points to add to
its ability scores (max 20).

Starting Moves: Confusion, Growl


Level 2: Heal Block, Miracle Eye, Psybeam
Level 6: Headbutt, Hidden Power, Imprison
Level 10: Simple Beam, Zen Headbutt, Psych Up
Level 14: Psychic, Calm Mind, Recover
Level 18: Guard Split, Power Split, Synchronoise,
Wonder Room
TM: 03, 04, 06, 10, 16, 17, 18, 20, 21, 24, 27, 29,
30, 32, 33, 39, 42, 44, 45, 46, 48, 49, 51, 53, 57,
63, 73, 77, 80, 85, 87, 88, 90, 92, 97, 100
Egg Moves: Ally Switch, Astonish, Barrier, Cosmic
Power, Disable, Guard Swap, Nasty Plot, Power
Swap, Skill Swap, Teleport

57
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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.

Armor Class: 15 Armor Class: 13


Hit Points: 80 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 25ft. walking Speed: 15ft. walking

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)

Proficient Skills: Insight, Arcana Proficient Skills: Arcana


Saving Throws: Wisdom, Constitution Saving Throws: Wisdom
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Dark, Ghost, Ground, Rock, Water
Resistances: Fighting, Psychic Resistances: Bug, Fairy, Fire, Grass, Ice, Poison, Steel
Senses: Truesight 30ft Immunities: Fighting, Normal

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)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 6 (-2) 15 (+2) 10 (+0)
16 (+3) 17 (+3) 16 (+3) 6 (-2) 18 (+4) 10 (+0)
Proficient Skills: Arcana, Intimidation
Saving Throws: Wisdom Proficient Skills: Arcana, Intimidation
Vulnerabilities: Dark, Ghost, Ground, Rock, Water Saving Throws: Wisdom
Resistances: Bug, Fairy, Fire, Grass, Ice, Poison, Steel Vulnerabilities: Dark, Ghost, Ground, Rock, Water
Immunities: Fighting, Normal Resistances: Bug, Fairy, Fire, Grass, Ice, Poison, Steel
Immunities: Fighting, Normal
Flash Fire: This Pokémon takes no damage from fire
or fire-type attacks. Instead, immediately after taking Flash Fire: This Pokémon takes no damage from fire
a hit from a fire-type move, or in open flames, or fire-type attacks. Instead, immediately after taking
double the STAB bonus on the next fire-type move. a hit from a fire-type move, or in open flames,
double the STAB bonus on the next fire-type move.
Flame Body: The flames from this Pokémon's body
shine dim light in a 15 ft radius. In addition, when Flame Body: The flames from this Pokémon's body
hit by a melee attack, roll a d10. On a 10, the shine dim light in a 15 ft radius. In addition, when
attacker is burned. hit by a melee attack, roll a d10. On a 10, the
attacker is burned.
Hidden Ability
Infiltrator: This Pokémon bypasses Light Screen and Hidden Ability
Reflect. Infiltrator: This Pokémon bypasses Light Screen and
Reflect.
Evolution: Lampent can evolve into Chandelure at
level 15 and above, with the help of a Dusk Stone. Starting Moves: Confuse Ray, Flame Burst, Hex, Pain
When it evolves, its health increases by double its Split, Smog
level, and it gains 10 points to add to its ability
scores (max 20). TM: 04, 06, 10, 11, 12, 15, 17, 20, 21, 22, 27, 29,
30, 32, 35, 38, 42, 43, 44, 45, 46, 48, 50, 53, 61,
63, 66, 68, 77, 85, 87, 88, 90, 92, 97, 100
Starting Moves: Astonish, Ember, Minimize, 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

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.

Armor Class: 14 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 45 | Hit Dice: d8
Speed: 25ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Strength Saving Throws: Strength
Vulnerabilities: Dragon, Fairy, Ice Vulnerabilities: Dragon, Fairy, Ice
Resistances: Electric, Fire, Grass, Water Resistances: Electric, Fire, Grass, Water

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

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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.

Armor Class: 17 Armor Class: 12


Hit Points: 102 | Hit Dice: d12 Hit Points: 19 | Hit Dice: d8
Speed: 35ft. walking Speed: 25ft. walking, 15ft. swimming

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)

Proficient Skills: Athletics Proficient Skills: Persuasion


Saving Throws: Strength Saving Throws: Charisma
Vulnerabilities: Dragon, Fairy, Ice Vulnerabilities: Fighting, Fire, Rock, Steel
Resistances: Electric, Fire, Grass, Water Resistances: Ice

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

61
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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.

Armor Class: 15 Armor Class: 17


Hit Points: 97 | Hit Dice: d12 Hit Points: 78 | Hit Dice: d10
Speed: 30ft. walking, 20ft. swimming Speed: 35ft. flying (hover)

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)

Proficient Skills: Athletics, Survival Proficient Skills: Nature, Survival


Saving Throws: Strength Saving Throws: Constitution
Vulnerabilities: Fighting, Fire, Rock, Steel Vulnerabilities: Fighting, Fire, Rock, Steel
Resistances: Ice Resistances: Ice

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.

Armor Class: 15 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 72 | Hit Dice: d10
Speed: 15ft. walking Speed: 40ft. walking

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)

Proficient Skills: Survival Proficient Skills: Athletics, Acrobatics


Saving Throws: Constitution Saving Throws: Dexterity
Vulnerabilities: Fire, Flying, Rock Vulnerabilities: Fire, Flying, Rock
Resistances: Grass, Ground, Fighting Resistances: Grass, Ground, Fighting

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

63
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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.

Armor Class: 16 Armor Class: 13


Hit Points: 62 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 15ft. walking, 15ft. swimming Speed: 30ft. walking

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)

Proficient Skills: Survival Proficient Skills: Athletics, Acrobatics


Saving Throws: Constitution Saving Throws: Dexterity
Vulnerabilities: Grass, Ground, Ice, Water Vulnerabilities: Fairy, Flying, Psychic
Resistances: Flying, Poison, Rock, Steel Resistances: Bug, Dark, Rock
Immunities: Electric
Inner Focus: This Pokémon is immune to flinching.
Static: When this Pokémon is hit by a melee attack,
roll a d4. On a result of 4, the attacker takes an Regenerator: Once per long rest, this Pokémon
amount of electric damage equal to this Pokemon's regains hit points equal to its level when it returns
proficiency bonus. to its Pokéball.

Limber: This Pokémon is immune to being Hidden Ability


paralyzed. Reckless: When attacking with moves with recoil
damage, this Pokémon doubles its STAB bonus.
Hidden Ability
Sand Veil: This Pokémon is immune to Sandstorm
Evolution: Mienfoo can evolve into Mienshao at level
damage. In addition, its AC increases by 2 in desert
12 and above. When it evolves, its health increases
terrain, or during a Sandstorm.
by double its level, and it gains 11 points to add to
its ability scores (max 20).
Starting Moves: Mud-Slap, Mud Sport, Tackle, Water
Gun, Bide, Thunder Shock, Mud Shot Starting Moves: Pound
Level 6: Camouflage, Mud Bomb Level 2: Meditate, Detect, Fake Out
Level 10: Discharge, Endure Level 6: Double Slap, Swift, Calm Mind
Level 14: Bounce, Muddy Water, Thunderbolt Level 10: Force Palm, Drain Punch, Jump Kick
Level 18: Revenge, Flail, Fissure Level 14: U-Turn, Quick Guard, Bounce
TM: 06, 10, 17, 18, 21, 24, 25, 26, 27, 32, 34, 36, Level 18: High Jump Kick, Reversal, Aura Sphere
37, 39, 42, 44, 45, 48, 55, 66, 71, 73, 78, 80, 83,
TM: 01, 04, 06, 08, 10, 11, 12, 17, 18, 21, 27, 31,
87, 88, 90, 94, 100
32, 33, 39, 40, 42, 44, 45, 47, 48, 52, 56, 62, 66,
Egg Moves: Astonish, Curse, Earth Power, Eerie 71, 75, 77, 80, 84, 86, 87, 88, 89, 90, 100
Impulse, Me First, Pain Split, Reflect Type, Shock
Egg Moves: Ally Switch, Baton Pass, Endure, Feint,
Wave, Sleep Talk, Spark, Spite, Yawn
Knock Off, Low Kick, Me First, Smelling Salts, Vital
Throw

64
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
19 (+4) 13 (+1) 15 (+2) 6 (-2) 13 (+1) 10 (+0)
Proficient Skills: Athletics, Acrobatics
Saving Throws: Dexterity Proficient Skills: Athletics
Vulnerabilities: Fairy, Flying, Psychic Saving Throws: Strength
Resistances: Bug, Dark, Rock Vulnerabilities: Dragon, Fairy, Ice
Resistances: Electric, Fire, Grass, Water
Inner Focus: This Pokémon is immune to flinching. Senses: Darkvision 40ft

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

65
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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.

Armor Class: 12 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 80 | Hit Dice: d12
Speed: 25ft. walking Speed: 30ft. walking, 30ft. flying (hover)

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)

Proficient Skills: Athletics, Arcana Proficient Skills: Athletics, Arcana


Saving Throws: Strength, Wisdom Saving Throws: Strength, Wisdom
Vulnerabilities: Dark, Ghost, Grass, Ice, Water Vulnerabilities: Dark, Ghost, Grass, Ice, Water
Resistances: Bug, Poison, Rock Resistances: Bug, Poison, Rock
Immunities: Electric, Fighting, Normal Immunities: Electric, Fighting, Normal

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

66
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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.

Armor Class: 13 Armor Class: 16


Hit Points: 17 | Hit Dice: d6 Hit Points: 87 | Hit Dice: d10
Speed: 25ft. walking Speed: 30ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Dexterity Saving Throws: Dexterity, Strength
Vulnerabilities: Fighting, Fire, Ground Vulnerabilities: Fighting, Fire, Ground
Resistances: Dark, Dragon, Flying, Ghost, Grass, Ice, Resistances: Dark, Dragon, Flying, Ghost, Grass, Ice,
Normal, Rock, Steel Normal, Rock, Steel
Immunities: Psychic, Poison Immunities: Psychic, Poison

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.

Armor Class: 16 Armor Class: 13


Hit Points: 64 | Hit Dice: d12 Hit Points: 20 | Hit Dice: d8
Speed: 30ft. walking Speed: 20ft. walking, 25ft. flying

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)

Proficient Skills: Athletics, Intimidation Proficient Skills: Perception


Saving Throws: Strength Saving Throws: Dexterity
Vulnerabilities: Fighting Vulnerabilities: Electric, Ice, Rock
Resistances: None Resistances: Bug, Grass
Immunities: Ghost Immunities: Ghost, Ground

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

68
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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.

Armor Class: 15 Armor Class: 14


Hit Points: 97 | Hit Dice: d12 Hit Points: 18 | Hit Dice: d6
Speed: 25ft. walking, 30ft. flying Speed: 25ft. walking

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)

Proficient Skills: Perception, Survival Proficient Skills: None


Saving Throws: Dexterity, Constitution Saving Throws: Constitution
Vulnerabilities: Electric, Ice, Rock Vulnerabilities: Electric, Fairy, Ice, Rock
Resistances: Bug, Grass Resistances: Dark, Ghost, Grass
Immunities: Ghost, Ground Immunities: Ground, Psychic

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

69
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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.

Armor Class: 17 Armor Class: 14


Hit Points: 88 | Hit Dice: d12 Hit Points: 60 | Hit Dice: d10
Speed: 25ft. walking, 35ft. flying Speed: 30ft. walking

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)

Proficient Skills: Perception, Intimidation Proficient Skills: Survival


Saving Throws: Constitution, Wisdom Saving Throws: Constitution
Vulnerabilities: Electric, Fairy, Ice, Rock Vulnerabilities: Ground, Rock, Water
Resistances: Dark, Ghost, Grass Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: Ground, Psychic
Gluttony: This Pokémon must eat its held berry
Big Pecks: This Pokémon's AC cannot be reduced by when it falls below ½ of its maximum HP.
an opponent's moves.
Flash Fire: This Pokémon takes no damage from fire
Overcoat: This Pokémon does not take damage from or fire-type attacks. Instead, immediately after taking
weather-related moves like Hail, Weather Ball, etc. 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 White Smoke: Other Pokémon's moves or abilities
reduced by 1 until the end of battle (for a maximum cannot lower this Pokémon stats.
reduction of -5).
Starting Moves: Hone Claws, Incinerate, Lick, Tackle,
Starting Moves: Bone Rush, Fury Attack, Gust, Leer, Odor Sleuth, Bind
Pluck, Nasty Plot, Flatter Level 6: Fire Spin, Fury Swipes
Level 10: Feint Attack, Punishment, Defog Level 10: Snatch, Flame Burst, Bug Bite, Slash
Level 14: Tailwind, Air Slash, Dark Pulse Level 14: Amnesia, Flamethrower, Fire Lash
Level 18: Embargo, Whirlwind, Brave Bird, Mirror Level 18: Spit Up, Stockpile, Swallow, Flare Blitz,
Move Inferno
TM: 06, 10, 11, 12, 15, 17, 18, 19, 21, 27, 30, 32, TM: 06, 10, 11, 12, 17, 18, 21, 22, 27, 32, 35, 38,
39, 40, 41, 42, 44, 45, 46, 48, 51, 63, 66, 68, 76, 39, 40, 42, 44, 45, 46, 48, 50, 52, 56, 61, 65, 68,
77, 87, 88, 89, 90, 95, 97, 100 87, 88, 90, 100
Egg Moves: Belch, Body Slam, Curse, Feint Attack,
Heat Wave, Night Slash, Pursuit, Sleep Talk, Sucker
Punch, Tickle, Wrap

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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.

Armor Class: 17 Armor Class: 13


Hit Points: 48 | Hit Dice: d8 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking, 25ft. burrowing Speed: 20ft. walking

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)

Proficient Skills: Survival Proficient Skills: None


Saving Throws: Dexterity, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fire Vulnerabilities: Bug, Dragon, Fairy, Fighting, Ice
Resistances: Bug, Dragon, Fairy, Grass, Ice, Normal, Resistances: Dark, Electric, Fire, Ghost, Grass, Water
Psychic, Steel Immunities: Psychic
Immunities: Poison Senses: Blindsight 10ft
Senses: Darkvision 30ft
Hustle: When you score a critical hit, you may
Swarm: This Pokémon adds doubles its STAB bonus immediately gain an additional action on your turn.
when it has 25% or less of its maximum health. If this action is used to make an attack, you have
disadvantage on the roll. You may only ever have
Hustle: When you score a critical hit, you may one additional action per round.
immediately gain an additional action on your turn.
If this action is used to make an attack, you have
disadvantage on the roll. You may only ever have Evolution: Deino can evolve into Zweilous at level
one additional action per round. 13 and above. When it evolves, its health increases
by double its level, and it gains 10 points to add to
Hidden Ability its ability scores (max 20).
Truant: This Pokémon cannot use the same move in
back to back rounds. Starting Moves: Dragon Rage, Tackle, Focus Energy
Level 2: Bite, Headbutt
Starting Moves: Bite, Fury Cutter, Sand Attack, Vice Level 6: Dragon Breath, Roar
Grip, Agility, Metal Claw Level 10: Crunch, Slam, Dragon Pulse
Level 6: Bug Bite, Crunch Level 14: Work Up, Dragon Rush, Body Slam
Level 10: Iron Head, Dig Level 18: Scary Face, Hyper Voice, Outrage
Level 14: Entrainment, X-Scissor
Level 18: Iron Defense, Guillotine, Metal Sound 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
TM: 06, 10, 17, 21, 27, 32, 37, 39, 40, 42, 44, 45, Egg Moves: Assurance, Astonish, Dark Pulse, Double
48, 53, 65, 68, 69, 71, 73, 80, 81, 87, 88, 90, 91, Hit, Earth Power, Fire Fang, Head Smash, Ice Fang,
100 Screech, Thunder Fang
Egg Moves: Baton Pass, Endure, Feint Attack, Rock
Climb, Screech, Thunder Fang

71
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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.

Armor Class: 14 Armor Class: 17


Hit Points: 50 | Hit Dice: d8 Hit Points: 117 | Hit Dice: d12
Speed: 25ft. walking Speed: 30ft. walking, 35ft. flying

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)

Proficient Skills: Survival Proficient Skills: Survival, Intimidation


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Bug, Dragon, Fairy, Fighting, Ice Vulnerabilities: Bug, Dragon, Fairy, Fighting, Ice
Resistances: Dark, Electric, Fire, Ghost, Grass, Water Resistances: Dark, Electric, Fire, Ghost, Grass, Water
Immunities: Psychic Immunities: Psychic
Senses: Blindsight 30ft Senses: Darkvision 80ft

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

72
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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.

Armor Class: 13 Armor Class: 16


Hit Points: 42 | Hit Dice: d6 Hit Points: 105 | Hit Dice: d12
Speed: 25ft. walking Speed: 25ft. walking, 30ft. flying

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Flying, Rock, Water Vulnerabilities: Flying, Rock, Water
Resistances: Bug, Fairy, Fighting, Grass, Ice, Steel Resistances: Bug, Fairy, Fighting, Grass, Ice, Steel
Senses: Darkvision 25ft
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.
Hidden Ability
Hidden Ability 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.
Starting Moves: Absorb, Amnesia, Ember, Flame
Evolution: Larvesta can evolve into Volcarona at level Wheel, Flare Blitz, Gust, Quiver Dance, String Shot,
14 and above. When it evolves, its health increases Thrash
by double its level, and it gains 8 points to add to its Level 10: Fire Spin, Whirlwind
ability scores (max 20). Level 14: Silver Wind, Heat Wave, Bug Buzz
Level 18: Rage Powder, Hurricane, Fiery Dance
Starting Moves: Ember, String Shot TM: 04, 06, 10, 11, 15, 16, 17, 19, 20, 21, 22, 27,
Level 2: Absorb 28, 29, 32, 35, 38, 40, 42, 43, 44, 48, 50, 61, 62,
Level 6: Take Down 68, 76, 84, 87, 88, 89, 90, 93, 100
Level 10: Flame Charge
Level 14: Bug Bite
Level 18: Double-Edge, Flame Wheel, Bug Buzz,
Amnesia, Thrash, Flare Blitz
TM: 04, 06, 10, 11, 16, 17, 20, 21, 22, 27, 28, 29,
32, 35, 38, 42, 43, 44, 48, 50, 61, 62, 87, 88, 89,
90, 93, 100
Egg Moves: Endure, Foresight, Harden, Magnet Rise,
Morning Sun, String Shot, Zen Headbutt

73
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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.

Armor Class: 19 Armor Class: 17


Hit Points: 366 | Hit Dice: d20 Hit Points: 366 | Hit Dice: d20
Speed: 40ft. walking Speed: 40ft. walking

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)

Proficient Skills: Athletics, Persuasion Proficient Skills: Athletics, Survival


Saving Throws: Wisdom, Charisma, Strength Saving Throws: Strength, Constitution, Wisdom
Vulnerabilities: Fighting, Fire, Ground Vulnerabilities: Fairy, Fighting, Grass, Ground,
Resistances: Bug, Dark, Dragon, Grass, Ice, Normal, Psychic, Steel, Water
Rock, Steel Resistances: Bug, Dark, Fire, Normal, Poison, Rock
Immunities: Poison Senses: Darkvision 100ft, Truesight 100ft
Senses: Darkvision 100ft, Truesight 100ft
Justified: When this Pokémon is hit by a dark-type
Justified: When this Pokémon is hit by a dark-type move, it gets advantage on its next attack.
move, it gets advantage on its next attack.
Starting Moves: Double Kick, Leer, Quick Attack,
Starting Moves: Double Kick, Leer, Metal Claw, Quick Smack Down, Take Down, Helping Hand, Retaliate,
Attack, Take Down, Helping Hand, Retaliate, Iron Rock Slide, Sacred Sword, Swords Dance, Quick
Head, Sacred Sword, Swords Dance, Quick Guard Guard
Level 18: Work Up, Metal Burst, Close Combat Level 18: Work Up, Stone Edge, Close Combat
TM: 01, 04, 05, 06, 10, 12, 15, 17, 20, 21, 27, 32, TM: 01, 04, 05, 06, 10, 12, 15, 17, 20, 21, 23, 26,
33, 37, 40, 42, 44, 48, 52, 54, 68, 69, 71, 72, 73, 27, 32, 33, 37, 39, 40, 42, 44, 48, 52, 54, 68, 71,
75, 77, 81, 84, 87, 88, 90, 91, 100 75, 77, 78, 80, 81, 84, 87, 88, 90, 100

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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.

Armor Class: 17 Armor Class: 16


Hit Points: 366 | Hit Dice: d20 Hit Points: 232 | Hit Dice: d12
Speed: 40ft. walking Speed: 50ft. flying

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)

Proficient Skills: Acrobatics, Survival Proficient Skills: Athletics, Acrobatics, Nature


Saving Throws: Dexterity, Constitution, Wisdom Saving Throws: Dexterity, Strength, Wisdom
Vulnerabilities: Fairy, Fire, Flying, Ice, Poison, Psychic Vulnerabilities: Electric, Ice, Rock
Resistances: Dark, Electric, Grass, Ground, Rock, Resistances: Bug, Fighting, Grass
Water Immunities: Ground
Senses: Darkvision 100ft, Truesight 100ft Senses: Darkvision 100ft, Truesight 100ft

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.

Starting Moves: Astonish, Gust, Swagger, Uproar,


Bite, Revenge, Air Cutter, Extrasensory, Agility, Air
Slash
Level 18: Crunch, Tailwind, Rain Dance, Hurricane,
Dark Pulse, Hammer Arm, Thrash
TM: 06, 08, 10, 12, 15, 17, 18, 21, 23, 27, 29, 31,
32, 34, 36, 40, 41, 42, 44, 45, 46, 48, 52, 56, 58,
59, 62, 63, 66, 68, 76, 86, 87, 88, 89, 90, 97, 100

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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.

Armor Class: 16 Armor Class: 18


Hit Points: 232 | Hit Dice: d12 Hit Points: 505 | Hit Dice: d20
Speed: 50ft. flying Speed: 40ft. walking, 60ft. flying

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)

Proficient Skills: Athletics, Acrobatics, Nature Proficient Skills: All Skills


Saving Throws: Dexterity, Strength, Wisdom Saving Throws: Wisdom, Constitution, Intelligence
Vulnerabilities: Ice, Rock Vulnerabilities: Dragon, Ground, Rock
Resistances: Bug, Fighting, Flying, Grass, Steel Resistances: Bug, Electric, Fire, Grass, Steel
Immunities: Ground Senses: Darkvision 100ft, Truesight 100ft
Senses: Darkvision 100ft, Truesight 100ft
Turboblaze: This Pokémon’s moves completely
Prankster: Once per short rest, this Pokémon can ignore any ability that would hinder or prevent their
move to the top of initiative order in a single round, effect on the target or the user's ability to hit the
but must use a status-affecting move on its turn. target.

Hidden Ability Starting Moves: Dragon Rage, Fire Fang, Imprison,


Defiant: When this Pokémon is subject to a move Ancient Power, Flamethrower, Dragon Breath, Slash,
that gives it a status condition, it has advantage on Extrasensory, Fusion Flare, Dragon Pulse, Crunch,
the next attack. Fire Blast, Outrage, Hyper Voice, Blue Flare

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

Starting Moves: Astonish, Swagger, Thunder Shock,


Uproar, Bite, Revenge, Shock Wave, Heal Block,
Agility, Discharge
Level 18: Crunch, Charge, Nasty Plot, Thunder, Dark
Pulse, Hammer Arm, Thrash
TM: 06, 08, 10, 12, 15, 17, 18, 21, 23, 24, 25, 27,
29, 31, 32, 34, 36, 41, 42, 44, 45, 46, 48, 52, 56,
57, 58, 59, 63, 66, 67, 68, 72, 73, 76, 86, 87, 88,
89, 90, 91, 93, 97, 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.

Armor Class: 18 Armor Class: 16


Hit Points: 505 | Hit Dice: d20 Hit Points: 246 | Hit Dice: d12
Speed: 40ft. walking, 60ft. flying Speed: 50ft. flying

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)

Proficient Skills: All Skills Proficient Skills: Athletics, Acrobatics, Nature


Saving Throws: Wisdom, Constitution, Intelligence Saving Throws: Dexterity, Strength, Wisdom
Vulnerabilities: Dragon, Fairy, Ground, Ice Vulnerabilities: Ice, Water
Resistances: Electric, Fire, Flying, Grass, Steel, Water Resistances: Bug, Fighting, Poison
Senses: Darkvision 100ft, Truesight 100ft Immunities: Electric, Ground
Senses: Darkvision 100ft, Truesight 100ft
Teravolt: This Pokémon’s moves completely ignore
any ability that would hinder or prevent their effect Sand Force: During a Sandstorm, this Pokémon can
on the target or the user's ability to hit the target. double its STAB when it hits an opponent.

Starting Moves: Dragon Rage, Thunder Fang,


Hidden Ability
Imprison, Ancient Power, Thunderbolt, Dragon Sheer Force: This Pokémon adds its proficiency
Breath, Slash, Zen Headbutt, Fusion Bolt, Dragon bonus to damage rolls while poisoned, burned,
Claw, Crunch, Thunder, Outrage, Hyper Voice, Bolt confused, or paralyzed.
Strike
Level 18: Bolt Strike Form Change: Landorus' default form is Incarnate
Forme. When given a Reveal Glass to hold, it can
TM: 02, 06, 10, 15, 16, 17, 18, 19, 20, 21, 24, 25, change to Therian Forme at will. In Therian Forme,
27, 29, 30, 32, 33, 39, 42, 44, 48, 49, 51, 52, 56, its abilities are replaced with Intimidate.
57, 59, 65, 66, 68, 71, 72, 73, 76, 80, 82, 87, 88,
90, 91, 93, 100
Starting Moves: Block, Imprison, Mud Shot, Rock
Tomb, Punishment, Bulldoze, Rock Throw,
Extrasensory, Swords Dance, Earth Power
Level 18: Rock Slide, Earthquake, Sandstorm,
Fissure, Stone Edge, Hammer Arm, Outrage
TM: 04, 06, 08, 10, 15, 17, 21, 23, 26, 27, 29, 31,
32, 34, 36, 37, 39, 42, 44, 45, 48, 52, 56, 59, 64,
66, 68, 69, 71, 75, 76, 78, 80, 86, 87, 88, 89, 90,
100

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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.

Armor Class: 19 Armor Class: 20


Hit Points: 524 | Hit Dice: d20 Hit Points: 524 | Hit Dice: d20
Speed: 40ft. walking, 60ft. flying Speed: 50ft. walking, 70ft. flying

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)

Proficient Skills: All Skills Proficient Skills: All Skills


Saving Throws: All Abilities Saving Throws: All Abilities
Vulnerabilities: Dragon, Fairy, Fighting, Rock, Steel Vulnerabilities: Dragon, Fairy, Fighting, Rock, Steel
Resistances: Electric, Grass, Water Resistances: Electric, Grass, Water
Senses: Darkvision 100ft, Truesight 100ft Senses: Darkvision 100ft, Truesight 100ft

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 22 (+6) 14 (+2) 18 (+4) 18 (+4)
16 (+3) 21 (+5) 19 (+4) 8 (-1) 14 (+2) 14 (+2)
Proficient Skills: All Skills
Saving Throws: All Abilities Proficient Skills: Athletics, Acrobatics
Vulnerabilities: Dragon, Fairy, Fighting, Rock, Steel Saving Throws: Dexterity, Wisdom, Charisma
Resistances: Electric, Grass, Water Vulnerabilities: Electric, Grass, Psychic, Fairy, Flying
Senses: Darkvision 100ft, Truesight 100ft Resistances: Bug, Dark, Fire, Ice, Rock, Steel, Water
Senses: Darkvision 100ft, Truesight 100ft
Teravolt: This Pokémon’s moves completely ignore
any ability that would hinder or prevent their effect Justified: When this Pokémon is hit by a dark-type
on the target or the user's ability to hit the target. move, it gets advantage on its next attack.

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.

Armor Class: 17 Armor Class: 13


Hit Points: 232 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 40ft. walking, 40ft. flying Speed: 25ft. walking

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)

Proficient Skills: Athletics, Acrobatics, Survival, Proficient Skills: Survival


Arcana Saving Throws: Constitution
Saving Throws: Strength, Constitution, Intelligence Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Vulnerabilities: Fire Resistances: Electric, Grass, Ground, Water
Resistances: Bug, Dragon, Fairy, Grass, Ice, Normal,
Psychic, Steel Overgrow: When this Pokémon falls below 25% of
Immunities: Poison its maximum HP, double the STAB damage for its
Senses: Darkvision 100ft grass-type moves.

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.

Armor Class: 15 Armor Class: 17


Hit Points: 52 | Hit Dice: d8 Hit Points: 117 | Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Fairy, Fire, Flying, Ice, Poison, Psychic
Resistances: Electric, Grass, Ground, Water Resistances: Dark, Electric, Grass, Ground, Rock,
Water
Overgrow: When this Pokémon falls below 25% of
its maximum HP, double the STAB damage for its Overgrow: When this Pokémon falls below 25% of
grass-type moves. its maximum HP, double the STAB damage for its
grass-type moves.
Hidden Ability
Bulletproof: This Pokémon is immune to damage Hidden Ability
from moves with Bullet, Ball, or Bomb in their name. Bulletproof: This Pokémon is immune to damage
from moves with Bullet, Ball, or Bomb in their name.
Evolution: Quilladin can evolve into Chesnaught at
level 14 and above. When it evolves, its health Starting Moves: Spiky Shield, Needle Arm, Feint,
increases by double its level, and it gains 10 points Belly Drum, Tackle, Growl, Vine Whip, Rollout, Bite,
to add to its ability scores (max 20). Leech Seed, Pin Missile, Take Down
Level 14: Seed Bomb, Mud Shot, Bulk Up, Body Slam
Starting Moves: Needle Arm, Growl, Vine Whip, Level 18: Pain Split, Wood Hammer, Giga Impact
Rollout, Bite TM: 01, 02, 05, 06, 08, 10, 11, 12, 15, 17, 21, 22,
Level 6: Leech Seed, Pin Missile 23, 26, 27, 31, 32, 33, 36, 39, 40, 42, 44, 45, 47,
Level 10: Take Down, Seed Bomb 48, 52, 53, 56, 65, 66, 68, 71, 74, 75, 78, 80, 84,
Level 14: Mud Shot, Bulk Up 86, 87, 88, 90, 96, 100
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

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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.

Armor Class: 13 Armor Class: 14


Hit Points: 17 | Hit Dice: d6 Hit Points: 47 | Hit Dice: d8
Speed: 25ft. walking Speed: 30ft. walking

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)

Proficient Skills: Perception Proficient Skills: Perception


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Bug, Fairy, Fire, Grass, Ice, Steel

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.

Hidden Ability Hidden Ability


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.

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 17 (+3) 6 (-2) 14 (+2) 10 (+0)
11 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Perception, Insight
Saving Throws: Dexterity, Wisdom Proficient Skills: Survival
Vulnerabilities: Dark, Ghost, Ground, Rock, Water Saving Throws: Dexterity
Resistances: Fairy, Fighting, Fire, Grass, Ice, Psychic, Vulnerabilities: Electric, Grass
Steel Resistances: Fire, Ice, Steel, Water

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.

Hidden Ability Hidden Ability


Magician: If not already holding an item, this Protean: This Pokémon's type changes to the type of
Pokémon steals the held item of any Pokémon it move it uses, just before the move is used. It takes
hits with a melee attack. on the new type's resistances, vulnerabilities, and
immunities.
Starting Moves: Mystical Fire, Role Play, Switcheroo,
Shadow Ball, Scratch, Tail Whip, Ember, Howl, Flame Evolution: Froakie can evolve into Frogadier at level
Charge, Psybeam, Fire Spin, Lucky Chant, Light 6 and above. When it evolves, its health increases by
Screen double its level, and it gains 6 points to add to its
Level 14: Psyshock, Flamethrower, Will-O-Wisp, ability scores (max 20).
Psychic
Level 18: Sunny Day, Magic Room, Fire Blast, Future Starting Moves: Pound, Growl
Sight Level 2: Bubble, Quick Attack, Lick
TM: 01, 03, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, Level 6: Water Pulse, Smokescreen, Round
22, 27, 29, 30, 32, 35, 38, 42, 43, 44, 45, 46, 48, Level 10: Fling, Smack Down
49, 50, 61, 63, 68, 77, 85, 86, 87, 88, 90, 92, 99, Level 14: Substitute, Bounce
100 Level 18: Double Team, Hydro Pump
TM: 01, 06, 10, 12, 13, 14, 17, 18, 21, 23, 27, 32,
39, 40, 42, 44, 45, 46, 48, 49, 55, 56, 62, 80, 86,
87, 88, 89, 90, 94, 98, 100
Egg Moves: Bestow, Camouflage, Mind Reader, Mud
Sport, Water Sport, Toxic Spikes

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
15 (+2) 19 (+4) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
Proficient Skills: Survival, Acrobatics
Saving Throws: Dexterity Proficient Skills: Survival, Acrobatics
Vulnerabilities: Electric, Grass Saving Throws: Dexterity
Resistances: Fire, Ice, Steel, Water Vulnerabilities: Bug, Electric, Fairy, Fighting, Grass
Resistances: Dark, Fire, Ghost, Ice, Steel, Water
Torrent: When this Pokémon falls below 25% of its Immunities: Psychic
maximum hp, double the STAB damage for its
water-type moves. Torrent: When this Pokémon falls below 25% of its
maximum hp, double the STAB damage for its
Hidden Ability water-type moves.
Protean: This Pokémon's type changes to the type of
move it uses, just before the move is used. It takes Hidden Ability
on the new type's resistances, vulnerabilities, and Protean: This Pokémon's type changes to the type of
immunities. move it uses, just before the move is used. It takes
on the new type's resistances, vulnerabilities, and
immunities.
Evolution: Frogadier can evolve into Greninja at level
14 and above. When it evolves, its health increases
by double its level, and it gains 10 points to add to Starting Moves: Water Shuriken, Role Play, Mat
its ability scores (max 20). Block, Pound, Growl, Bubble, Quick Attack, Lick,
Water Pulse, Smokescreen, Shadow Sneak, Spikes
Starting Moves: Pound, Growl, Bubble, Quick Attack, Level 14: Feint Attack, Substitute, Extrasensory
Lick Level 18: Double Team, Hydro Pump, Night Slash,
Level 6: Water Pulse, Smokescreen Haze
Level 10: Round, Fling TM: 01, 06, 10, 12, 13, 14, 15, 17, 18, 21, 23, 27,
Level 14: Smack Down, Substitute 32, 39, 40, 42, 44, 45, 46, 48, 49, 55, 56, 59, 62,
Level 18: Bounce, Double Team, Hydro Pump 68, 80, 86, 87, 88, 89, 90, 94, 97, 98, 100
TM: 01, 06, 10, 12, 13, 14, 17, 18, 21, 23, 27, 32,
39, 40, 42, 44, 45, 46, 48, 49, 55, 56, 62, 80, 86,
87, 88, 89, 90, 94, 97, 98, 100

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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

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) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Survival
Saving Throws: Constitution Proficient Skills: Survival
Vulnerabilities: Fighting Saving Throws: Constitution
Resistances: None Vulnerabilities: Fighting, Grass, Ice, Water
Immunities: Ghost Resistances: Poison, Rock
Senses: Darkvision 10ft Immunities: Electric, Ghost
Senses: Darkvision 15ft
Pickup: If an opponent uses a consumable held item
in battle, this Pokémon gains a copy of it if it is not Pickup: If an opponent uses a consumable held item
currently holding an item. in battle, this Pokémon gains a copy of it if it is not
currently holding an item.
Cheek Pouch: When this Pokémon eats any type of
berry, is heals for an additional 10% of its maximum Cheek Pouch: When this Pokémon eats any type of
HP (rounded up to the nearest whole number). berry, is heals for an additional 10% of its maximum
HP (rounded up to the nearest whole number).
Hidden Ability
Huge Power: Once per short rest, this Pokémon may Hidden Ability
double the damage it does on a single move that Huge Power: Once per short rest, this Pokémon may
requires an attack roll. The player must announce double the damage it does on a single move that
that they are using this ability before the attack roll. requires an attack roll. The player must announce
that they are using this ability before the attack roll.
Evolution: Bunnelby can evolve into Diggersby at
level 6 and above. When it evolves, its health Starting Moves: Rototiller, Bulldoze, Swords Dance,
increases by double its level, and it gains 15 points Tackle, Agility, Leer, Quick Attack, Double Slap,
to add to its ability scores (max 20). Mud-Slap
Level 6: Take Down, Mud Shot, Double Kick
Starting Moves: Tackle, Agility, Leer Level 10: Odor Sleuth, Flail
Level 2: Quick Attack, Double Slap, Mud-Slap Level 14: Dig, Bounce, Super Fang
Level 6: Take Down, Mud Shot, Double Kick Level 18: Facade, Earthquake, Hammer Arm
Level 10: Odor Sleuth, Flail TM: 01, 06, 08, 10, 15, 17, 21, 23, 26, 27, 31, 32,
Level 14: Dig, Bounce 36, 37, 39, 41, 42, 44, 45, 46, 48, 56, 59, 66, 68,
Level 18: Super Fang, Facade, Earthquake 71, 75, 78, 80, 86, 87, 88, 89, 90, 93, 94, 96, 100
TM: 01, 06, 08, 10, 17, 21, 23, 26, 27, 31, 32, 36,
37, 39, 41, 42, 44, 45, 46, 48, 56, 66, 71, 78, 80,
86, 87, 88, 89, 90, 93, 94, 96, 100
Egg Moves: Defense Curl, Rollout, Spikes

86
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
12 (+1) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Perception
Saving Throws: Dexterity Proficient Skills: Perception
Vulnerabilities: Electric, Ice, Rock Saving Throws: Dexterity
Resistances: Bug, Grass Vulnerabilities: Electric, Rock, Water
Immunities: Ghost, Ground Resistances: Bug, Fairy, Fighting, Fire, Grass, Steel
Immunities: Ground
Big Pecks: This Pokémon's AC cannot be reduced by
an opponent's moves. 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
Gale Wings: This Pokémon adds an additional +1 to attacker is burned.
hit when using flying-type attacks.
Hidden Ability
Gale Wings: This Pokémon adds an additional +1 to
Evolution: Fletchling can evolve into Fletchinder at
hit when using flying-type attacks.
level 6 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). Evolution: Fletchinder can evolve into Talonflame at
level 13 and above. When it evolves, its health
Starting Moves: Tackle, Growl increases by double its level, and it gains 10 points
Level 2: Quick Attack, Peck, Agility to add to its ability scores (max 20).
Level 6: Flail, Roost
Level 10: Razor Wind, Natural Gift Starting Moves: Ember, Tackle, Growl, Quick Attack,
Level 14: Flame Charge, Acrobatics, Me First Peck, Agility
Level 18: Tailwind, Steel Wing Level 6: Flail, Roost
Level 10: Razor Wind, Natural Gift
TM: 01, 06, 10, 11, 12, 17, 19, 21, 27, 32, 40, 42, Level 14: Flame Charge, Acrobatics, Me First
43, 44, 45, 46, 48, 50, 51, 62, 75, 76, 87, 88, 89, Level 18: Tailwind, Steel Wing
90, 100
TM: 01, 06, 10, 11, 12, 17, 19, 21, 27, 32, 35, 38,
Egg Moves: Quick Guard, Snatch, Tailwind
40, 42, 43, 44, 45, 46, 48, 50, 51, 61, 62, 75, 76,
87, 88, 89, 90, 100

87
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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.

Armor Class: 16 Armor Class: 11


Hit Points: 97 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. walking, 40ft. flying Speed: 15ft. walking, 15ft. climbing

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)

Proficient Skills: Perception Proficient Skills: Survival, Stealth


Saving Throws: Dexterity Saving Throws: Constitution
Vulnerabilities: Electric, Rock, Water Vulnerabilities: Fire, Flying, Rock
Resistances: Bug, Fairy, Fighting, Fire, Grass, Steel Resistances: Grass, Ground, Fighting
Immunities: Ground
Shield Dust: Once per long rest, this Pokémon can
Flame Body: The flames from this Pokémon's body ignore a negative status condition that results from
shine dim light in a 15 ft radius. In addition, when an enemy move.
hit by a melee attack, roll a d10. On a 10, the
attacker is burned. Compound Eyes: This Pokémon gets an additional
+1 to attack rolls.
Hidden Ability Hidden Ability
Gale Wings: This Pokémon adds an additional +1 to
Friend Guard: Once per long rest, when an ally within
hit when using flying-type attacks.
15 feet of this Pokémon is hit by an attack, it may
choose to halve the damage dealt.
Starting Moves: Ember, Flare Blitz, Tackle, Growl,
Quick Attack, Peck, Agility, Flail
Evolution: Scatterbug can evolve into Spewpa at
Level 10: Roost, Razor Wind, Natural Gift
level 4 and above. When it evolves, its health
Level 14: Flame Charge, Acrobatics, Me First
increases by double its level, and it gains 5 points to
Level 18: Tailwind, Steel Wing, Brave Bird
add to its ability scores (max 20).
TM: 01, 06, 08, 10, 11, 12, 15, 17, 19, 21, 22, 27,
32, 35, 38, 40, 42, 43, 44, 45, 46, 48, 50, 51, 61, Starting Moves: Tackle, String Shot
62, 68, 75, 76, 87, 88, 89, 90, 100 Level 2: Stun Spore
Level 6: Bug Bite
TM: None
Egg Moves: Poison Powder, Rage Powder, Stun
Spore

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
10 (+0) 9 (-1) 11 (+0) 6 (-2) 11 (+0) 10 (+0)
Proficient Skills: Survival, Performance
Proficient Skills: Survival, Stealth Saving Throws: Constitution
Saving Throws: Constitution Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Vulnerabilities: Fire, Flying, Rock Resistances: Bug, Fighting, Grass
Resistances: Grass, Ground, Fighting Immunities: Ground

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.

Hidden Ability Compound Eyes: This Pokémon gets an additional


Friend Guard: Once per long rest, when an ally within +1 to attack rolls.
15 feet of this Pokémon is hit by an attack, it may Hidden Ability
choose to halve the damage dealt.
Friend Guard: Once per long rest, when an ally within
15 feet of this Pokémon is hit by an attack, it may
Evolution: Spewpa can evolve into Vivillon at level 7 choose to halve the damage dealt.
and above. When it evolves, its health increases by
double its level, and it gains 18 points to add to its
Starting Moves: Gust, Sleep Powder, Poison Powder,
ability scores (max 20).
Stun Spore, Struggle Bug, Light Screen
Level 6: Psybeam, Supersonic
Starting Moves: Protect, Harden Level 10: Draining Kiss, Aromatherapy
Level 14: Bug Buzz, Safeguard, Quiver Dance
TM: 17 Level 18: Hurricane, Powder
TM: 04, 06, 10, 11, 15, 16, 17, 18, 19, 20, 21, 22,
27, 29, 32, 40, 42, 44, 45, 46, 48, 53, 62, 68, 77,
83, 85, 87, 88, 89, 90, 100

89
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
12 (+1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Perception, Intimidation
Proficient Skills: Perception Saving Throws: Strength, Dexterity
Saving Throws: Dexterity Vulnerabilities: Fighting, Ground, Rock, Water
Vulnerabilities: Fighting, Ground, Rock, Water Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Immunities: Ghost
Immunities: Ghost
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.
Unnerve: Opponents in combat with this Pokémon
Unnerve: Opponents in combat with this Pokémon cannot eat held berries.
cannot eat held berries.
Hidden Ability
Hidden Ability 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.
Starting Moves: Hyper Beam, Tackle, Leer, Ember,
Evolution: Litleo can evolve into Pyroar at level 9 and Work Up, Headbutt
above. When it evolves, its health increases by Level 6: Noble Roar, Take Down
double its level, and it gains 11 points to add to its Level 10: Fire Fang, Endeavor
ability scores (max 20). Level 14: Echoed Voice, Flamethrower, Crunch
Level 18: Hyper Voice, Incinerate, Overheat
Starting Moves: Tackle, Leer TM: 01, 05, 06, 10, 11, 12, 15, 17, 18, 21, 22, 27,
Level 2: Ember, Work Up, Headbutt 32, 35, 38, 42, 43, 44, 45, 46, 48, 49, 50, 61, 66,
Level 6: Noble Roar, Take Down 68, 78, 87, 88, 90, 93, 95, 97, 100
Level 10: Fire Fang, Endeavor
Level 14: Echoed Voice, Flamethrower, Crunch
Level 18: Hyper Voice, Incinerate, Overheat
TM: 01, 05, 06, 10, 11, 12, 17, 18, 21, 22, 27, 32,
35, 38, 42, 43, 44, 45, 46, 48, 49, 50, 61, 66, 78,
87, 88, 90, 93, 95, 97, 100
Egg Moves: Entrainment, Fire Spin, Snatch, Yawn

90
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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)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 12 (+1)
13 (+1) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 14 (+2)
Proficient Skills: Medicine, Survival
Saving Throws: Charisma Proficient Skills: Medicine, Survival
Vulnerabilities: Poison, Steel Saving Throws: Charisma
Resistances: Bug, Dark, Fighting Vulnerabilities: Poison, Steel
Immunities: Dragon Resistances: Bug, Dark, Fighting
Immunities: Dragon
Flower Veil: Any grass-type ally within 15 feet of this
Pokémon is immune to new status effects. Flower Veil: Any grass-type ally within 15 feet of this
Pokémon is immune to new status effects.
Hidden Ability
Symbiosis: This Pokémon may swap held items with Hidden Ability
an ally as a free action, as long as they are within 15 Symbiosis: This Pokémon may swap held items with
feet of each other. an ally as a free action, as long as they are within 15
feet of each other.
Evolution: Flabébé can evolve into Floette at level 6
and above. When it evolves, its health increases by Evolution: Floette can evolve into Florges at level 12
double its level, and it gains 8 points to add to its and above, with the help of a Shiny Stone. When it
ability scores (max 20). evolves, its health increases by double its level, and
it gains 12 points to add to its ability scores (max
Starting Moves: Tackle, Vine Whip 20).
Level 2: Fairy Wind, Lucky Chant
Level 6: Razor Leaf, Wish, Magical Leaf Starting Moves: Tackle, Vine Whip, Fairy Wind, Lucky
Level 10: Grassy Terrain, Petal Blizzard Chant
Level 14: Aromatherapy, Misty Terrain, Moonblast Level 6: Razor Leaf, Wish
Level 18: Petal Dance, Solar Beam Level 10: Magical Leaf, Grassy Terrain
Level 14: Petal Blizzard, Aromatherapy, Misty Terrain
TM: 04, 06, 10, 11, 17, 18, 20, 21, 22, 27, 29, 32, Level 18: Moonblast, Petal Dance, Solar Beam
42, 44, 45, 48, 49, 53, 86, 87, 88, 90, 96, 99, 100
TM: 04, 06, 10, 11, 17, 18, 20, 21, 22, 27, 29, 32,
Egg Moves: Camouflage, Captivate, Copycat
42, 44, 45, 48, 49, 53, 86, 87, 88, 90, 96, 99, 100

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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.

Armor Class: 17 Armor Class: 13


Hit Points: 127 | Hit Dice: d10 Hit Points: 20 | Hit Dice: d8
Speed: 15ft. walking, 25ft. flying (hover) Speed: 25ft. walking

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)

Proficient Skills: Medicine, Survival, Persuasion Proficient Skills: Survival, Athletics


Saving Throws: Charisma, Constitution Saving Throws: Constitution
Vulnerabilities: Poison, Steel Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Bug, Dark, Fighting Resistances: Electric, Grass, Ground, Water
Immunities: Dragon
Sap Sipper: This Pokémon takes no damage from
Flower Veil: Any grass-type ally within 15 feet of this grass-type attacks. If hit by a grass type move, it
Pokémon is immune to new status effects. takes no damage and instead absorbs the energy,
granting advantage on its next attack.
Hidden Ability
Symbiosis: This Pokémon may swap held items with Hidden Ability
an ally as a free action, as long as they are within 15 Grass Pelt: This Pokémon gains +1 to AC while in
feet of each other. grassy terrain.

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
14 (+2) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Survival, Athletics
Saving Throws: Constitution, Strength Proficient Skills: Intimidation
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Saving Throws: Dexterity
Resistances: Electric, Grass, Ground, Water Vulnerabilities: Fairy, Flying, Psychic
Resistances: Bug, Dark, Rock
Sap Sipper: This Pokémon takes no damage from
grass-type attacks. If hit by a grass type move, it Iron Fist: When attacking with a punch-based move
takes no damage and instead absorbs the energy, (Mega Punch, Dynamic Punch, Ice/Fire/Thunder
granting advantage on its next attack. Punch, etc.), this Pokémon may roll the damage
twice and choose either total.
Hidden Ability
Grass Pelt: This Pokémon gains +1 to AC while in Mold Breaker: This Pokémon's moves ignore any
grassy terrain. abilities or moves that would lessen their effect or
ability to hit an opponent (Due to things like Water
Absorb, Snow Cloak, Thick Fat, etc.)
Starting Moves: Aerial Ace, Earthquake, Growth,
Tackle, Vine Whip, Tail Whip, Leech Seed, Razor Hidden Ability
Leaf, Worry Seed, Synthesis, Take Down Scrappy: This Pokémon's Normal and Fighting type
Level 10: Bulldoze, Seed Bomb moves hit Ghost type Pokémon.
Level 14: Bulk Up, Double-Edge
Level 18: Horn Leech, Leaf Blade, Milk Drink
Evolution: Pancham can evolve into Pangoro at level
TM: 01, 05, 06, 08, 10, 11, 15, 17, 18, 21, 22, 26, 9 and above, only if its trainer has another dark-type
27, 31, 32, 40, 42, 44, 45, 48, 53, 66, 68, 78, 80, Pokemon in their party. When it evolves, its health
86, 87, 88, 90, 93, 94, 96, 100 increases by double its level, and it gains 11 points
to add to its ability scores (max 20).

Starting Moves: Leer, Tackle


Level 2: Arm Thrust, Work Up, Karate Chop
Level 6: Comet Punch, Slash
Level 10: Circle Throw, Vital Throw
Level 14: Body Slam, Crunch
Level 18: Entrainment, Parting Shot, Sky Uppercut
TM: 01, 05, 06, 08, 10, 11, 17, 18, 21, 27, 31, 32,
36, 39, 40, 41, 42, 44, 45, 47, 48, 49, 54, 56, 65,
66, 71, 75, 78, 80, 86, 87, 88, 90, 94, 97, 100
Egg Moves: Foul Play, Me First, Quash, Quick Guard,
Storm Throw

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 8 (-1) 10 (+0) 10 (+0)
18 (+4) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Persuasion
Proficient Skills: Intimidation, Athletics Saving Throws: Constitution, Wisdom
Saving Throws: Strength, Constitution Vulnerabilities: Fighting
Vulnerabilities: Fairy, Fighting, Flying Resistances: None
Resistances: Dark, Ghost, Rock Immunities: Ghost
Immunities: Psychic
Fur Coat: Once per long rest, this Pokémon may
Iron Fist: When attacking with a punch-based move halve the damage dealt to it from any one attack.
(Mega Punch, Dynamic Punch, Ice/Fire/Thunder
Punch, etc.), this Pokémon may roll the damage Starting Moves: Growl, Tackle, Sand Attack, Baby-
twice and choose either total. Doll Eyes, Headbutt
Mold Breaker: This Pokémon's moves ignore any Level 6: Tail Whip, Bite
abilities or moves that would lessen their effect or Level 10: Odor Sleuth, Retaliate
ability to hit an opponent (Due to things like Water Level 14: Take Down, Charm
Absorb, Snow Cloak, Thick Fat, etc.) Level 18: Sucker Punch, Cotton Guard

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.

Armor Class: 13 Armor Class: 15


Hit Points: 18 | Hit Dice: d8 Hit Points: 58 | Hit Dice: d10
Speed: 20ft. walking, 15ft. climbing Speed: 30ft. walking, 20ft. climbing

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)

Proficient Skills: Insight Proficient Skills: Insight, Perception


Saving Throws: Wisdom Saving Throws: Wisdom
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic Resistances: Fighting, Psychic
Senses: Darkvision 30ft Senses: Darkvision 60ft

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.

Armor Class: 15 Armor Class: 13


Hit Points: 58 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 30ft. walking, 20ft. climbing Speed: 20ft. flying (hover)

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)

Proficient Skills: Insight, Perception Proficient Skills: Acrobatics


Saving Throws: Wisdom Saving Throws: Wisdom, Constitution
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Dark, Fire, Ghost, Ground
Resistances: Fighting, Psychic Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice,
Senses: Darkvision 60ft Psychic, Rock, Steel
Immunities: Fighting, Normal, Poison
Keen Eye: This Pokémon ignores disadvantage when
it relates to sight. No Guard: Any attack made by or against this
Pokémon has advantage.
Infiltrator: This Pokémon bypasses Light Screen and
Reflect.
Evolution: Honedge can evolve into Doublade at
Hidden Ability level 9 and above. When it evolves, its health
Competitive: This Pokémon adds its proficiency increases by double its level, and it gains 6 points to
bonus to damage rolls while poisoned, burned, add to its ability scores (max 20).
confused, or paralyzed.
Starting Moves: Swords Dance, Tackle
Starting Moves: Leer, Magical Leaf, Me First, Scratch, Level 2: Fury Cutter, Metal Sound, Pursuit
Covet, Confusion, Light Screen Level 6: Autotomize, Shadow Sneak, Aerial Ace
Level 6: Psybeam, Fake Out, Disarming Voice Level 10: Retaliate, Slash, Iron Defense
Level 10: Psyshock, Charge Beam, Shadow Ball, Level 14: Night Slash, Power Trick
Extrasensory Level 18: Iron Head, Sacred Sword
Level 14: Psychic, Role Play, Signal Beam
Level 18: Sucker Punch, Future Sight, Stored Power 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
TM: 01, 03, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, Egg Moves: Destiny Bond, Metal Sound, Shadow
24, 27, 29, 30, 32, 33, 41, 42, 44, 45, 48, 49, 53, Sneak, Wide Guard
57, 66, 68, 73, 77, 85, 87, 88, 90, 92, 97, 100

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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.

Armor Class: 14 Armor Class: 15


Hit Points: 76 | Hit Dice: d8 Hit Points: 120 | Hit Dice: d10
Speed: 25ft. flying (hover) Speed: 30ft. flying (hover)

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)

Proficient Skills: Acrobatics Proficient Skills: Athletics


Saving Throws: Wisdom, Constitution Saving Throws: Wisdom, Constitution
Vulnerabilities: Dark, Fire, Ghost, Ground Vulnerabilities: Dark, Fire, Ghost, Ground
Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice, Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice,
Psychic, Rock, Steel Psychic, Rock, Steel
Immunities: Fighting, Normal, Poison Immunities: Fighting, Normal, Poison

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.

Armor Class: 13 Armor Class: 15


Hit Points: 22 | Hit Dice: d10 Hit Points: 110 | Hit Dice: d12
Speed: 15ft. walking, 20ft. flying Speed: 25ft. walking

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)

Proficient Skills: Persuasion, Deception Proficient Skills: Persuasion, Deception


Saving Throws: Charisma Saving Throws: Charisma
Vulnerabilities: Poison, Steel Vulnerabilities: Poison, Steel
Resistances: Bug, Dark, Fighting Resistances: Bug, Dark, Fighting
Immunities: Dragon Immunities: Dragon

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.

Hidden Ability Hidden Ability


Aroma Veil: Any ally within 15 feet of this Pokémon Aroma Veil: Any ally within 15 feet of this Pokémon
automatically passes any WIS save they are required automatically passes any WIS save they are required
to make. to make.

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.

Armor Class: 14 Armor Class: 16


Hit Points: 19 | Hit Dice: d8 Hit Points: 93 | Hit Dice: d12
Speed: 20ft. flying (hover) Speed: 25ft. flying (hover)

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)

Proficient Skills: Survival Proficient Skills: Survival, Investigation


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Poison, Steel Vulnerabilities: Poison, Steel
Resistances: Bug, Dark, Fighting Resistances: Bug, Dark, Fighting
Immunities: Dragon Immunities: Dragon

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.

Hidden Ability Hidden Ability


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.

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.

Armor Class: 13 Armor Class: 16


Hit Points: 17 | Hit Dice: d6 Hit Points: 57 | Hit Dice: d12
Speed: 20ft. swimming, 20ft. flying (hover) Speed: 25ft. walking, 30ft. swimming

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)

Proficient Skills: Stealth, Deception Proficient Skills: Deception, Intimidation


Saving Throws: Dexterity Saving Throws: Dexterity, Wisdom
Vulnerabilities: Bug, Fairy Vulnerabilities: Bug, Fairy
Resistances: None Resistances: None
Immunities: Psychic Immunities: Psychic

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.

Armor Class: 14 Armor Class: 17


Hit Points: 17 | Hit Dice: d6 Hit Points: 84 | Hit Dice: d10
Speed: 10ft. walking Speed: 25ft. walking

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)

Proficient Skills: Sleight of Hand Proficient Skills: Athletics, Sleight of Hand


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Electric, Fighting, Grass, Ground Vulnerabilities: Electric, Fighting, Grass, Ground
Resistances: Fire, Flying, Ice, Normal, Poison Resistances: Fire, Flying, Ice, Normal, Poison

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
17 (+3) 13 (+1) 19 (+4) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Stealth, Deception
Saving Throws: Constitution Proficient Skills: Stealth, Deception
Vulnerabilities: Electric, Ground, Psychic Saving Throws: Constitution
Resistances: Bug, Fairy, Fighting, Fire, Ice, Poison, Vulnerabilities: Dragon, Ground, Ice, Psychic
Steel, Water Resistances: Bug, Electric, Fighting, Fire, Grass,
Poison, Water
Poison Point: When this Pokémon is hit with a
melee attack, roll a 1d4. On a result of 4, the Poison Point: When this Pokémon is hit with a
attacker takes an amount of poison damage equal to melee attack, roll a 1d4. On a result of 4, the
this Pokémon’s proficiency modifier. attacker takes an amount of poison damage equal to
this Pokémon’s proficiency modifier.
Poison Touch: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, Poison Touch: On melee attacks made by this
the target is poisoned. Pokémon, roll a d10 on a hit. On a result of a 10,
the target is poisoned.
Hidden Ability
Adaptability: When this Pokémon uses a move of its Hidden Ability
own type, it may roll the damage twice and choose Adaptability: When this Pokémon uses a move of its
either total. own type, it may roll the damage twice and choose
either total.
Evolution: Skrelp can evolve into Dragalge at level
12 and above. When it evolves, its health increases Starting Moves: Smokescreen, Tackle, Twister, Water
by double its level, and it gains 12 points to add to Gun, Feint Attack, Tail Whip, Bubble, Acid,
its ability scores (max 20). Camouflage
Level 10: Poison Tail, Water Pulse, Double Team
Starting Moves: Smokescreen, Tackle, Water Gun Level 14: Toxic, Aqua Tail, Sludge Bomb
Level 2: Feint Attack, Tail Whip, Bubble Level 18: Hydro Pump, Dragon Pulse, Dragon Tail
Level 6: Acid, Camouflage, Poison Tail TM: 06, 07, 09, 10, 15, 17, 18, 21, 24, 25, 27, 30,
Level 10: Water Pulse, Double Team, Toxic 32, 34, 36, 42, 44, 45, 48, 52, 55, 68, 82, 87, 88,
Level 14: Aqua Tail, Sludge Bomb 90, 94, 98, 100
Level 18: Hydro Pump, Dragon Pulse
TM: 06, 07, 09, 10, 17, 18, 21, 24, 27, 30, 32, 34,
36, 42, 44, 45, 48, 55, 87, 88, 90, 94, 98, 100
Egg Moves: Acid Armor, Haze, Play Rough, Toxic
Spikes, Venom Drench

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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.

Armor Class: 14 Armor Class: 16


Hit Points: 18 | Hit Dice: d6 Hit Points: 84 | Hit Dice: d10
Speed: 15ft. walking, 20ft. swimming Speed: 25ft. walking, 25ft. swimming

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water Resistances: Fire, Ice, Steel, Water

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Survival, Acrobatics
Proficient Skills: Survival, Acrobatics Saving Throws: Constitution, Dexterity
Saving Throws: Constitution, Dexterity Vulnerabilities: Fighting, Ground
Vulnerabilities: Fighting, Ground Resistances: Electric, Flying, Steel
Resistances: Electric, Flying, Steel Immunities: Ghost
Immunities: Ghost
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.
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.
Hidden Ability
Hidden Ability Solar Power: Damage rolls for this Pokémon get an
Solar Power: Damage rolls for this Pokémon get an additional +2 during harsh sunlight.
additional +2 during harsh sunlight.
Starting Moves: Charge, Eerie Impulse, Electrify,
Evolution: Helioptile can evolve into Heliolisk at Parabolic Charge, Quick Attack, Razor Wind,
level 9 and above with the help of a Sun Stone. Thunder
When it evolves, its health increases by double its
level, and it gains 15 points to add to its ability TM: 06, 10, 15, 16, 17, 18, 21, 24, 25, 27, 32, 37,
scores (max 20). 39, 42, 44, 45, 47, 48, 52, 57, 59, 68, 72, 73, 77,
78, 80, 82, 86, 87, 88, 89, 90, 93, 94, 97, 100
Starting Moves: Pound, Tail Whip
Level 2: Thunder Shock, Charge, Mud-Slap
Level 6: Quick Attack, Razor Wind
Level 10: Parabolic Charge, Thunder Wave
Level 14: Bulldoze, Volt Switch
Level 18: Electrify, Thunderbolt
TM: 06, 10, 16, 17, 18, 21, 24, 25, 27, 32, 37, 39,
42, 44, 45, 47, 48, 57, 72, 73, 77, 78, 80, 82, 86,
87, 88, 89, 90, 93, 94, 97, 100
Egg Moves: Agility, Camouflage, Electric Terrain,
Glare

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
18 (+4) 15 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Survival, Athletics
Saving Throws: Strength, Constitution Proficient Skills: Survival, Athletics, Intimidation
Vulnerabilities: Dragon, Fairy, Fighting, Ground, Ice, Saving Throws: Strength, Constitution
Steel Vulnerabilities: Dragon, Fairy, Fighting, Ground, Ice,
Resistances: Electric, Fire, Flying, Normal, Poison Steel
Resistances: Electric, Fire, Flying, Normal, Poison
Strong Jaw: For biting moves activated by this
Pokémon (Bite, Thunder Fang, Crunch, etc.), they Strong Jaw: For biting moves activated by this
may roll the damage twice and choose either total. Pokémon (Bite, Thunder Fang, Crunch, etc.), they
may roll the damage twice and choose either total.
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, Rock Head: This Pokémon takes no recoil damage.
halve the damage dealt.
Starting Moves: Rock Slide, Tackle, Tail Whip, Roar,
Evolution: Tyrunt can evolve into Tyrantrum at level Stomp, Bide, Stealth Rock, Bite, Charm
10 and above, only during the day. When it evolves, Level 10: Ancient Power, Dragon Tail, Crunch
its health increases by double its level, and it gains Level 14: Dragon Claw, Thrash
11 points to add to its ability scores (max 20). Level 18: Earthquake, Horn Drill, Head Smash, Giga
Impact
Starting Moves: Tackle, Tail Whip TM: 02, 05, 06, 10, 11, 15, 17, 21, 26, 27, 31, 32,
Level 2: Roar, Stomp, Bide 37, 39, 40, 42, 44, 45, 48, 59, 68, 69, 71, 78, 80,
Level 6: Stealth Rock, Bite, Charm 82, 87, 88, 90, 97, 100
Level 10: Ancient Power, Dragon Tail
Level 14: Crunch, Dragon Claw, Thrash
Level 18: Earthquake, Horn Drill
TM: 02, 05, 06, 10, 11, 17, 21, 26, 27, 31, 32, 37,
39, 40, 42, 44, 45, 48, 69, 71, 78, 80, 82, 87, 88,
90, 97, 100
Egg Moves: Curse, Dragon Dance, Fire Fang, Ice
Fang, Poison Fang, Rock Polish, Thunder Fang

105
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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
16 (+3) 15 (+2) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Survival
Saving Throws: Constitution Proficient Skills: Survival
Vulnerabilities: Fighting, Grass, Ground, Rock, Steel, Saving Throws: Constitution
Water Vulnerabilities: Fighting, Grass, Ground, Rock, Steel,
Resistances: Flying, Ice, Normal, Poison Water
Resistances: Flying, Ice, Normal, Poison
Refrigerate: All of this Pokémon's normal-type
moves become ice-type. Refrigerate: All of this Pokémon's normal-type
moves become ice-type.
Hidden Ability
Snow Warning: When this Pokémon enters an Hidden Ability
outside battle, the weather immediately changes to Snow Warning: When this Pokémon enters an
hail for 5 rounds. In the case of another Pokémon outside battle, the weather immediately changes to
with a similar weather ability, the tie goes to the hail for 5 rounds. In the case of another Pokémon
Pokémon with the highest DEX score. with a similar weather ability, the tie goes to the
Pokémon with the highest DEX score.
Evolution: Amaura can evolve into Aurorus at level
10 and above, only at night time. When it evolves, Starting Moves: Freeze-Dry, Growl, Powder Snow,
its health increases by double its level, and it gains Thunder Wave, Rock Throw, Icy Wind, Take Down,
10 points to add to its ability scores (max 20). Mist, Aurora Beam
Level 10: Ancient Power, Round, Avalanche
Starting Moves: Growl, Powder Snow Level 14: Hail, Nature Power, Encore
Level 2: Thunder Wave, Rock Throw, Icy Wind Level 18: Light Screen, Ice Beam, Hyper Beam,
Level 6: Take Down, Mist, Aurora Beam Blizzard
Level 10: Ancient Power, Round, Avalanche TM: 04, 05, 06, 07, 10, 13, 14, 15, 16, 17, 18, 20,
Level 14: Hail, Nature Power, Encore 21, 24, 25, 26, 27, 29, 32, 33, 37, 39, 42, 44, 45,
Level 18: Light Screen, Ice Beam, Hyper Beam, 48, 49, 57, 68, 69, 71, 73, 77, 78, 79, 80, 82, 85,
Blizzard 87, 88, 90, 91, 96, 97, 100
TM: 04, 05, 06, 07, 10, 13, 14, 15, 16, 17, 18, 20,
21, 24, 27, 32, 33, 37, 39, 42, 44, 45, 48, 49, 57,
69, 71, 73, 77, 78, 79, 80, 82, 85, 87, 88, 90, 91,
96, 97, 100
Egg Moves: Barrier, Discharge, Haze, Magnet Rise,
Mirror Coat

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 18 (+4)
16 (+3) 18 (+4) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Persuasion, Deception
Saving Throws: Dexterity, Charisma Proficient Skills: Athletics, Acrobatics
Vulnerabilities: Poison, Steel Saving Throws: Strength, Dexterity
Resistances: Bug, Dark, Fighting Vulnerabilities: Electric, Fairy, Flying, Ice, Psychic
Immunities: Dragon Resistances: Bug, Dark, Fighting, Grass
Immunities: Ground
Cute Charm: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice. Limber: This Pokémon is immune to being
paralyzed.
Hidden Ability
Pixilate: All of this Pokémon's normal-type moves Unburden: While this Pokémon is active and not
become fairy-type. holding an item, its trainer gets advantage on
initiative rolls.
Starting Moves: Disarming Voice, Fairy Wind, Hidden Ability
Helping Hand, Tackle, Tail Whip, Sand Attack, Baby- Mold Breaker: This Pokémon's moves ignore any
Doll Eyes, Quick Attack abilities or moves that would lessen their effect or
Level 6: Swift, Draining Kiss ability to hit an opponent (Due to things like Water
Level 10: Skill Swap, Misty Terrain Absorb, Snow Cloak, Thick Fat, etc.)
Level 14: Light Screen, Moonblast, Last Resort
Level 18: Psych Up
Starting Moves: Detect, Hone Claws, Tackle, Karate
TM: 01, 03, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, Chop, Wing Attack, Roost, Aerial Ace, Encore
27, 30, 32, 33, 42, 44, 45, 48, 49, 68, 77, 87, 88, Level 10: Fling, Flying Press, Bounce
90, 99, 100 Level 14: Endeavor, Feather Dance
Level 18: High Jump Kick, Sky Attack, Sky Drop,
Swords Dance
TM: 01, 06, 08, 10, 11, 12, 17, 18, 19, 21, 27, 31,
32, 39, 40, 41, 42, 44, 45, 47, 48, 51, 52, 54, 56,
58, 62, 66, 68, 71, 75, 76, 80, 81, 84, 86, 87, 88,
89, 90, 100
Egg Moves: Agility, Ally Switch, Baton Pass,
Entrainment, Me First, Mud Sport, Quick Guard

107
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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.

Armor Class: 15 Armor Class: 18


Hit Points: 48 | Hit Dice: d8 Hit Points: 68 | Hit Dice: d6
Speed: 30ft. walking Speed: 15ft. walking

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)

Proficient Skills: Perception Proficient Skills: Survival


Saving Throws: Dexterity Saving Throws: Constitution
Vulnerabilities: Ground, Poison Vulnerabilities: Grass, Ground, Steel, Water
Resistances: Bug, Dark, Electric, Fighting, Flying Resistances: Bug, Dark, Fire, Flying, Normal
Immunities: Dragon Immunities: Dragon
Senses: Darkvision 30ft
Cheek Pouch: When this Pokémon eats any type of
berry, is heals for an additional 10% of its maximum Clear Body: Other Pokémon's moves or abilities
HP (rounded up to the nearest whole number). cannot lower this Pokémon stats.
Pickup: If an opponent uses a consumable held item Hidden Ability
in battle, this Pokémon gains a copy of it if it is not Sturdy: When taking damage equal to half or more of
currently holding an item. your current HP, roll a d4. On a result of 3 of 4,
Hidden Ability halve the damage dealt.
Plus: This Pokémon boosts its attack and damage
rolls by 2 if an ally also has a Plus or Minus ability Starting Moves: Harden, Tackle, Rock Throw,
Sharpen, Smack Down, Reflect, Stealth Rock
Level 10: Guard Split, Ancient Power
Starting Moves: Tackle, Tail Whip, Thunder Shock,
Level 14: Flail, Skill Swap, Power Gem
Charge
Level 18: Stone Edge, Moonblast, Light Screen,
Level 6: Charm, Parabolic Charge, Nuzzle
Safeguard
Level 10: Thunder Wave, Volt Switch, Rest, Snore
Level 14: Charge Beam, Entrainment TM: 04, 06, 07, 10, 11, 16, 17, 20, 21, 23, 27, 29,
Level 18: Play Rough, Thunder, Discharge 32, 33, 37, 39, 42, 44, 48, 64, 69, 71, 74, 77, 80,
87, 88, 90, 92, 96, 99, 100
TM: 06, 10, 11, 17, 18, 21, 24, 25, 27, 32, 40, 42,
44, 45, 46, 48, 56, 57, 68, 72, 73, 86, 87, 88, 89,
90, 93, 100
Egg Moves: Covet, Eerie Impulse, Helping Hand,
Natural Gift

108
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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.

Armor Class: 13 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 84 | Hit Dice: d8
Speed: 20ft. walking Speed: 20ft. walking

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)

Proficient Skills: Survival Proficient Skills: Survival, Perception


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Dragon, Fairy, Ice Vulnerabilities: Dragon, Fairy, Ice
Resistances: Electric, Fire, Grass, Water Resistances: Electric, Fire, Grass, Water

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.

Armor Class: 18 Armor Class: 15


Hit Points: 140 | Hit Dice: d12 Hit Points: 48 | Hit Dice: d8
Speed: 30ft. walking Speed: 25ft. flying (hover)

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)

Proficient Skills: Survival, Perception Proficient Skills: Deception


Saving Throws: Constitution, Charisma Saving Throws: Wisdom
Vulnerabilities: Dragon, Fairy, Ice Vulnerabilities: Fire, Ground
Resistances: Electric, Fire, Grass, Water Resistances: Dark, Fairy, Flying, Grass, Ice, Normal,
Psychic, Rock
Sap Sipper: This Pokémon takes no damage from Immunities: Dragon, Poison
grass-type attacks. If hit by a grass type move, it
takes no damage and instead absorbs the energy, Prankster: Once per short rest, this Pokémon can
granting 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.
Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions. Hidden Ability
Hidden Ability Magician: If not already holding an item, this
Pokémon steals the held item of any Pokémon it
Gooey: When this Pokémon is hit with a melee
hits with a melee attack.
attack, roll 1d4. On a result of 4, the attacker's
speed is reduced to 0 until the end of its next turn.
Starting Moves: Fairy Lock, Tackle, Fairy Wind,
Astonish, Metal Sound
Starting Moves: Aqua Tail, Bubble, Feint, Tackle,
Level 6: Spikes, Draining Kiss
Absorb, Protect, Bide, Dragon Breath, Rain Dance,
Level 10: Crafty Shield, Foul Play, Torment
Flail, Body Slam
Level 14: Mirror Shot, Imprison, Recycle
Level 14: Muddy Water
Level 18: Play Rough, Magic Room, Heal Block
Level 18: Dragon Pulse, Power Whip, Outrage
TM: 03, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, 27,
TM: 06, 07, 10, 11, 13, 14, 15, 17, 18, 21, 24, 25,
29, 32, 33, 41, 42, 44, 45, 46, 48, 68, 73, 77, 87,
26, 27, 32, 34, 35, 36, 38, 42, 44, 45, 48, 52, 59,
88, 90, 91, 99, 100
68, 78, 80, 82, 83, 87, 88, 90, 100
Egg Moves: Iron Defense, Lock-On, Switcheroo,
Thief

110
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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.

Armor Class: 13 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 84 | Hit Dice: d12
Speed: 25ft. flying (hover) Speed: 25ft. walking, 30ft. flying (hover)

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)

Proficient Skills: Survival Proficient Skills: Survival, Deception, Intimidation


Saving Throws: Constitution Saving Throws: Constitution, Strength
Vulnerabilities: Dark, Fire, Flying, Ghost, Ice Vulnerabilities: Dark, Fire, Flying, Ghost, Ice
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Grass, Ground, Water
Immunities: Fighting, Normal Immunities: Fighting, Normal
Senses: Darkvision 30ft Senses: Darkvision 60ft

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

Proficient Skills: Deception 16 (+3) 14 (+2) 17 (+3) 6 (-2) 16 (+3) 10 (+0)


Saving Throws: Constitution
Vulnerabilities: Dark, Fire, Flying, Ghost, Ice Proficient Skills: Deception
Resistances: Electric, Grass, Ground, Water Saving Throws: Constitution, Wisdom
Immunities: Fighting, Normal Vulnerabilities: Dark, Fire, Flying, Ghost, Ice
Senses: Darkvision 50ft Resistances: Electric, Grass, Ground, Water
Immunities: Fighting, Normal
Pickup: If an opponent uses a consumable held item Senses: Darkvision 75ft
in battle, this Pokémon gains a copy of it if it is not
currently holding an item. Pickup: If an opponent uses a consumable held item
in battle, this Pokémon gains a copy of it if it is not
Frisk: Upon entering a battle, a single opponent’s currently holding an item.
held item is revealed, if it has one.
Frisk: Upon entering a battle, a single opponent’s
Hidden Ability held item is revealed, if it has one.
Insomnia: This Pokémon is immune to sleep.
Hidden Ability
Insomnia: This Pokémon is immune to sleep.
Evolution: Pumpkaboo can evolve into Gourgeist at
level 9 and above. When it evolves, its health
increases by double its level, and it gains 9 points to Starting Moves: Astonish, Confuse Ray, Trick, Scary
add to its ability scores (max 20). Face, Worry Seed, Razor Leaf, Leech Seed
Level 10: Bullet Seed, Shadow Sneak
Level 14: Shadow Ball, Pain Split, Seed Bomb
Starting Moves: Astonish, Confuse Ray, Trick, Scary Level 18: Phantom Force, Trick-or-Treat, Explosion
Face
Level 2: Worry Seed TM: 06, 10, 11, 15, 16, 17, 20, 21, 22, 27, 29, 30,
Level 6: Razor Leaf, Leech Seed 32, 35, 36, 38, 42, 43, 44, 45, 46, 48, 52, 53, 57,
Level 10: Bullet Seed, Shadow Sneak 61, 64, 68, 74, 80, 85, 86, 87, 88, 90, 92, 96, 97,
Level 14: Shadow Ball, Trick-or-Treat 100
Level 18: Pain Split, Seed Bomb
TM: 06, 10, 11, 16, 17, 20, 21, 22, 27, 29, 30, 32,
35, 36, 38, 42, 43, 44, 45, 46, 48, 53, 57, 61, 64,
74, 80, 85, 86, 87, 88, 90, 92, 96, 97, 100
Egg Moves: Bestow, Destiny Bond, Disable

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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.

Armor Class: 12 Armor Class: 16


Hit Points: 16 | Hit Dice: d6 Hit Points: 102 | Hit Dice: d12
Speed: 15ft. walking, 25ft. flying Speed: 25ft. walking, 35ft. flying

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)

Proficient Skills: Perception Proficient Skills: Perception


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Dragon, Fairy, Ice, Rock Vulnerabilities: Dragon, Fairy, Ice, Rock
Resistances: Bug, Fire, Fighting, Grass, Water Resistances: Bug, Fire, Fighting, Grass, Water
Immunities: Ground Immunities: Ground
Senses: Blindsight 80ft Senses: Blindsight 100ft

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.

Armor Class: 17 Armor Class: 17


Hit Points: 505 | Hit Dice: d20 Hit Points: 505 | Hit Dice: d20
Speed: 40ft. walking Speed: 30ft. walking, 40ft. flying

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

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 20 (+5) 16 (+3) 16 (+3) 16 (+3)
16 (+3) 19 (+4) 15 (+2) 14 (+2) 14 (+2) 14 (+2)
Proficient Skills: All Skills
Proficient Skills: All Skills Saving Throws: Intelligence, Wisdom, Strength
Saving Throws: Intelligence, Wisdom, Strength Vulnerabilities: Dragon, Fairy, Ice
Vulnerabilities: Dragon, Fairy, Ice Resistances: Fire, Poison, Rock
Resistances: Fire, Poison, Rock Immunities: Electric
Immunities: Electric Senses: Darkvision 100ft, Truesight 100ft
Senses: Darkvision 100ft, Truesight 100ft
Aura Break: When this Pokémon is in battle, the
Aura Break: When this Pokémon is in battle, the boost of Fairy Aura and Dark Aura abilities is
boost of Fairy Aura and Dark Aura abilities is reversed, Any applicable move type activated within
reversed, Any applicable move type activated within 100 feet deals half damage instead of double.
100 feet deals half damage instead of double.
Power Construct: When Zygarde 50% is reduced to
Power Construct: When Zygarde 10% is reduced to less than half of its maximum HP, it changes to
less than half of its maximum HP, it changes to Complete Forme and recovers all hit points.
Zygarde 50% Forme and recovers all hit points.
Starting Moves: Bite, Bulldoze, Dragon Breath, Glare,
Starting Moves: Bite, Bulldoze, Dragon Breath, Glare, Safeguard, Dig, Bind, Land's Wrath, Sandstorm,
Safeguard, Dig, Bind, Land's Wrath, Sandstorm, Haze, Crunch, Earthquake, Camouflage, Dragon
Haze, Crunch, Earthquake, Camouflage, Dragon Pulse, Coil, Outrage
Pulse, Coil, Outrage
TM: 06, 10, 11, 15, 17, 20, 21, 26, 27, 31, 32, 34,
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,
37, 42, 44, 48, 52, 68, 71, 78, 80, 82, 86, 87, 88, 90, 100
90, 100

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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.

Armor Class: 17 Armor Class: 17


Hit Points: 326 | Hit Dice: d12 Hit Points: 326 | Hit Dice: d12
Speed: 35ft. flying (hover) Speed: 35ft. walking

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

The Steam Pokémon. It lets out billows of steam


and disappears into the dense fog. It's said to live in
mountains where humans do not tread.

Armor Class: 19
Hit Points: 380 | Hit Dice: d20
Speed: 30ft. walking

STR DEX CON INT WIS CHA


20 (+5) 17 (+3) 20 (+5) 8 (-1) 12 (+1) 10 (+0)

Proficient Skills: Athletics, Survival, Intimidation


Saving Throws: Strength, Constitution
Vulnerabilities: Ground, Electric, Rock
Resistances: Bug, Fairy, Fire, Ice, Steel
Senses: Darkvision 90ft, Tremorsense 100ft

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.

Starting Moves: Take Down, Mist, Haze, Flame


Charge, Water Pulse, Stomp, Scald
Level 18: Weather Ball, Body Slam, Hydro Pump,
Flare Blitz, Overheat, Explosion, Steam Eruption
TM: 05, 06, 10, 11, 15, 17, 21, 22, 23, 26, 27, 31,
32, 34, 35, 36, 37, 38, 42, 43, 44, 48, 50, 52, 55,
56, 61, 64, 68, 71, 74, 78, 80, 87, 88, 90, 91, 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.
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.

Pokémon 5e Gen I - VII PHB:


https://drive.google.com/file/d/1MqEebuQegsG2vydE57EpRcKMqxXA-CP7/view?usp=sharing
Generation I & II Monster Manual:
https://drive.google.com/file/d/1mQkVm8Tju9lMZmHDMqcYoPxEWHPpdBdL/view?usp=sharing
Generation III & IV Monster Manual:
https://drive.google.com/file/d/1NXYyArTR3F9s_cc-s6fbDbMB5s6up7tw/view?usp=sharing
Generation V & VI Monster Manual:
https://drive.google.com/file/d/1l41qQdhIRrhQLkghMbXtGmsV2POPImJ6/view?usp=sharing

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.
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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.

Armor Class: 12 Armor Class: 15


Hit Points: 16 | Hit Dice: d6 Hit Points: 45 | Hit Dice: d10
Speed: 30ft. walking, 30ft. climbing Speed: 30ft. walking, 20ft. climbing

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)

Proficient Skills: Perception, Stealth Proficient Skills: Perception, Stealth


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Bug, Fairy, Fighting Vulnerabilities: Bug, Fairy, Fighting
Resistances: Dark Resistances: Dark
Immunities: Ghost, Psychic Immunities: Ghost, Psychic
Senses: Darkvision 50ft Senses: Darkvision 80ft

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
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.
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)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
12 (+1) 15 (+2) 14 (+2) 6 (-2) 16 (+3) 10 (+0)
Proficient Skills: Athletics
Proficient Skills: Acrobatics Saving Throws: Constitution
Saving Throws: Dexterity, Wisdom Vulnerabilities: Fighting, Fire, Ground
Vulnerabilities: Bug, Dark, Ghost, Ground Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice,
Resistances: Electric, Fighting, Flying, Psychic, Steel Normal, Psychic
Immunities: Poison
Surge Surfer: When this Pokémon begins its turn in Senses: Tremorsense 60ft
the area of effect from Electric Terrain, its speed is
doubled. Snow Cloak: This Pokémon is immune to Hail
damage. It's AC is increased by 2 in arctic
Starting Moves: Agility, Charm, Discharge, Double conditions, or when it is snowing or hailing.
Team, Electro Ball, Feint, Growl
Level 6: Light Screen, Nasty Plot, Nuzzle, Play Nice,
Hidden Ability
Psychic Slush Rush: This Pokémon is immune to Hail
Level 10: Quick Attack, Slam, Spark, Sweet Kiss, Tail damage, and its speed is doubled in arctic
Whip conditions, or during a hailstorm.
Level 18: Thunder Shock, Thunder Wave,
Thunderbolt, Thunder Evolution: Alolan Sandshrew can evolve into Alolan
Sandslash at level 7 and above with the help of an
TM: 03, 04, 06, 10, 15, 16, 17, 18, 20, 21, 24, 25, Ice Stone. When it evolves, its health increases by
27, 29, 31, 32, 33, 42, 44, 45, 46, 48, 49, 52, 56, double its level, and it gains 10 points to add to its
57, 68, 87, 88, 90, 93, 100 ability scores (max 20).

Starting Moves: Defense Curl, Scratch, Bide


Level 2: Powder Snow, Ice Ball, Rapid Spin, Fury
Cutter
Level 6: Metal Claw, Swift, Fury Swipes
Level 10: Iron Defense, Slash, Iron Head
Level 14: Gyro Ball, Swords Dance
Level 18: Hail, Blizzard
TM: 01, 06, 07, 10, 11, 14, 17, 20, 21, 26, 27, 28,
31, 32, 40, 42, 44, 45, 46, 48, 56, 65, 70, 74, 75,
78, 79, 80, 81, 84, 87, 88, 90, 100
Egg Moves: Amnesia, Chip Away, Counter, Crush
Claw, Curse, Endure, Flail, Hone Claws, Icicle Crash,
Icicle Spear, Metal Claw, Night Slash

3
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.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 12 (+1)
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Perception, Investigation
Proficient Skills: Athletics Saving Throws: Dexterity
Saving Throws: Constitution, Strength Vulnerabilities: Fighting, Fire, Rock, Steel
Vulnerabilities: Fighting, Fire, Ground Resistances: Ice
Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice,
Normal, Psychic Snow Cloak: This Pokémon is immune to Hail
Immunities: Poison damage. It's AC is increased by 2 in arctic
Senses: Tremorsense 80ft conditions, or when it is snowing or hailing.

Snow Cloak: This Pokémon is immune to Hail Hidden Ability


damage. It's AC is increased by 2 in arctic Snow Warning: When this Pokémon enters an
conditions, or when it is snowing or hailing. outside battle, the weather immediately changes to
hail for 5 rounds. In the case of another Pokémon
Hidden Ability with a similar weather ability, the tie goes to the
Slush Rush: This Pokémon is immune to Hail Pokémon with the highest DEX score.
damage, and its speed is doubled in arctic
conditions, or during a hailstorm.
Evolution: Alolan Vulpix can evolve into Alolan
Ninetales at level 8 and above with the help of an
Starting Moves: Defense Curl, Ice Ball, Icicle Crash, Ice Stone. When it evolves, its health increases by
Icicle Spear, Metal Burst, Metal Claw, Slash double its level, and it gains 12 points to add to its
ability scores (max 20).
TM: 01, 06, 07, 10, 11, 14, 15, 17, 20, 21, 26, 27,
28, 31, 32, 40, 42, 44, 45, 46, 48, 52, 566, 65, 68,
70, 74, 75, 78, 79, 80, 81, 84, 87, 88, 90, 100 Starting Moves: Powder Snow, Tail Whip
Level 2: Roar, Baby-Doll Eyes, Ice Shard, Confuse Ray
Level 6: Icy Wind, Payback, Mist
Level 10: Feint Attack, Hex, Aurora Beam,
Extrasensory
Level 14: Safeguard, Ice Beam, Imprison
Level 18: Blizzard, Grudge, Captivate, Sheer Cold
TM: 05, 06, 07, 10, 13, 14, 17, 18, 20, 21, 27, 32,
42, 44, 45, 48, 66, 70, 77, 79, 87, 88, 90, 97, 100
Egg Moves: Agility, Charm, Disable, Encore,
Extrasensory, Flail, Freeze-Dry, Howl, Hypnosis,
Moonblast, Power Swap, Secret Power, Spite, Tail
Slap

4
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.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 12 (+1)
12 (+1) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Perception, Investigation
Saving Throws: Dexterity Proficient Skills: Stealth, Athletics
Vulnerabilities: Fire, Poison, Rock, Steel Saving Throws: Dexterity
Resistances: Bug, Dark, Ice Vulnerabilities: Fighting, Fire, Ground, Water
Immunities: Dragon Resistances: Bug, Dragon, Flying, Normal, Psychic,
Rock, Steel
Snow Cloak: This Pokémon is immune to Hail Immunities: Electric, Poison
damage. It's AC is increased by 2 in arctic Senses: Tremorsense 80ft
conditions, or when it is snowing or hailing.
Sand Veil: This Pokémon is immune to Sandstorm
Hidden Ability damage. In addition, its AC increases by 2 in desert
Snow Warning: When this Pokémon enters an terrain, or during a Sandstorm.
outside battle, the weather immediately changes to
hail for 5 rounds. In the case of another Pokémon Tangling Hair: Opponents within melee range of this
with a similar weather ability, the tie goes to the Pokémon cannot take the Disengage action to move
Pokémon with the highest DEX score. away.
Hidden Ability
Starting Moves: Confuse Ray, Dazzling Gleam, Ice Sand Force: During a Sandstorm, this Pokémon can
Beam, Ice Shard, Imprison, Nasty Plot, Safeguard double its STAB when it hits an opponent.
TM: 03, 04, 05, 06, 07, 10, 13, 14, 15, 17, 18, 20,
21, 27, 32, 42, 44, 45, 48, 66, 70, 77, 79, 85, 87, Evolution: Alolan Diglett can evolve into Alolan
88, 90, 97, 99, 100 Dugtrio at level 8 and above. When it evolves, its
health increases by double its level, and it gains 15
points to add to its ability scores (max 20).

Starting Moves: Metal Claw, Sand Attack, Growl


Level 2: Astonish, Mud-Slap
Level 6: Magnitude, Bulldoze, Sucker Punch
Level 10: Mud Bomb, Earth Power, Dig
Level 14: Iron Head, Earthquake
Level 18: Fissure
TM: 01, 06, 10, 11, 15, 17, 21, 26, 27, 32, 34, 36,
37, 39, 40, 42, 44, 45, 46, 48, 49, 65, 68, 71, 78,
80, 87, 88, 90, 91, 100
Egg Moves: Ancient Power, Beat Up, Endure, Feint
Attack, Final Gambit, Headbutt, Memento, Metal
Sound, Pursuit, Reversal, Thrash

5
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.
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.

Armor Class: 15 Armor Class: 13


Hit Points: 55 | Hit Dice: d10 Hit Points: 16 | Hit Dice: d6
Speed: 30ft. burrowing Speed: 30ft. walking, 30ft. climbing

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)

Proficient Skills: Stealth, Athletics Proficient Skills: Persuasion, Deception, Sleight of


Saving Throws: Dexterity, Constitution Hand
Vulnerabilities: Fighting, Fire, Ground, Water Saving Throws: Dexterity, Charisma
Resistances: Bug, Dragon, Flying, Normal, Psychic, Vulnerabilities: Bug, Fairy, Fighting
Rock, Steel Resistances: Dark, Ghost
Immunities: Electric, Poison Immunities: Psychic
Senses: Tremorsense 120ft Senses: Darkvision 30ft

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
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.
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.

Armor Class: 15 Armor Class: 13


Hit Points: 40 | Hit Dice: d10 Hit Points: 18 | Hit Dice: d6
Speed: 35ft. walking, 40ft. climbing Speed: 20ft. walking

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)

Proficient Skills: Persuasion, Deception, Sleight of Proficient Skills: Athletics, Survival


Hand Saving Throws: Constitution
Saving Throws: Dexterity, Charisma Vulnerabilities: Fighting, Grass, Ground, Water
Vulnerabilities: Bug, Fairy, Fighting Resistances: Electric, Fire, Flying, Normal, Poison
Resistances: Dark, Ghost Senses: Tremorsense 30ft
Immunities: Psychic
Senses: Darkvision 50ft Magnet Pull: Steel opponents in battle with this
Pokémon may not switch out or flee.
Fur Coat: Once per long rest, this Pokémon may
halve the damage dealt to it from any one attack. Sturdy: When taking damage equal to half or more of
your current HP, roll a d4. On a result of 3 of 4,
Technician: For damaging moves activated by this halve the damage dealt.
Pokémon with 15 max PP or more, they may roll the
damage twice and choose either total. Hidden Ability
Galvanize: All of this Pokémon's normal-type moves
Hidden Ability are electric-type.
Rattled: When this Pokémon is hit by a damaging
Dark, Bug, or Ghost move, it makes its next attack at
Evolution: Alolan Geodude can evolve into Alolan
advantage.
Graveler at level 7 and above. When it evolves, its
health increases by double its level, and it gains 7
Starting Moves: Bite, Fake Out, Growl, Play Rough, points to add to its ability scores (max 20).
Quash, Scratch, Swift, Switcheroo
Level 6: Fury Swipes, Screech, Feint Attack Starting Moves: Defense Curl, Tackle, Charge
Level 10: Taunt, Power Gem Level 2: Rock Polish, Rollout, Spark
Level 14: Slash, Nasty Plot, Assurance Level 6: Rock Throw, Smack Down, Thunder Punch
Level 18: Captivate, Night Slash, Feint, Dark Pulse Level 10: Self-Destruct, Stealth Rock, Rock Blast
TM: 01, 05, 06, 10, 11, 12, 15, 17, 18, 21, 24, 25, Level 14: Discharge, Explosion, Double-Edge
27, 30, 32, 40, 41, 42, 44, 45, 46, 48, 49, 60, 63, Level 18: Stone Edge
65, 66, 77, 85, 87, 88, 89, 90, 95, 97, 100
TM: 06, 10, 11, 17, 21, 23, 24, 25, 26, 27, 31, 32,
35, 37, 38, 39, 42, 44, 45, 48, 56, 57, 59, 64, 69,
71, 72, 74, 78, 80, 87, 88, 90, 96, 100
Egg Moves: Autotomize, Block, Counter, Curse,
Endure, Flail, Magnet Rise, Rock Climb, Screech,
Wide Guard

7
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.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 18 (+4) 6 (-2) 14 (+2) 10 (+0)
16 (+3) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Athletics, Survival
Proficient Skills: Athletics, Survival Saving Throws: Constitution, Strength
Saving Throws: Constitution, Strength Vulnerabilities: Fighting, Grass, Ground, Water
Vulnerabilities: Fighting, Grass, Ground, Water Resistances: Electric, Fire, Flying, Normal, Poison
Resistances: Electric, Fire, Flying, Normal, Poison Senses: Tremorsense 80ft
Senses: Tremorsense 50ft
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 Galvanize: All of this Pokémon's normal-type moves
Galvanize: All of this Pokémon's normal-type moves are electric-type.
are electric-type.
Starting Moves: Charge, Defense Curl, Heavy Slam,
Evolution: Alolan Graveler can evolve into Alolan Rock Polish, Tackle, Charge, Rock Polish,
Golem at level 14 and above. When it evolves, its Steamroller, Spark, Rock Throw, Smack Down,
health increases by double its level, and it gains 9 Thunder Punch, Self-Destruct, Stealth Rock
points to add to its ability scores (max 20). Level 14: Rock Blast, Discharge
Level 18: Explosion, Double-Edge, Stone Edge,
Starting Moves: Charge, Defense Curl, Rock Polish, Heavy Slam
Tackle, Charge, Rock Polish, Rollout, Spark TM: 05, 06, 10, 11, 15, 17, 21, 23, 24, 25, 26, 27,
Level 6: Rock Throw, Smack Down, Thunder Punch 31, 32, 35, 37, 38, 39, 42, 44, 45, 48, 52, 56, 57,
Level 10: Self-Destruct, Stealth Rock 59, 64, 68, 69, 71, 72, 74, 78, 80, 87, 88, 90, 93,
Level 14: Rock Blast, Discharge 96, 100
Level 18: Explosion, Double-Edge, Stone Edge
TM: 06, 10, 11, 17, 21, 23, 24, 25, 26, 27, 31, 32,
35, 37, 38, 39, 42, 44, 45, 48, 56, 57, 59, 64, 69,
71, 72, 74, 78, 80, 87, 88, 90, 96, 100

8
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.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 14 (+2) 6 (-2) 12 (+1) 8 (-1)
15 (+2) 13 (+1) 20 (+5) 6 (-2) 14 (+2) 8 (-1)
Proficient Skills: Stealth
Saving Throws: Constitution Proficient Skills: Stealth
Vulnerabilities: Ground Saving Throws: Constitution
Resistances: Dark, Grass, Ghost, Poison Vulnerabilities: Ground
Immunities: Psychic Resistances: Dark, Grass, Ghost, Poison
Senses: Darkvision 30ft Immunities: Psychic
Senses: Darkvision 40ft
Poison Touch: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, Poison Touch: On melee attacks made by this
the target is poisoned. Pokémon, roll a d10 on a hit. On a result of a 10,
the target is poisoned.
Gluttony: This Pokémon must eat its held berry
when it falls below ½ of its maximum HP. Gluttony: This Pokémon must eat its held berry
when it falls below ½ of its maximum HP.
Hidden Ability
Power of Alchemy: When switched in after an ally Hidden Ability
faints, this Pokémon copies the non-hidden ability Power of Alchemy: When switched in after an ally
of the fainted ally until switched out. faints, this Pokémon copies the non-hidden ability
of the fainted ally until switched out.
Evolution: Alolan Grimer can evolve into Alolan Muk
at level 10 and above. When it evolves, its health Starting Moves: Bite, Harden, Poison Gas, Pound,
increases by double its level, and it gains 11 points Venom Drench, Harden, Bite, Disable, Acid Spray,
to add to its ability scores (max 20). Poison Fang, Minimize
Level 10: Fling, Knock Off, Crunch
Starting Moves: Poison Gas, Pound, Harden Level 14: Screech, Gunk Shot
Level 2: Bite, Disable Level 18: Acid Armor, Belch, Memento
Level 6: Acid Spray, Poison Fang, Minimize TM: 06, 09, 10, 11, 12, 15, 17, 18, 21, 27, 30, 31,
Level 10: Fling, Knock Off, Crunch 32, 34, 35, 36, 38, 39, 41, 42, 44, 45, 46, 48, 52,
Level 14: Screech, Gunk Shot 56, 59, 60, 63, 64, 66, 68, 69, 71, 80, 83, 84, 87,
Level 18: Acid Armor, Belch, Memento 88, 90, 95, 97, 100
TM: 06, 09, 10, 11, 12, 17, 18, 21, 27, 30, 32, 34,
35, 36, 38, 39, 41, 42, 44, 45, 46, 48, 56, 59, 60,
63, 64, 66, 69, 71, 80, 83, 84, 87, 88, 90, 95, 100
Egg Moves: Assurance, Clear Smog, Curse, Imprison,
Mean Look, Power-Up Punch, Pursuit, Scary Face,
Shadow Sneak, Spit Up, Spite, Stockpile, Swallow

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
16 (+3) 12 (+1) 12 (+1) 6 (-2) 16 (+3) 10 (+0)
Proficient Skills: Nature
Saving Throws: Constitution, Strength Proficient Skills: Survival, Athletics
Vulnerabilities: Bug, Dragon, Fairy, Flying, Ice, Poison Saving Throws: Strength, Wisdom
Resistances: Grass, Ground, Electric, Water Vulnerabilities: Dark, Ghost, Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Poison, Steel
Frisk: Upon entering a battle, a single opponent’s Immunities: Fighting, Normal
held item is revealed, if it has one. Senses: Darkvision 50ft

Hidden Ability Cursed Body: When hit by a melee attack, this


Harvest: At the end of this Pokémon's turn, if it used Pokémon may roll 1d4. On a result of 4, the
a berry, roll 1d4. On a result of 3 or 4, it regains that opponent who made the attack cannot use the
berry as a held item. same move on its next turn.
Lightning Rod: If this Pokemon or an ally within 30
Starting Moves: Barrage, Confusion, Hypnosis, Seed feet is targeted with a direct electric-type, damage-
Bomb, Stomp, Dragon Hammer dealing move, the Pokemon may use a reaction to
Level 6: Psyshock redirect the target to itself and take half damage
Level 10: Egg Bomb from it if it hits.
Level 14: Wood Hammer
Level 18: Leaf Storm Hidden Ability
Rock Head: This Pokémon takes no recoil damage.
TM: 03, 06, 10, 11, 15, 16, 17, 21, 22, 26, 27, 29,
31, 32, 33, 35, 36, 42, 44, 45, 46, 48, 53, 59, 64,
68, 75, 77, 78, 82, 83, 85, 86, 87, 88, 90, 92, 96, Starting Moves: Bone Club, Flame Wheel, Growl, Tail
100 Whip, Tail Whip, Bone Club, Flame Wheel, Leer
Level 6: Hex, Bonemerang
Level 10: Will-O-Wisp, Shadow Bone, Thrash
Level 14: Fling, Stomping Tantrum, Endeavor
Level 18: Flare Blitz, Retaliate, Bone Rush
TM: 06, 10, 11, 13, 14, 15, 17, 18, 21, 23, 24, 25,
26, 27, 30, 31, 32, 35, 37, 38, 40, 42, 43, 44, 45,
46, 48, 49, 52, 54, 56, 59, 61, 68, 71, 75, 78, 80,
85, 87, 88, 90, 97, 100

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.

Armor Class: 13 Armor Class: 15


Hit Points: 18 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 5ft. walking, 25ft. flying Speed: 10ft. walking, 30ft. flying

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)

Proficient Skills: Acrobatics Proficient Skills: Acrobatics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Fire, Flying, Ice, Poison, Rock Vulnerabilities: Fire, Flying, Ice, Poison, Rock
Resistances: Fighting, Grass, Water Resistances: Fighting, Grass, Water
Immunities: Ground Immunities: Ground
Senses: Darkvision 30ft Senses: Darkvision 50ft

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.

Hidden Ability Hidden Ability


Long Reach: This Pokémon has an additional 5 feet Long Reach: This Pokémon has an additional 5 feet
of reach with all melee attacks and Attacks of of reach with all melee attacks and Attacks of
Opportunity. Opportunity.

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.

Armor Class: 16 Armor Class: 13


Hit Points: 112 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 10ft. walking, 40ft. flying Speed: 25ft. walking

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)

Proficient Skills: Acrobatics, Nature Proficient Skills: Intimidation


Saving Throws: Dexterity, Wisdom Saving Throws: Strength
Vulnerabilities: Dark, Fire, Flying, Ghost, Ice Vulnerabilities: Ground, Rock, Water
Resistances: Electric, Grass, Ground, Water Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: Fighting, Normal Senses: Darkvision 30ft
Senses: Darkvision 75ft
Blaze: When this Pokémon falls below 25% of its
Overgrow: When this Pokémon falls below 25% of maximum HP, double the STAB damage for its fire-
its maximum HP, double the STAB damage for its type moves.
grass-type moves.
Hidden Ability
Hidden Ability Intimidate: Once per short rest, you can impose
Long Reach: This Pokémon has an additional 5 feet disadvantage on an enemy attack roll of your choice.
of reach with all melee attacks and Attacks of
Opportunity.
Evolution: Litten can evolve into Torracat at level 6
and above. When it evolves, its health increases by
Starting Moves: Growl, Leaf Storm, Leafage, Peck, double its level, and it gains 6 points to add to its
Phantom Force, Shadow Sneak, Spirit Shackle, ability scores (max 20).
Tackle, U-Turn, Astonish, Razor Leaf, Ominous
Wind, Foresight, Pluck, Synthesis Starting Moves: Ember, Scratch, Growl
Level 14: Fury Attack, Sucker Punch Level 2: Lick, Leer
Level 18: Leaf Blade, Feather Dance, Brave Bird, Level 6: Fire Fang, Double Kick, Roar, Bite
Nasty Plot Level 10: Swagger, Fury Swipes, Thrash
TM: 01, 06, 10, 11, 16, 17, 19, 20, 21, 22, 23, 27, Level 14: Flamethrower, Scary Face
30, 32, 42, 44, 45, 47, 48, 49, 51, 53, 54, 62, 65, Level 18: Flare Blitz, Outrage
68, 75, 86, 87, 88, 89, 90, 96, 100
TM: 01, 05, 06, 08, 10, 11, 12, 17, 21, 27, 28, 32,
35, 38, 41, 42, 43, 44, 45, 48, 50, 61, 62, 65, 75,
87, 88, 89, 90, 100
Egg Moves: Body Slam, Crunch, Fake Out, Heat
Wave, Nasty Plot, Power Trip, Revenge

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.

Armor Class: 15 Armor Class: 16


Hit Points: 45 | Hit Dice: d8 Hit Points: 97 | Hit Dice: d12
Speed: 30ft. walking, 20ft. climbing Speed: 35ft. walking, 30ft. climbing

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)

Proficient Skills: Intimidation Proficient Skills: Athletics, Intimidation


Saving Throws: Strength Saving Throws: Strength, Constitution
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Fighting, Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Dark, Fire, Ghost, Grass, Ice, Steel
Senses: Darkvision 50ft Immunities: Psychic
Senses: Darkvision 75ft
Blaze: When this Pokémon falls below 25% of its
maximum HP, double the STAB damage for its fire- Blaze: When this Pokémon falls below 25% of its
type moves. maximum HP, double the STAB damage for its fire-
type moves.
Hidden Ability
Intimidate: Once per short rest, you can impose Hidden Ability
disadvantage on an enemy attack roll of your choice. Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.
Evolution: Torracat can evolve into Incineroar at level
13 and above. When it evolves, its health increases Starting Moves: Bulk Up, Darkest Lariat, Ember,
by double its level, and it gains 10 points to add to Growl, Lick, Scratch, Throat Chop, Leer, Fire Fang,
its ability scores (max 20). Double Kick, Roar, Bite, Swagger
Level 14: Fury Swipes, Thrash, Flamethrower
Starting Moves: Ember, Growl, Lick, Scratch, Leer Level 18: Scary Face, Flare Blitz, Outrage, Cross
Level 6: Fire Fang, Double Kick, Roar Chop
Level 10: Bite, Swagger TM: 01, 05, 06, 08, 10, 11, 12, 15, 17, 21, 26, 27,
Level 14: Fury Swipes, Thrash, Flamethrower 28, 31, 32, 35, 38, 41, 42, 43, 44, 45, 47, 48, 50,
Level 18: Scary Face, Flare Blitz, Outrage 52, 56, 59, 60, 61, 62, 63, 65, 68, 75, 78, 87, 88,
89, 90, 95, 97, 100
TM: 01, 05, 06, 08, 10, 11, 12, 17, 21, 27, 28, 32,
35, 38, 41, 42, 43, 44, 45, 48, 50, 61, 62, 65, 75,
87, 88, 89, 90, 100

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.

Armor Class: 13 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 50 | Hit Dice: d8
Speed: 15ft. walking, 15ft. swimming Speed: 25ft. walking, 25ft. swimming

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)

Proficient Skills: Performance Proficient Skills: Performance


Saving Throws: Wisdom Saving Throws: Wisdom
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water Resistances: Fire, Ice, Steel, Water

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.

Hidden Ability Hidden Ability


Liquid Voice: Any sound-based move activated by Liquid Voice: Any sound-based move activated by
this Pokémon is water-type. this Pokémon is water-type.

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.

Armor Class: 16 Armor Class: 12


Hit Points: 107 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 25ft. walking, 30ft. swimming Speed: 15ft. walking, 25ft. flying

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)

Proficient Skills: Persuasion, Performance Proficient Skills: Perception


Saving Throws: Wisdom, Charisma Saving Throws: Dexterity
Vulnerabilities: Electric, Grass, Poison Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Dark, Fighting, Fire, Ice, Water Resistances: Bug, Grass
Immunities: Dragon Immunities: Ghost, Ground

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.

Armor Class: 13 Armor Class: 15


Hit Points: 40 | Hit Dice: d8 Hit Points: 85 | Hit Dice: d12
Speed: 15ft. walking, 30ft. flying Speed: 15ft. walking, 35ft. flying

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)

Proficient Skills: Perception Proficient Skills: Perception


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass Resistances: Bug, Grass
Immunities: Ghost, Ground Immunities: Ghost, Ground

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.

Armor Class: 11 Armor Class: 13


Hit Points: 19 | Hit Dice: d8 Hit Points: 61 | Hit Dice: d10
Speed: 30ft. walking Speed: 30ft. walking

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)

Proficient Skills: Insight, Investigation Proficient Skills: Insight, Investigation


Saving Throws: Strength Saving Throws: Strength, Wisdom
Vulnerabilities: Fighting Vulnerabilities: Fighting
Resistances: None Resistances: None
Immunities: Ghost Immunities: Ghost
Senses: Darkvision 30ft Senses: Darkvision 50ft

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!

Armor Class: 12 Armor Class: 15


Hit Points: 17 | Hit Dice: d6 Hit Points: 27 | Hit Dice: d8
Speed: 25ft. walking Speed: 20ft. walking

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)

Proficient Skills: Survival Proficient Skills: Survival


Saving Throws: None Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Rock Vulnerabilities: Fire, Rock
Resistances: Grass, Ground, Fighting Resistances: Electric, Fighting, Grass, Steel

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
16 (+3) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
Proficient Skills: Athletics
Proficient Skills: Acrobatics, Survival Saving Throws: Strength
Saving Throws: Constitution Vulnerabilities: Fairy, Flying, Psychic
Vulnerabilities: Fire, Rock Resistances: Bug, Dark, Rock
Resistances: Electric, Fighting, Grass, Steel
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.
Starting Moves: Air Slash, Bite, Charge, Mud-Slap, Iron Fist: When attacking with a punch-based move
String Shot, Thunderbolt, Vice Grip, Bug Bite (Mega Punch, Dynamic Punch, Ice/Fire/Thunder
Level 6: Spark, Acrobatics Punch, etc.), this Pokémon may roll the damage
Level 10: Guillotine, Bug Buzz twice and choose either total.
Level 14: Dig, Zap Cannon
Level 18: Agility Hidden Ability
Anger Point: After suffering a critical hit, this
TM: 06, 10, 15, 16, 17, 18, 19, 21, 22, 24, 25, 27, Pokémon doubles the damage dice for a single
32, 42, 44, 45, 48, 53, 57, 58, 62, 68, 72, 73, 81, move it activates on the following turn.
84, 87, 88, 90, 91, 93, 100
Evolution: Crabrawler can evolve into Crabominable
at level 8 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: Bubble


Level 2: Rock Smash, Leer, Pursuit
Level 6: Bubble Beam, Power-Up Punch
Level 10: Dizzy Punch, Payback
Level 14: Reversal, Crabhammer
Level 18: Iron Defense, Dynamic Punch, Close
Combat
TM: 01, 06, 08, 10, 11, 17, 18, 21, 26, 27, 31, 32,
39, 42, 44, 45, 46, 48,52, 55, 56, 59, 66, 71, 78,
79, 80, 87, 88, 90, 100
Egg Moves: Amnesia, Endeavor, Superpower, Wide
Guard

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.

Armor Class: 15 Armor Class: 15


Hit Points: 50 | Hit Dice: d10 Hit Points: 50 | Hit Dice: d10
Speed: 30ft. walking, 30ft. flying Speed: 30ft. walking, 30ft. flying

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)

Proficient Skills: Performance Proficient Skills: Performance


Saving Throws: Dexterity, Charisma Saving Throws: Dexterity, Charisma
Vulnerabilities: Ice, Rock Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
Resistances: Bug, Fighting, Flying, Grass, Steel Resistances: Fighting, Grass, Psychic
Immunities: Ground Immunities: Ground

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
11 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Arcana, Acrobatics
Saving Throws: Wisdom, Charisma Proficient Skills: Survival
Vulnerabilities: Fire, Flying, Poison, Rock, Steel Saving Throws: Constitution
Resistances: Bug, Dark, Fighting, Grass, Ground Vulnerabilities: Fighting, Grass, Ground, Steel, Water
Immunities: Dragon Resistances: Fire, Flying, Normal, Poison
Senses: Darkvision 30ft
Honey Gather: At the end of each battle, this
Pokémon may roll a d20. On a result of 20, its Keen Eye: This Pokémon ignores disadvantage when
trainer adds a Honey to its inventory. it relates to sight.
Shield Dust: Once per long rest, this Pokémon can Vital Spirit: This Pokémon cannot be put to sleep.
ignore a negative status condition that results from
an enemy move. Hidden Ability
Steadfast: Once per long rest, when this Pokémon
Hidden Ability fails a saving throw against a negative status
Sweet Veil: Any ally within 15 feet of this Pokémon condition, it can choose to pass instead.
is immune to the sleep condition.
Evolution: Starting at level 9, Rockruff can evolve
Starting Moves: Absorb, Fairy Wind, Pollen Puff, into Lycanroc Midday Form during the morning,
Struggle Bug, Stun Spore, Silver Wind Lycanroc Dusk Form in the afternoon, or Lycanroc
Level 6: Draining Kiss, Sweet Scent Midnight Form at night. When it evolves, its health
Level 10: Bug Buzz increases by double its level, and it gains 14 points
Level 14: Dazzling Gleam to add to its ability scores (max 20).
Level 18: Aromatherapy, Quiver Dance
TM: 04, 06, 10, 11, 16, 17, 19, 20, 21, 27, 28, 29, Starting Moves: Leer, Tackle, Sand Attack
32, 33, 40, 42, 44, 45, 46, 48, 53, 62, 77, 83, 85, Level 2: Bite, Howl
87, 88, 89, 90, 99, 100 Level 6: Rock Throw, Odor Sleuth
Level 10: Rock Tomb, Roar, Stealth Rock
Level 14: Rock Slide, Scary Face, Crunch
Level 18: Rock Climb, Stone Edge
TM: 05, 06, 10, 12, 17, 21, 27, 32, 39, 42, 44, 45,
48, 49, 69, 71, 80, 87, 88, 90, 95, 100
Egg Moves: Crush Claw, Fire Fang, Sucker Punch,
Thrash, Thunder Fang

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
16 (+3) 16 (+3) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: Survival
Saving Throws: Dexterity, Constitution Proficient Skills: Survival
Vulnerabilities: Fighting, Grass, Ground, Steel, Water Saving Throws: Strength, Dexterity
Resistances: Fire, Flying, Normal, Poison Vulnerabilities: Fighting, Grass, Ground, Steel, Water
Senses: Darkvision 75ft Resistances: Fire, Flying, Normal, Poison
Senses: Darkvision 75ft
Keen Eye: This Pokémon ignores disadvantage when
it relates to sight. Keen Eye: This Pokémon ignores disadvantage when
it relates to sight.
Sand Rush: This Pokémon is immune to Sandstorm
damage, and its speed is doubled in desert terrain, Sand Rush: This Pokémon is immune to Sandstorm
or during a Sandstorm. damage, and its speed is doubled in desert terrain,
or during a Sandstorm.
Hidden Ability
Steadfast: Once per long rest, when this Pokémon Hidden Ability
fails a saving throw against a negative status No Guard: Any attack made by or against this
condition, it can choose to pass instead. Pokémon has advantage.

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
8 (-1) 9 (-1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
15 (+2) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Proficient Skills: None
Proficient Skills: Survival Saving Throws: None
Saving Throws: Strength, Constitution Vulnerabilities: Electric, Grass
Vulnerabilities: Fighting, Grass, Ground, Steel, Water Resistances: Fire, Ice, Steel, Water
Resistances: Fire, Flying, Normal, Poison
Senses: Darkvision 75ft Schooling: Beginning at level 5, this Pokémon may
change to School Form as a free action when it
Tough Claws: A successful melee attack by this begins its turn above 25% of its maximum health.
Pokémon automatically gets STAB, regardless of its In School Form, the Pokémon adds 5 to its AC and
type. If it would normally get STAB, double the STAB Strength, Dexterity, and Constitution ability scores
bonus when adding to damage. (Additional CON does not alter this Pokemon's HP
in this form). The Pokémon reverts back to Solo
Starting Moves: Accelerock, Bite, Counter, Leer, Sand Form when it falls below 25% of maximum health,
Attack, Tackle, Thrash, Howl and must complete a short rest before activating
Level 2: Howl this ability again.
Level 6: Rock Throw, Odor Sleuth
Level 10: Rock Tomb, Roar, Stealth Rock Starting Moves: Growl, Water Gun
Level 14: Rock Slide, Scary Face, Crunch Level 2: Helping Hand, Feint Attack
Level 18: Rock Climb, Stone Edge Level 6: Brine, Aqua Ring, Tearful Look
Level 10: Take Down, Dive
TM: 05, 06, 08, 10, 12, 17, 21, 27, 32, 39, 42, 44, Level 14: Beat Up, Aqua Tail, Double-Edge
45, 48, 49, 69, 71, 80, 87, 88, 90, 95, 100 Level 18: Soak, Endeavor, Hydro Pump
TM: 06, 07, 10, 13, 17, 18, 21, 26, 27, 32, 42, 44,
45, 48, 55, 78, 87, 88, 89, 90, 94, 98, 100
Egg Moves: Mist, Muddy Water, Water Pulse, Water
Sport, Whirlpool

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.

Armor Class: 20 Armor Class: 14


Hit Points: 97 | Hit Dice: d10 Hit Points: 20 | Hit Dice: d8
Speed: 10ft. walking, 20ft. swimming Speed: 30ft. walking

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)

Proficient Skills: Medicine Proficient Skills: Survival


Saving Throws: Constitution Saving Throws: Strength
Vulnerabilities: Electric, Ground, Psychic Vulnerabilities: Grass, Ice, Water
Resistances: Bug, Fairy, Fighting, Fire, Ice, Poison, Resistances: Poison, Rock
Steel, Water Immunities: Electric

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.

Armor Class: 16 Armor Class: 13


Hit Points: 66 | Hit Dice: d12 Hit Points: 18 | Hit Dice: d6
Speed: 35ft. walking Speed: 15ft. walking, 25ft. swimming

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)

Proficient Skills: Survival Proficient Skills: Sleight of Hand


Saving Throws: Strength, Constitution Saving Throws: None
Vulnerabilities: Grass, Ice, Water Vulnerabilities: Electric, Flying, Rock
Resistances: Poison, Rock Resistances: Fighting, Ground, Ice, Steel, Water
Immunities: Electric
Water Bubble: This Pokémon is resistant to fire-type
Own Tempo: This Pokémon is immune to becoming damage and immune to the burned condition.
confused.
Hidden Ability
Stamina: When this Pokémon is damaged by a move, Water Absorb: This Pokémon takes no damage from
increase its AC by 2 until the start of its next turn. water or water-type attacks. Instead, half of any
This ability does not stack and will remain in effect if water damage done is absorbed, restoring the
the Pokémon is successfully attacked multiple turns Pokémon's HP.
in a row.
Hidden Ability Evolution: Dewpider can evolve into Araquanid at
Inner Focus: This Pokémon is immune to flinching. level 7 and above. When it evolves, its health
increases by double its level, and it gains 12 points
to add to its ability scores (max 20).
Starting Moves: Bulldoze, Mud-Slap, Mud Sport,
Rototiller
Level 6: Double Kick, Stomp, Bide Starting Moves: Bubble, Water Sport
Level 10: High Horsepower, Iron Defense Level 2: Infestation, Spider Web, Bug Bite
Level 14: Heavy Slam, Counter Level 6: Bubble Beam, Bite
Level 18: Earthquake, Mega Kick, Superpower Level 10: Aqua Ring, Leech Life, Crunch
Level 14: Lunge, Mirror Coat
TM: 05, 06, 10, 17, 21, 26, 27, 32, 37, 39, 42, 44, Level 18: Liquidation, Entrainment
45, 47, 48, 66, 78, 80, 87, 88, 90, 100
TM: 06, 10, 13, 14, 17, 18, 21, 27, 28, 32, 42, 44,
45, 48, 55, 79, 81, 83, 84, 87, 88, 90, 94, 98, 100
Egg Moves: Aurora Beam, Power Split, Spit Up,
Sticky Web, Stockpile

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.

Armor Class: 17 Armor Class: 11


Hit Points: 60 | Hit Dice: d10 Hit Points: 16 | Hit Dice: d6
Speed: 25ft. walking, 30ft. swimming Speed: 20ft. walking

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)

Proficient Skills: Sleight of Hand Proficient Skills: Nature


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Flying, Rock Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Fighting, Ground, Ice, Steel, Water Resistances: Electric, Grass, Ground, Water

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.

Hidden Ability Hidden Ability


Water Absorb: This Pokémon takes no damage from Contrary: Moves that affect this Pokémon's stats
water or water-type attacks. Instead, half of any have the opposite effect. (For example, Defense
water damage done is absorbed, restoring the Curl would lower AC by 4. Growl would increase its
Pokémon's HP. attack by +1)

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
13 (+1) 8 (-1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Nature, Survival
Saving Throws: Strength, Dexterity Proficient Skills: Nature
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Saving Throws: Charisma
Resistances: Electric, Grass, Ground, Water Vulnerabilities: Fire, Flying, Ice, Poison, Steel
Resistances: Dark, Electric, Fighting, Grass, Ground,
Leaf Guard: This Pokémon does not suffer from any Water
negative status ailments in harsh sunlight. Immunities: Dragon
Senses: Tremorsense 25ft
Hidden Ability
Contrary: Moves that affect this Pokémon's stats Illuminate: This Pokémon knows the Light cantrip
have the opposite effect. (For example, Defense and can cast it at will.
Curl would lower AC by 4. Growl would increase its
attack by +1) Effect Spore: When hit by a melee attack, roll a d4.
On a 4, deal an amount of grass damage equal to
your proficiency modifier to your attacker.
Starting Moves: Fury Cutter, Growth, Leafage, Night
Slash, Petal Blizzard, Razor Leaf, X-Scissor, Ingrain Hidden Ability
Level 10: Leaf Blade, Synthesis, Slash Rain Dish: In rainy conditions, this Pokémon heals
Level 14: Sweet Scent for an amount of HP equal to its proficiency bonus
Level 18: Solar Beam, Sunny Day at the end of each of its turns.
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, Evolution: Morelull can evolve into Shiinotic at level
100 7 and above. When it evolves, its health increases by
double its level, and it gains 12 points to add to its
ability scores (max 20).

Starting Moves: Absorb, Astonish


Level 2: Flash, Moonlight
Level 6: Mega Drain, Sleep Powder, Ingrain
Level 10: Confuse Ray, Giga Drain, Strength Sap
Level 14: Spore, Moonblast
Level 18: Dream Eater, Spotlight
TM: 06, 10, 11, 16, 17, 20, 21, 22, 27, 32, 36, 44,
45, 48, 53, 73, 85, 86, 87, 88, 90, 96, 99, 100
Egg Moves: Amnesia, Growth, Leech Seed, Poison
Powder, Stun Spore

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.

Armor Class: 15 Armor Class: 13


Hit Points: 60 | Hit Dice: d10 Hit Points: 17 | Hit Dice: d6
Speed: 20ft. walking Speed: 30ft. walking, 25ft. climbing

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)

Proficient Skills: Nature, Survival Proficient Skills: Stealth, Deception


Saving Throws: Wisdom, Charisma Saving Throws: Dexterity
Vulnerabilities: Fire, Flying, Ice, Poison, Steel Vulnerabilities: Ground, Psychic, Rock, Water
Resistances: Dark, Electric, Fighting, Grass, Ground, Resistances: Bug, Fairy, Grass
Water
Immunities: Dragon Corrosion: This Pokémon's moves ignore poison
Senses: Tremorsense 40ft immunity, and can inflict the poisoned status on
steel and poison-type Pokémon.
Illuminate: This Pokémon knows the Light cantrip
and can cast it at will. Hidden Ability
Oblivious: This Pokémon is immune to moves that
Effect Spore: When hit by a melee attack, roll a d4. attempt to charm or taunt it.
On a 4, deal an amount of grass damage equal to
your proficiency modifier to your attacker.
Evolution: A female Salandit can evolve into Salazzle
Hidden Ability at level 9 and above. When it evolves, its health
Rain Dish: In rainy conditions, this Pokémon heals increases by double its level, and it gains 10 points
for an amount of HP equal to its proficiency bonus to add to its ability scores (max 20).
at the end of each of its turns.
Starting Moves: Poison Gas, Scratch
Starting Moves: Absorb, Astonish, Flash, Moonlight Level 2: Ember, Sweet Scent, Dragon Rage
Level 6: Mega Drain, Sleep Powder, Ingrain Level 6: Smog, Double Slap
Level 10: Confuse Ray, Giga Drain Level 10: Flame Burst, Toxic, Nasty Plot
Level 14: Strength Sap, Spore Level 14: Venoshock, Flamethrower
Level 18: Moonblast, Dream Eater, Spotlight Level 18: Venom Drench, Dragon Pulse
TM: 06, 10, 11, 16, 17, 20, 21, 22, 27, 32, 36, 44, TM: 02, 06, 09, 10, 12, 17, 21, 27, 28, 32, 34, 35,
45, 48, 53, 73, 85, 86, 87, 88, 90, 96, 99, 100 36, 38, 41, 42, 43, 44, 45, 46, 48, 50, 56, 61, 65,
84, 87, 88, 90, 100
Egg Moves: Belch, Fake Out, Knock Off, Sand Attack,
Snatch

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
13 (+1) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Stealth, Deception
Saving Throws: Dexterity, Wisdom Proficient Skills: Athletics
Vulnerabilities: Ground, Psychic, Rock, Water Saving Throws: Strength
Resistances: Bug, Fairy, Grass Vulnerabilities: Fairy, Fighting, Flying, Psychic
Resistances: Bug, Dark, Rock
Corrosion: This Pokémon's moves ignore poison Immunities: Ghost
immunity, and can inflict the poisoned status on
steel and poison-type Pokémon. Fluffy: This Pokemon is vulnerable to fire-type
moves, but takes half damage from any melee attack
Hidden Ability (that isn't fire-type).
Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it. Klutz: This Pokémon cannot hold an item.
Hidden Ability
Starting Moves: Captivate, Disable, Ember, Encore, Cute Charm: Once per short rest, you can impose
Poison Gas, Pound, Swagger, Sweet Scent, Torment, disadvantage on an enemy attack roll of your choice.
Dragon Rage, Smog, Double Slap
Level 10: Flame Burst, Toxic, Nasty Plot
Evolution: Stufful can evolve into Bewear at level 8
Level 14: Venoshock
and above. When it evolves, its health increases by
Level 18: Flamethrower, Venom Drench, Dragon
double its level, and it gains 12 points to add to its
Pulse
ability scores (max 20).
TM: 02, 06, 09, 10, 12, 17, 21, 27, 28, 32, 34, 35,
36, 38, 41, 42, 43, 44, 45, 46, 48, 50, 56, 61, 65, Starting Moves: Leer, Tackle
84, 87, 88, 90, 100 Level 2: Bind, Baby-Doll Eyes
Level 6: Brutal Swing, Flail
Level 10: Payback, Take Down, Hammer Arm
Level 14: Thrash, Pain Split
Level 18: Double-Edge, Superpower
TM: 01, 05, 06, 08, 10, 12, 17, 21, 26, 27, 31, 32,
39, 40, 42, 44, 45, 47, 48, 52, 56, 59, 66, 75, 78,
80, 87, 88, 90, 100
Egg Moves: Defense Curl, Force Palm, Rollout,
Stomp

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.

Armor Class: 14 Armor Class: 12


Hit Points: 71 | Hit Dice: d12 Hit Points: 16 | Hit Dice: d6
Speed: 25ft. walking Speed: 10ft. walking

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)

Proficient Skills: Athletics Proficient Skills: Nature


Saving Throws: Strength, Constitution Saving Throws: Dexterity
Vulnerabilities: Fairy, Fighting, Flying, Psychic Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Bug, Dark, Rock Resistances: Electric, Grass, Ground, Water
Immunities: Ghost
Leaf Guard: This Pokémon does not suffer from any
Fluffy: This Pokemon is vulnerable to fire-type negative status ailments in harsh sunlight.
moves, but takes half damage from any melee attack
(that isn't fire-type). Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it.
Klutz: This Pokémon cannot hold an item.
Hidden Ability
Hidden Ability Sweet Veil: Any ally within 15 feet of this Pokémon
Unnerve: Opponents in combat with this Pokémon is immune to the sleep condition.
cannot eat held berries.
Evolution: Bounsweet can evolve into Steenee at
Starting Moves: Baby-Doll Eyes, Bind, Leer, Payback, level 6 and above. When it evolves, its health
Tackle, Brutal Swing increases by double its level, and it gains 9 points to
Level 6: Endure, Strength add to its ability scores (max 20).
Level 10: Take Down, Flail
Level 14: Hammer Arm, Thrash Starting Moves: Splash, Play Nice
Level 18: Pain Split, Double-Edge, Superpower Level 2: Rapid Spin, Razor Leaf
TM: 01, 05, 06, 08, 10, 12, 17, 21, 26, 27, 31, 32, Level 6: Sweet Scent, Magical Leaf
39, 40, 42, 44, 45, 47, 48, 52, 56, 59, 66, 75, 78, Level 10: Flail, Teeter Dance, Aromatic Mist
80, 87, 88, 90, 100 Level 14: Aromatherapy
TM: 06, 10, 11, 16, 17, 20, 21, 22, 27, 32, 33, 42,
44, 45, 48, 53, 86, 87, 88, 90, 96, 99, 100
Egg Moves: Acupressure, Charm, Feint, Grass
Whistle, Play Rough, Synthesis

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.

Armor Class: 13 Armor Class: 17


Hit Points: 45 | Hit Dice: d8 Hit Points: 107 | Hit Dice: d10
Speed: 20ft. walking Speed: 30ft. walking

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)

Proficient Skills: Nature Proficient Skills: Nature, Survival


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Grass, Ground, Water

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)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 19 (+4) 6 (-2) 10 (+0) 10 (+0)
17 (+3) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: Arcana, Medicine
Proficient Skills: Nature, Medicine Saving Throws: Strength, Wisdom
Saving Throws: Wisdom, Charisma Vulnerabilities: Bug, Dark
Vulnerabilities: Poison, Steel Resistances: Psychic
Resistances: Bug, Dark, Fighting Immunities: Ghost
Immunities: Dragon
Inner Focus: This Pokémon is immune to flinching.
Flower Veil: Any grass-type ally within 15 feet of this
Pokémon is immune to new status effects. Telepathy: This Pokémon cannot be damaged by its
allies' attacks.
Triage: This Pokémon's healing or draining moves
have a move time of 1 bonus action. Hidden Ability
Symbiosis: This Pokémon may swap held items with
Hidden Ability an ally as a free action, as long as they are within 15
Natural Cure: This Pokémon is cured of negative feet of each other.
status ailments upon returning to its Pokeball.
Starting Moves: Confusion, After You, Taunt, Quash,
Starting Moves: Growth, Wrap, Vine Whip, Helping Stored Power, Psych Up, Feint Attack
Hand, Draining Kiss, Flower Shield Level 10: Nasty Plot, Zen Headbutt, Instruct
Level 6: Magical Leaf, Synthesis, Leech Seed Level 14: Foul Play, Calm Mind
Level 10: Grass Knot, Sweet Kiss, Floral Healing Level 18: Psychic, Future Sight, Trick Room
Level 14: Petal Blizzard, Aromatherapy, Play Rough
Level 18: Sweet Scent, Petal Dance, Grassy Terrain TM: 01, 03, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21,
24, 26, 27, 29, 30, 31, 32, 33, 42, 44, 48, 52, 53,
TM: 04, 06, 10, 11, 12, 15, 16, 17, 20, 21, 22, 27, 56, 57, 59, 60, 63, 66, 68, 77, 78, 80, 85, 87, 88,
32, 42, 45, 46, 48, 49, 53, 56, 62, 77, 86, 87, 88, 90, 92, 96, 100
89, 90, 92, 96, 99, 100
Egg Moves: Extrasensory, Psychic Terrain, Wonder
Egg Moves: After You, Amnesia, Endure, Lucky Chant Room

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.

Armor Class: 15 Armor Class: 12


Hit Points: 65 | Hit Dice: d12 Hit Points: 17 | Hit Dice: d6
Speed: 35ft. walking, 20ft. climbing Speed: 25ft. walking, 30ft. swimming

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)

Proficient Skills: Acrobatics, Athletics Proficient Skills: Stealth, Survival


Saving Throws: Strength, Dexterity Saving Throws: Dexterity
Vulnerabilities: Fairy, Flying, Psychic Vulnerabilities: Electric, Flying, Rock
Resistances: Bug, Dark, Rock Resistances: Fighting, Ground, Ice, Steel, Water

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

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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.

Armor Class: 18 Armor Class: 13


Hit Points: 50 | Hit Dice: d10 Hit Points: 19 | Hit Dice: d8
Speed: 30ft. walking, 35ft. swimming Speed: 20ft. burrowing

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)

Proficient Skills: Stealth, Athletics Proficient Skills: Sleight of Hand, Survival


Saving Throws: Strength, Constitution Saving Throws: Constitution
Vulnerabilities: Electric, Flying, Rock Vulnerabilities: Dark, Ghost, Grass, Ice, Water
Resistances: Fighting, Ground, Ice, Steel, Water Resistances: Bug, Poison, Rock
Immunities: Electric, Fighting, Normal
Emergency Exit: At any time this Pokémon is Senses: Tremorsense 25ft, Darkvision 30ft
damaged when it is at or below 50% of its
maximum HP, its trainer may switch it out as a free Water Compaction: After being damaged by a water-
action. type move, any other damage dealt to this Pokémon
until the beginning of its next turn is halved.
Starting Moves: Defense Curl, First Impression, Sand
Attack, Spite, Struggle Bug, Rock Smash, Fury
Hidden Ability
Cutter, Mud Shot Sand Veil: This Pokémon is immune to Sandstorm
Level 6: Bug Bite, Iron Defense damage. In addition, its AC increases by 2 in desert
Level 10: Sucker Punch, Slash, Razor Shell terrain, or during a Sandstorm.
Level 14: Pin Missile, Swords Dance
Level 18: Liquidation Evolution: Sandygast can evolve into Palossand at
level 11 and above. When it evolves, its health
TM: 06, 07, 08, 09, 10, 12, 13, 14, 17, 18, 21, 27, increases by double its level, and it gains 11 points
28, 31, 32, 34, 36, 39, 40, 42, 44, 45, 48, 52, 54, to add to its ability scores (max 20).
55, 56, 65, 66, 68, 75, 77, 79, 80, 81, 84, 87, 88,
90, 94, 95, 97, 98, 100
Starting Moves: Absorb, Harden
Level 2: Astonish, Sand Tomb
Level 6: Mega Drain, Sand Attack
Level 10: Bulldoze, Hypnosis
Level 14: Giga Drain, Iron Defense, Shadow Ball
Level 18: Earth Power, Shore Up, Sandstorm
TM: 06, 10, 17, 21, 26, 27, 29, 30, 32, 37, 39, 42,
44, 45, 48, 53, 69, 71, 78, 80, 83, 87, 88, 90, 100
Egg Moves: Amnesia, Ancient Power, Curse, Destiny
Bond, Spit Up, Swallow, Stockpile

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.

Armor Class: 16 Armor Class: 18


Hit Points: 89 | Hit Dice: d12 Hit Points: 43 | Hit Dice: d8
Speed: 25ft. burrowing Speed: 5ft. walking, 10ft. swimming

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)

Proficient Skills: Sleight of Hand, Survival Proficient Skills: Survival


Saving Throws: Constitution, Wisdom Saving Throws: Constitution
Vulnerabilities: Dark, Ghost, Grass, Ice, Water Vulnerabilities: Electric, Grass
Resistances: Bug, Poison, Rock Resistances: Fire, Ice, Steel, Water
Immunities: Electric, Fighting, Normal
Senses: Tremorsense 40ft, Darkvision 50ft Innards Out: When this Pokémon is knocked out by
a damaging move, the attacker takes an amount of
Water Compaction: After being damaged by a water- typeless damage equal to the amount of HP lost.
type move, any other damage dealt to this Pokémon
until the beginning of its next turn is halved. Hidden Ability
Unaware: When this Pokémon attacks an opponent,
Hidden Ability it ignores any stat boosts the opponent has been
Sand Veil: This Pokémon is immune to Sandstorm affected with after the start of battle. This includes
damage. In addition, its AC increases by 2 in desert boosts to AC or saving throws the Pokémon has to
terrain, or during a Sandstorm. make.

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.

Armor Class: 16 Armor Class: 17


Hit Points: 134 | Hit Dice: d12 Hit Points: 234 | Hit Dice: d20
Speed: 30ft. walking Speed: 40ft. walking

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)

Proficient Skills: History Proficient Skills: History, Intimidation, Religion


Saving Throws: Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fighting Vulnerabilities: Fighting
Resistances: None Resistances: None
Immunities: Ghost Immunities: Ghost
Senses: Darkvision 50ft, Truesight 10ft Senses: Darkvision 50ft, Truesight 10ft

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.

Armor Class: 15 Armor Class: 19


Hit Points: 50 | Hit Dice: d10 Hit Points: 100 | Hit Dice: d10
Speed: 15ft. walking, 20ft. climbing Speed: 20ft. walking

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)

Proficient Skills: Insight, Deception Proficient Skills: Athletics, Intimidation


Saving Throws: Constitution, Wisdom Saving Throws: Wisdom
Vulnerabilities: Fighting Vulnerabilities: Dragon, Ground, Rock
Resistances: None Resistances: Bug, Electric, Fire, Grass, Steel
Immunities: Ghost
Shell Armor: This Pokémon is immune to extra
Comatose: This Pokémon is in a continuous state of damage dealt by a Critical Hit.
drowsiness. It is immune to the sleep condition, but
is considered affected by sleep for all moves that Starting Moves: Ember, Tackle, Smog, Protect,
require a Pokémon to be asleep to use or activate Incinerate, Flail, Endure, Iron Defense, Flamethrower
additional effects (Snore, Sleep Talk, Wake-Up Slap, Level 14: Body Slam, Shell Smash, Dragon Pulse
Dream Eater, etc.) Level 18: Shell Trap, Overheat, Explosion

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

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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)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
12 (+1) 14 (+2) 16 (+3) 6 (-2) 16 (+3) 10 (+0)
Proficient Skills: Investigation, Perception
Saving Throws: Dexterity Proficient Skills: Arcana, Performance
Vulnerabilities: Fighting, Fire, Ground Saving Throws: Wisdom, Charisma
Resistances: Bug, Dragon, Electric, Fairy, Flying, Vulnerabilities: Ghost, Steel
Grass, Ice, Normal, Psychic, Rock, Steel Resistances: Bug
Immunities: Poison Immunities: Dragon, Fighting, Normal
Senses: Darkvision 30ft
Iron Barbs: When this Pokémon is hit by a melee
attack, it may roll a d4. On a 4, deal an amount of Disguise: This Pokémon has a disguise which gives
damage equal to its proficiency modifier to its it a temporary hp boost equal to twice its level.
attacker. When the temporary hit points fall to zero, the
disguise breaks and requires a short rest to repair.
Lightning Rod: If this Pokemon or an ally within 30
feet is targeted with a direct electric-type, damage-
dealing move, the Pokemon may use a reaction to Starting Moves: Astonish, Copycat, Scratch, Splash,
redirect the target to itself and take half damage Wood Hammer, Double Team, Baby-Doll Eyes
from it if it hits. Level 6: Shadow Sneak, Mimic
Level 10: Feint Attack, Charm, Slash
Hidden Ability Level 14: Shadow Claw, Hone Claws
Sturdy: When taking damage equal to half or more of Level 18: Play Rough, Pain Split
your current HP, roll a d4. On a result of 3 of 4,
halve the damage dealt. TM: 01, 06, 08, 10, 12, 15, 16, 17, 20, 21, 24, 25,
28, 29, 0, 32, 42, 44, 45, 46, 48, 56, 57, 61, 63,
65, 66, 73, 75, 77, 81, 83, 85, 87, 88, 90, 92, 97,
Starting Moves: Tackle, Thunder Shock 99, 100
Level 2: Defense Curl, Rollout, Charge
Level 6: Spark, Nuzzle Egg Moves: Curse, Destiny Bond, Grudge, Nightmare
Level 10: Magnet Rise, Discharge
Level 14: Zing Zap, Electric Terrain, Wild Charge
Level 18: Pin Missile, Spiky Shield, Fell Stinger
TM: 01, 06, 10, 17, 21, 24, 25, 27, 32, 33, 42, 44,
45, 46, 48, 56, 57, 66, 68, 72, 73, 74, 84, 86, 87,
88, 89, 90, 93, 100
Egg Moves: Disarming Voice, Encore, Fake Out, Flail,
Present, Reversal, Tickle, Twineedle, Wish

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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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 6 (-2) 10 (+0) 10 (+0)
16 (+3) 17 (+3) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Proficient Skills: History, Religion, Persuasion
Proficient Skills: Arcana, Persuasion Saving Throws: Strength, Wisdom
Saving Throws: Wisdom Vulnerabilities: Fairy, Fighting, Dragon, Ice
Vulnerabilities: Bug, Dark, Electric, Ghost, Grass Resistances: Electric, Fire, Grass, Water
Resistances: Fighting, Fire, Ice, Psychic, Steel, Water Immunities: Ghost

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 6 (-2) 10 (+0) 10 (+0)
13 (+1) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 12 (+1)
Proficient Skills: Survival, Insight
Saving Throws: Constitution, Wisdom Proficient Skills: Performance
Vulnerabilities: Dark, Fire, Flying, Ghost, Ice Saving Throws: Strength
Resistances: Electric, Grass, Ground, Water Vulnerabilities: Dragon, Fairy, Ice
Immunities: Fighting, Normal Resistances: Electric, Fire, Grass, Water

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).

Starting Moves: Tackle


Level 2: Leer, Bide, Protect
Level 6: Dragon Tail, Scary Face
Level 10: Headbutt, Work Up
Level 14: Screech, Iron Defense, Dragon Claw
Level 18: Noble Roar, Dragon Dance, Outrage
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, 65,
66, 75, 78, 80, 81, 82, 87, 88, 90, 100
Egg Moves: Counter, Dragon Breath, Reversal

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.

Armor Class: 15 Armor Class: 18


Hit Points: 50 | Hit Dice: d8 Hit Points: 170 | Hit Dice: d12
Speed: 25ft. walking Speed: 35ft. walking

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)

Proficient Skills: Perception, Performance Proficient Skills: Perception, Performance


Saving Throws: Strength Saving Throws: Strength, Dexterity
Vulnerabilities: Dragon, Fairy, Flying, Ice, Psychic Vulnerabilities: Dragon, Fairy, Flying, Ice, Psychic
Resistances: Bug, Dark, Electric, Fire, Grass, Rock Resistances: Bug, Dark, Electric, Fire, Grass, Rock
Water Water

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 17 (+3) 12 (+1) 22 (+6) 20 (+5)
15 (+2) 24 (+7) 17 (+3) 12 (+1) 16 (+3) 18 (+4)
Proficient Skills: Perception, Performance, Religion
Proficient Skills: Perception, Performance, Saving Throws: Wisdom, Charisma
Investigation Vulnerabilities: Ghost, Poison, Steel
Saving Throws: Dexterity, Charisma Resistances: Fighting, Psychic
Vulnerabilities: Ground, Poison Immunities: Dragon
Resistances: Bug, Dark, Electric, Fighting, Flying Senses: Darkvision 100ft, Truesight 40ft
Immunities: Dragon
Senses: Darkvision 100ft, Truesight 40ft Psychic Surge: If the move is known, this Pokémon
may use the Psychic Terrain move as a bonus action.
Electric Surge: If the move is known, this Pokémon
may use the Electric Terrain move as a bonus action. Hidden Ability
Telepathy: This Pokémon cannot be damaged by its
Hidden Ability allies' attacks.
Telepathy: This Pokémon cannot be damaged by its
allies' attacks.
Starting Moves: Psychic Terrain, Aromatic Mist,
Aromatherapy, Mean Look, Draining Kiss, Astonish,
Starting Moves: Electric Terrain, Brave Bird, Power Withdraw, Confusion, Psywave, Psybeam, Sweet
Swap, Mean Look, Quick Attack, False Swipe, Scent, Skill Swap, Psyshock, Tickle, Nature’s
Withdraw, Thunder Shock, Spark, Shock Wave, Madness
Screech, Charge, Wild Charge, Mirror Move, Level 18: Extrasensory, Flatter, Moonblast
Nature’s Madness
Level 18: Discharge, Agility, Electro Ball TM: 03, 04, 06, 10, 11, 12, 15, 16, 17, 20, 21, 24,
25, 27, 29, 30, 32, 33, 41, 42, 46, 48, 49, 52, 53,
TM: 01, 04, 05, 06, 10, 12, 15, 16, 17, 18, 19, 20, 56, 57, 68, 77, 86, 87, 88, 90, 96, 99, 100
21, 24, 25, 27, 32, 33, 40, 41, 42, 46, 48, 49, 51,
54, 58, 62, 68, 72, 73, 76, 77, 86, 87, 88, 89, 90,
93, 96, 99, 100

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 18 (+4)
20 (+5) 16 (+3) 20 (+5) 12 (+1) 16 (+3) 18 (+4)
Proficient Skills: Perception, Performance, Nature
Saving Throws: Constitution, Charisma Proficient Skills: Perception, Performance,
Vulnerabilities: Fire, Flying, Ice, Poison, Steel Persuasion
Resistances: Dark, Electric, Fighting, Grass, Ground, Saving Throws: Strength, Charisma
Water Vulnerabilities: Electric, Grass, Poison
Immunities: Dragon Resistances: Bug, Dark, Fighting, Fire, Ice, Water
Senses: Darkvision 100ft, Truesight 40ft Immunities: Dragon
Senses: Darkvision 100ft, Truesight 40ft
Grassy Surge: If the move is known, this Pokémon
may use the Grassy Terrain move as a bonus action. Misty Surge: If the move is known, this Pokémon
may use the Misty Terrain move as a bonus action.
Hidden Ability
Telepathy: This Pokémon cannot be damaged by its Hidden Ability
allies' attacks. Telepathy: This Pokémon cannot be damaged by its
allies' attacks.
Starting Moves: Grassy Terrain, Wood Hammer,
Superpower, Mean Look, Disable, Whirlwind, Starting Moves: Misty Terrain, Moonblast, Heal Pulse,
Withdraw, Leafage, Horn Attack, Giga Drain, Scary Mean Look, Haze, Mist, Withdraw, Water Gun,
Face, Leech Seed, Horn Leech, Rototiller, Nature’s Whirlpool, Soak, Refresh, Brine, Defog, Nature’s
Madness Madness
Level 18: Zen Headbutt, Megahorn, Skull Bash Level 18: Muddy Water, Aqua Ring, Hydro Pump
TM: 01, 04, 05, 06, 08, 10, 11, 12, 15, 16, 17, 20, TM: 04, 06, 10, 12, 13, 14, 15, 16, 17, 18, 20, 21,
21, 22, 2, 31, 33, 39, 41, 42, 48, 49, 52, 53, 54, 27, 30, 32, 33, 41, 42, 48, 49, 55, 56, 67, 68, 77,
56, 59, 66, 67, 68, 71, 75, 77, 80, 86, 87, 88, 90, 86, 87, 88, 90, 94, 96, 98, 99, 100
95, 96, 99, 100

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.

Armor Class: 12 Armor Class: 18


Hit Points: 148 | Hit Dice: d12 Hit Points: 236 | Hit Dice: d12
Speed: 30ft. flying Speed: 40ft. flying

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)

Proficient Skills: Insight, Arcana Proficient Skills: Insight, Arcana


Saving Throws: Dexterity, Wisdom Saving Throws: Dexterity, Wisdom
Vulnerabilities: Bug, Dark, Ghost Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic Resistances: Fighting, Psychic
Senses: Darkvision 50ft, Truesight 10ft Senses: Darkvision 80ft, Truesight 20ft

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 20 (+5) 14 (+2) 19 (+4) 16 (+3)
19 (+4) 19 (+4) 20 (+5) 14 (+2) 16 (+3) 14 (+2)
Proficient Skills: Insight, Arcana, Acrobatics
Proficient Skills: Insight, Arcana, Athletics Saving Throws: Dexterity, Wisdom
Saving Throws: Dexterity, Strength Vulnerabilities: Dark, Ghost
Vulnerabilities: Dark, Fire, Ghost, Ground Resistances: Poison, Psychic
Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal, Immunities: Fighting, Normal
Psychic, Rock, Steel Senses: Darkvision 100ft, Truesight 30ft
Immunities: Poison
Senses: Darkvision 100ft, Truesight 30ft Shadow Shield: If this Pokémon is at full health, the
first damage dealt to it is halved.
Full Metal Body: Other Pokémon's moves or abilities
cannot lower this Pokémon stats. Starting Moves: Confusion, Cosmic Power, Hypnosis,
Moongeist Beam, Teleport, Night Shade, Confuse
Starting Moves: Cosmic Power, Metal Claw, Sunsteel Ray, Air Slash, Shadow Ball, Moonlight
Strike, Teleport, Wake-Up Slap, Iron Head, Metal Level 18: Night Daze, Magic Coat, Moonblast,
Sound, Zen Headbutt, Flash Cannon, Morning Sun, Phantom Force, Dream Eater, Wide Guard, Hyper
Crunch Beam
Level 18: Metal Burst, Solar Beam, Noble Roar, Flare
Blitz, Wide Guard, Giga Impact TM: 01, 03, 04, 05, 06, 10, 11, 13, 14, 15, 16, 17,
19, 20, 21, 22, 24, 25, 27, 29, 30, 32, 33, 40, 42,
TM: 01, 03, 04, 05, 06, 10, 11, 15, 16, 17, 20, 21, 44, 48, 52, 57, 58, 61, 62, 65, 68, 73, 76, 77, 85,
22, 24, 25, 26, 27, 29, 32, 33, 35, 38, 39, 42, 43, 87, 88, 90, 92, 99, 100
44, 48, 52, 68, 71, 73, 74, 77, 78, 80, 87, 88, 90,
91, 92, 93, 95, 100

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.

Armor Class: 17 Armor Class: 18


Hit Points: 260 | Hit Dice: d12 Hit Points: 246 | Hit Dice: d12
Speed: 40ft. flying (hover) Speed: 40ft. walking, 40ft. climbing, 40ft. flying

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.

Armor Class: 15 Armor Class: 17


Hit Points: 232 | Hit Dice: d12 Hit Points: 232 | Hit Dice: d12
Speed: 50ft. walking, 40ft. climbing, 50ft. flying Speed: 50ft. walking

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 14 (+2) 8 (-1) 14 (+2) 12 (+1)
18 (+4) 18 (+4) 18 (+4) 8 (-1) 14 (+2) 12 (+1)
Proficient Skills: Acrobatics, Deception, Sleight of
Proficient Skills: Athletics, Insight, Survival Hand
Saving Throws: Stength, Dexterity Saving Throws: Stength, Dexterity
Vulnerabilities: Electric, Fire Vulnerabilities: Fighting, Fire
Resistances: Bug, Dragon, Fairy, Flying, Grass, Resistances: Dragon, Electric, Fairy, Grass, Normal,
Normal, Psychic, Steel Psychic, Rock, Steel, Water
Immunities: Ground, Poison Immunities: Poison
Senses: Tremorsense 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: Air Cutter, Cut, Defog, Fury Cutter,
Starting Moves: Absorb, Air Slash, Harden, Ingrain, Sacred Sword, Vacuum Wave, False Swipe, Razor
Tackle, Wide Guard, Smack Down, Mega Drain, Leaf, Synthesis, Aerial Ace, Laser Focus, Night Slash,
Leech Seed, Metal Sound, Iron Head, Giga Drain, Swords Dance
Flash Cannon Level 18: Leaf Blade, X-Scissor, Detect, Air Slash,
Level 18: Autotomize, Seed Bomb, Skull Bash, Iron Psycho Cut, Guillotine
Defense, Heavy Slam, Double-Edge
TM: 04, 06, 10, 17, 21, 27, 31, 32, 40, 44, 48, 54,
TM: 06, 10, 15, 17, 21, 22, 23, 26, 27, 32, 35, 38, 67, 68, 75, 81, 87, 88, 90, 100
42, 43, 44, 48, 53, 59, 62, 64, 67, 68, 71, 74, 76,
78, 80, 86, 87, 88, 90, 91, 100

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.

Armor Class: 14 Armor Class: 18


Hit Points: 302 | Hit Dice: d12 Hit Points: 486 | Hit Dice: d20
Speed: 35ft. walking Speed: 50ft. walking, 50ft. flying

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.

Armor Class: 19 Armor Class: 19


Hit Points: 486 | Hit Dice: d20 Hit Points: 486 | Hit Dice: d20
Speed: 50ft. walking Speed: 50ft. flying

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 20 (+5) 16 (+3) 24 (+7) 20 (+5)
18 (+4) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 16 (+3)
Proficient Skills: Insight, Arcana, Deception,
Intimidation Proficient Skills: Insight, Arcana, Persuasion
Saving Throws: Stength, Dexterity, Wisdom Saving Throws: Strength, Wisdom
Vulnerabilities: Bug, Dark, Dragon, Fairy, Ghost, Ice Vulnerabilities: Fire, Ground
Resistances: Electric, Fighting, Fire, Grass, Psychic, Resistances: Dark, Fairy, Flying, Grass, Ice, Normal,
Water Psychic, Rock
Senses: Darkvision 150ft, Truesight 50ft Immunities: Dragon, Poison
Senses: Darkvision 80ft, Truesight 20ft
Neuroforce: When this Pokémon damages a creature
with a super effective move, it may roll the damage Soul-Heart: Upon seeing an ally faint, this Pokémon
dice twice and use the higher result. increases the ability scores of its saving throw
proficiencies by 2 until the end of combat. This is
Starting Moves: Charge Beam, Confusion, Metal stackable up to a maximum of +10 to any one
Claw, Mirror Shot, Moonlight, Morning Sun, Slash, ability score.
Stored Power, Rock Blast, Night Slash, Gravity,
Psycho Cut, Power Gem, Autotomize, Photon Starting Moves: Crafty Shield, Defense Curl, Gear Up,
Geyser, Stealth Rock, Iron Defense, Wring Out, Helping Hand, Iron Head, Psybeam, Shift Gear,
Prismatic Laser Sonic Boom, Lucky Chant, Aurora Beam, Mirror
Shot, Mind Reader, Flash Cannon
TM: 03, 04, 06, 10, 15, 16, 17, 21, 22, 26, 27, 29, Level 18: Fleur Cannon, Iron Defense, Pain Split,
31, 32, 33, 39, 40, 42, 44, 46, 48, 56, 57, 59, 63, Synchronoise, Aura Sphere, Heart Swap, Trump Card
65, 67, 68, 69, 71, 73, 74, 75, 78, 80, 81, 87, 88,
90, 91, 92, 97, 100 TM: 04, 10, 13, 15, 16, 17, 21, 22, 24, 27, 30, 31,
32, 33, 48, 49, 52, 53, 54, 57, 63, 64, 68, 72, 73,
74, 86, 87, 90, 91, 92, 99, 100

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.

Armor Class: 17 Armor Class: 14


Hit Points: 246 | Hit Dice: d12 Hit Points: 120 | Hit Dice: d12
Speed: 25ft. walking, 50ft. flying (hover) Speed: 25ft. walking, 40ft. flying

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)

Proficient Skills: Insight, Persuasion, Deception Proficient Skills: Intimidation, Deception


Saving Throws: Dexterity, Wisdom Saving Throws: Constitution, Dexterity
Vulnerabilities: Fairy, Flying, Ghost, Psychic Vulnerabilities: Ground, Psychic
Resistances: Bug, Poison, Rock Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: Fighting, Normal Senses: Darkvision 60ft
Senses: Darkvision 80ft, Truesight 20ft
Beast Boost: Upon causing an opponent to faint, this
Technician: For damaging moves activated by this Pokémon increases the ability scores of its saving
Pokémon with 15 max PP or more, they may roll the throw proficiencies by 2 until the end of combat.
damage twice and choose either total. This is stackable up to a maximum of +10 to any
one ability score.
Starting Moves: Assurance, Counter, Drain Punch,
Fire Punch, Ice Punch, Laser Focus, Pursuit, Shadow Evolution: Poipole can evolve into Naganadel at level
Sneak, Thunder Punch, Force Palm, Feint, Rolling 16 and above. When it evolves, its health increases
Kick, Copycat, Shadow Punch, Role Play, Jump Kick, by double its level, and it gains 9 points to add to its
Psych Up ability scores (max 20).
Level 18: Spectral Thief, Close Combat, Sucker
Punch, Endeavor
Starting Moves: Acid, Dragon Pulse, Growl, Helping
TM: 01, 04, 06, 08, 10, 17, 21, 23, 27, 30, 31, 32, Hand, Peck, Fury Attack, Venoshock, Charm
39, 42, 44, 46, 47, 48, 49, 52, 54, 56, 61, 62, 65, Level 10: Venom Drench, Nasty Plot
66, 68, 71, 77, 80, 84, 86, 87, 88, 90, 100 Level 14: Poison Jab, Toxic
Level 18: Fell Stinger
TM: 06, 09, 10, 17, 21, 27, 34, 36, 42, 44, 48, 49,
84, 88, 90, 100

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.

Armor Class: 16 Armor Class: 22


Hit Points: 247 | Hit Dice: d12 Hit Points: 274 | Hit Dice: d12
Speed: 50ft. flying Speed: 35ft. walking

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)

Proficient Skills: Intimidation, Deception Proficient Skills: Survival, Athletics


Saving Throws: Constitution, Dexterity Saving Throws: Strength, Constitution
Vulnerabilities: Dragon, Ground, Ice, Psychic Vulnerabilities: Fighting, Ground, Water
Resistances: Bug, Electric, Fighting, Fire, Grass, Resistances: Bug, Dragon, Fairy, Flying, Ice, Normal,
Poison, Water Psychic, Rock
Senses: Darkvision 100ft Immunities: Poison
Senses: Tremorsense 100ft
Beast Boost: Upon causing an opponent to faint, this
Pokémon increases the ability scores of its saving Beast Boost: Upon causing an opponent to faint, this
throw proficiencies by 2 until the end of combat. Pokémon increases the ability scores of its saving
This is stackable up to a maximum of +10 to any throw proficiencies by 2 until the end of combat.
one ability score. This is stackable up to a maximum of +10 to any
one ability score.
Starting Moves: Acid, Air Cutter, Dragon Pulse,
Growl, Helping Hand, Peck, Fury Attack, Venoshock, Starting Moves: Protect, Tackle, Rock Slide, Stealth
Charm, Venom Drench, Nasty Plot, Poison Jab, Toxic Rock, Bide, Take Down, Rock Throw, Autotomize,
Level 18: Fell Stinger, Air Slash, Dragon Pulse Iron Defense
Level 18: Iron Head, Rock Blast, Wide Guard,
TM: 02, 06, 09, 10, 15, 17, 21, 24, 27, 28, 32, 34, Double-Edge
35, 36, 38, 40, 42, 44, 46, 48, 49, 58, 62, 65, 67,
76, 81, 82, 84, 88, 89, 90, 95, 97, 100 TM: 06, 10, 16, 17, 20, 21, 23, 26, 27, 33, 37, 39,
42, 44, 48, 59, 68, 69, 71, 74, 78, 80, 83, 88, 90,
91, 92

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 8 (-1) 18 (+4) 18 (+4)
18 (+4) 22 (+6) 17 (+3) 8 (-1) 14 (+2) 12 (+1)
Proficient Skills: Performance, Deception
Saving Throws: Dexterity, Wisdom Proficient Skills: Athletics, Acrobatics
Vulnerabilities: Dark, Ghost, Ground, Rock, Water Saving Throws: Strength, Dexterity
Resistances: Bug, Fairy, Fire, Grass, Ice, Poison, Steel Vulnerabilities: Ground
Immunities: Fighting, Normal Resistances: Electric, Flying, Steel
Senses: Truesight 20ft Senses: Darkvision 100ft

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.

Armor Class: 13 Armor Class: 20


Hit Points: 58 | Hit Dice: d8 Hit Points: 198 | Hit Dice: d12
Speed: 25ft. walking Speed: 35ft. walking

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)

Proficient Skills: Athletics, Survival Proficient Skills: Athletics, Survival


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Fire, Ground Vulnerabilities: Fighting, Fire, Ground
Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice, Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice,
Normal, Psychic, Rock, Steel Normal, Psychic, Rock, Steel
Immunities: Poison Immunities: Poison

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.

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