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STOP RIGHT THERE


There is a new version of this supplement with Generation III added!
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Pokémon in 5th Edition


How to run your own Pokémon role-playing game using existing 5e rules.
Including Generation I and II
Homebrew created by @JOEtheDM

Disclaimer
Based on the orginal 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
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" Discord for your support and playtesting
To R1bs99 and especially John K. Walz Jr. for their assistance in completing the Stat Block section
To eschatonic on Reddit for his in depth proofreading of the supplement
Made with GM Binder
Ideas/Concerns/Questions?
Join our Subreddit (https://reddit.com/r/Pokemon5e) or Discord! (https://discord.gg/DA9gQAa)
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Pokémon 5E
Introductory Note Table Of Contents
Hello and welcome to Pokémon 5e! My name is Joe and I am 1. Creating a Pokémon Trainer (pg 3)
the creator of this supplement, general D&D and Pokémon a. Pokémon Trainer Class
lover, and DM/Host of the "You Meet in a Tavern" D&D b. Starter Pokémon
podcast. c. Pokémon Control
d. Specializations
Pokémon 5e is very different than any other D&D game you e. Trainer Paths
have played before. No longer is your PC a powerhouse with a 2. Catching Pokémon (pg 6)
slew of dangerous spells and deadly weapons. You are now a 3. Pokémon Care (pg 7)
Pokémon trainer – a mortal in control of your Pokémon with a. Active Pokémon
an iron fist or a gentle heart. As such, player characters have b. Healing
normal abilities and skills, but your focus is not in hand to c. Pokémon Nature
hand combat. In fact, trainer vs. trainer and trainer vs. d. Bonding
Pokémon fighting is strictly prohibited by laws. Your ability to e. Loyalty
stay in the game is dependent on the status of the Pokémon in 4. Battling Pokémon (pg 9)
your control. Although the threat of death is still very real, the a. Combat
battling and utility in the game is mostly transferred to your b. Moves/Move Power
Pokémon. c. Trainer Actions
d. Attacks of Opportunity
I set out to create this guide as a way to run a simplified e. Running Away
Pokémon RPG using basic rules from an already well-known 5. Pokémon and Character Advancement (pg 10)
and popular TTRPG system. Many things in 5th Edition do a. Pokémon Experience
not transfer well to the Pokémon world we know and love, so b. Pokémon Advancement
do not expect the statistics of Pokémon, effects of moves, etc. c. Evolution
to play out exactly as they would in the games. This has been d. Character Advancement
a project full of love for the game, and for the people that play 6. Other Changes (pg 12)
it, and I hope it brings something new and exciting to your a. Death Saving Throws
table! b. Damage Types
c. Status Effects
I will be continuing to update things in this manual as more d. Species Rating (SR)
people playtest the material, so be sure to keep checking the e. Mounts
Changelog at the end of the PDF for the latest updates. If you 7. Running a Game (pg 13)
have any questions about the material, or are looking for tips a. Building Encounters
on how to run it, please take advantage of our communities on b. Starting Past Level 1
Reddit (https://reddit.com/r/Pokemon5e) and/or Discord c. Experience Points
(https://discord.gg/DA9gQAa). 8. Additional Items (pg 14)
Happy Catching! a. Pokéballs
b. Basic Restoratives
d. X-Items
e. Vitamins
f. Evolutionary Stones
g. TMs/HMs
h. Berries and Held Items
i. Miscellaneous
9. Feats (pg 18)
10. Move List (pg 19)
11. Pokémon Stat Blocks (pg 50)
12. Appendix (pg 177)
a. Experience by SR/Level
b. Pokémon List by SR
c. Pokémon Index
d. Character Sheets
e. DM Pokemon Creator Tool
13. Changelog (pg 181)

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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 1/2

Hit Points 2nd +2 Trainer Path 3 1/2


Hit Dice: 1d8 per level 3rd +2 Control Upgrade 3 3
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution 4th +2 Ability Score Improvement 3 3
modifier. 5th +3 Trainer Path Feature, Control 4 6
Upgrade, Pokéslot
Proficiencies
6th +3 4 6
Armor: None
Weapons: None 7th +3 Specialization 4 6
Saving Throws: Charisma Ability Score Improvement,
Skill Proficiencies: Animal Handling and choose two from 8th +3
Control Upgrade
4 8
Acrobatics, Athletics, Insight, Intimidation, Investigation,
Medicine, Nature, Perception, Performance, Persuasion, 9th +4 Trainer Path Feature 4 8
Sleight of Hand, Stealth, or Survival. 10th +4 Trainer's Resolve, Pokéslot 5 8
Equipment 11th +4 Control Upgrade 5 10
You start with the following equipment, in addition to the 12th +4 Ability Score Improvement 5 10
equipment granted by your background: 13th +5 Pokémon Tracker 5 10
5 Pokéballs 14th +5 Control Upgrade 5 12
1 potion
(a) a dungeoneer’s pack or (b) explorer’s pack 15th +5 Trainer Path Feature,
Pokéslot
6 12
Trainer's License
A Pokédex 16th +5 Ability Score Improvement 6 12
A starter Pokémon 17th +6 Control Upgrade 6 14
$1000 + $100 x 4d4
18th +6 Specialization 6 14
Trainer License 19th +6 Ability Score Improvement 6 14
Only licensed trainers are permitted to capture Pokémon, and 20th +6 Control Upgrade, Master 6 15
this license identifies you as having such authorization. It also Trainer
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
A trainer must begin with any single unevolved Pokémon of can carry in their pack. At level 1, a Trainer carries their
Species Rating (SR) 1/2 or lower with the base stats in its stat Starter and has two empty slots. Trainers can carry an
block. This Pokémon starts with a nature of the player's additional Pokémon at levels 5, 10, and 15.
choice. See the Pokémon Nature section in Pokémon Care for
available natures. A Pokémon by SR list is at the end of this Pokémon Control Upgrade
manual as well. Each species of Pokemon is given its own Species Rating
Pokédex (SR). More on Species Rating can be found on page 12. The
stronger the Pokémon, the more difficult they are to control.
A hand-held computer with an advanced camera and image The type of Pokémon you can control in the game depends on
recognition software. A trainer can use a bonus action to the level of your character (As seen in the Trainer Level Table
identify a Pokémon within 50 feet using the Pokédex's above). Without the proper level, a Pokémon with a higher SR
scanner. Doing so registers the Pokémon on the Pokédex, and than allowed can be caught, but will not leave its Pokéball
reveals the base SR and some brief facts about the species. until the level has been reached. The maximum Pokémon SR
that you can control increases at levels 3, 5, 8, 11, 14, 17, and
20
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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 wild, Mystic
searching for Pokémon high and low. Once per long rest, you You gain proficiency in Arcana. Add a +1 bonus to all skill
may make a DC 15 WIS check to search for Pokémon in the checks made by any of your ghost Pokémon.
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 appears in the next Steel Worker
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, you have finally achieved the title of Master You gain the ability to use the Telepathy spell once per day,
Trainer, and can now control any Pokémon in the known ignoring components. Add a +1 bonus to all skill checks made
world. Additionally, your Pokémon are at peak fighting by any of your psychic Pokémon.
performance. When you or your Pokémon fail a saving throw,
you may choose to succeed instead. This feature can be used
twice per long rest. Swimmer
Gain a swim speed equal to your movement speed. Add a +1
bonus to all skill checks made by any of your water Pokémon.
Specializations
At level 1, players may choose a specialization from the Charmer
following list, granting them bonuses depending on the type of Increase your Cha by +1. Add a +1 bonus to all skill checks
Pokémon they train. Additional Specializations can be chosen made by any of your fairy Pokémon.
at later levels. Specializations can be stacked for an additional
+1 bonus for each time it is chosen. Shadow
Bird Keeper
Gain proficiency in the Deception or Stealth skill. Add a +1
bonus to all skill checks made by any of your dark Pokémon.
You gain proficiency in Perception. Add a +1 bonus to all skill
checks made by any of your flying Pokémon. Alchemist
Bug Maniac
Gain proficiency in the Medicine or Decption skill. Add a +1
bonus to all skill checks made by any of your poison Pokémon.
You gain Proficiency in Nature. Add a +1 bonus to all skill
checks made by any of your bug Pokémon. Team Player
Camper
Increase any one of your ability scotes by 1. Add a +1 bonus to
all skill checks made by any of your normal Pokémon.
You gain proficiency in Survival. Add a +1 bonus to all skill
checks made by any of your ground Pokémon. Ice Skater
Dragon Tamer
Gain proficiency in the Performance or Persuasion skill. Add
a +1 bonus to all skill checks made by any of your ice
Increase your Wis by +1. Add a +1 bonus to all skill checks Pokémon.
made by any of your dragon Pokémon.
Engineer
Increase your Int by +1. Add a +1 bonus to all skill checks
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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Cheerleader:
Trainer Paths At level 9, once per short resr, you may use an action to boost
There are many ways and reasons to train Pokémon, ranging all allied Pokémon with inspiring words. Until your next turn,
from a desire for adventure to a wish to learn more about you may add your CHA modifier to all allied attack rolls OR
them. At the 2nd level, depending on your long term goals, damage rolls OR AC. In addition, your Pokéchef treat now
choose one of the following paths: heals 6d4+6 hit points
Ace Trainer Loyal to a Fault:
The care and attention you show to your Pokémon is returned
Your goal is to become one of the strongest trainers in the in kind. When you reach level 15, your Pokémon have
world, and so you excel in battle. All of your Pokémon gain a advantage on saving throws against negative status effects. In
+1 bonus to their attack and damage rolls. addition, your Pokéchef treat now heals 10d4+10 hit points
Battle Master:
When you reach level 5, you gain a number of battle dice (d6) Researcher
equal to 1 + your Wisdom modifier. You may assign these to You wish to learn more about Pokémon and the secrets that
any of your Pokémon to be added to a single attack or damage they hold within. Due to your heightened understanding of
roll. You replenish your pool of battle dice at each long rest. your Pokémon, you may increase any skill check your
Pokémon makes by your trainer's Wisdom or Intelligence
Tactical Mastery: modifier. You must choose which at the time you choose this
Certain trainers choose to excel in one area, utilizing it to its path.
fullest potential. When you reach level 9, choose to increase all
of your Pokémon’s speed by 10, increase their STR by 1, Analyst:
increase their DEX by 1, or increase their CON by 1. A keen mind allows you to discern details about a Pokémon
others might overlook. At level 5, you can make a DC 12
Rapid Switching: Investigation roll as a bonus action to determine a Pokémon’s
When you reach level 15, you can recall and release Pokémon level and identify one of its abilities as determined by the DM.
as a bonus action.
Evolutionary Expert:
Hobbyist At level 9, your understanding of the secrets behind Pokémon
evolution allows you to acceleraate the process. The level
You choose to dabble in a variety of skills to take care of your required for your Pokémon to evolve is reduced by 1. If you
Pokémon as it suits the current situation at hand. Whenever have any Pokémon that would be past evolution level when
you capture a Pokémon, choose two of its abilities to increase you gain this, you can choose to evolve them now.
by 1.
Professor:
Versatile: At level 15, you are an expert in your field. Once per combat,
At level 5, you gain a number of skill dice (d6) equal to 1 + choose a Pokémon and make a DC 12 INT roll as as a bonus
your WIS modifier. You may assign these to any of your action. On a success, you identify all four of its known moves.
Pokémon to be added to a single skill check or saving throw. In addition, you learn that target's weak spots, granting +2 to
You replenish your pool of skill dice at each long rest. all attack rolls against the Pokémon.
Many Faces:
At level 9, you may select a feature of any of the other trainer Pokémon Collector
paths as long as it requires level 9 or lower. Your fascination with all the different types of Pokémon of the
world drives your need to collect them all. You now have
Pokéball Crafter: expertise in Animal Handling, doubling your proficiency in
At level 15, at each long rest, you can gather enough natural this skill.
materials to craft an Ultra Ball.
Gotta Catch ‘Em
Em All:
Poké Mentor At level 5, once per long rest, you may roll an Animal Handling
You have a nurturing touch and a skill for mentoring Pokémon check with advantage, even if the opponent is not suffering
to bring out the best in them. Your TMs can be used twice from a negative status effect.
before breaking. Careful Catching:
Pokéchef: At level 9, any Pokémon you catch are instantly healed of their
You excel at creating meals for your Pokémon, seemingly out status ailments and have full health.
of nothing. At level 5, you are frequently prepared with an Disciplined Strikes:
"Edible Treat" for Pokémon, healing 2d4+2 hit points when At level 15, you have trained your Pokémon to hold back or
given as an action. You can use this feature twice per day. unleash power when necessary. When damaging a Pokémon
enough to cause it to faint, you can choose to bring it to 1 HP
instead.

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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 Pokemon is caught, the Range: 60 feet
trainer must choose one Pokemon to send to their PC. Components: Pokéball
A Pokéball is destroyed on a failureed 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 Note: Bonuses are added to your throw depending
happy to join you in your adventures. For those that need a on which type of Pokéball you use. See the item list
little more coaxing, the mechanics of catching a Pokémon are for the different types of Pokéballs.
much like casting a spell that everyone knows.

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 means
the trainer to socialize and help with skill checks. In battle, building a trusting relationship with them and accepting them
they are the first one to fight until switched out. At the end of for who they are. As such, any Pokémon you come into contact
battle, they resume status as the Active Pokémon. A trainer with has its own Nature that effects their ability scores and
can switch out their Active Pokemon at any time, except sticks with them for their entire life. The following table can
immediately before entering a battle. If this Pokémon faints, be used by the DM to randomly give Pokémon a nature with a
the trainer must choose a new Active Pokémon at that time. roll of a d20. When you choose your starter, you may choose
Pokémon, like trainers, are proficient in various skills. any of the following with their effects.
Outside of battle, a Pokémon may “help” their trainers,
granting advantage on one of the trainer’s skill checks as long d20 Nature Effect
as the Pokémon is proficient in that skill.
For example: Ash has chosen Pikachu as his active 1 Reckless +2 Strength, -2 Dexterity
Pokémon. Pikachu is proficient in Acrobatics and Persuasion. 2 Rash +2 Strength, -2 Constitution
If Ash has to use either of this skills, he is given advantage on
the roll. 3 Brave +2 Strength, -2 Wisdom
4 Cocky +2 Strength, -2 Charisma
Healing 5 Skittish +2 Dexterity, -2 Strength
There are three ways to heal your Pokémon. 6 Hasty +2 Dexterity, -2 Constitution
7 Energetic +2 Dexterity, -2 Charisma
Bring them to a Pokécenter.
Take a long or short rest 8 Clumsy +2 Dexterity, -2 Wisdom
Give them potions or food. 9 Apathetic +2 Constitution, -2 Dexterity
Pokécenters: 10 Stubborn +2 Constitution, -2 Wisdom
Pokécenters are small hospital-like facilities that can heal 11 Grumpy +2 Constitution, -2 Charisma
your Pokémon to full health and recover all PP in less than 30 12 Relaxed +2 Constitution, -2 Strength
minutes. Free for those with Trainer Licenses, they can be 13 Careful +2 Wisdom, -2 Strength
found across the world in abundance.
14 Curious +2 Wisdom, -2 Constitution
Rests: 15 Naughty +2 Wisdom, -2 Charisma
Long rests take at least six hours and refresh all Pokémon 16 Cheerful +2 Charisma, -2 Strength
health, statuses, and PP. 17 Sassy +2 Charisma, -2 Dexterity
Short rests can be as little as a half an hour and recover an
amount of health equal to the number rolled on a Pokémon’s 18 Dumb +2 Charisma, -2 Wisdom
hit dice. PP is not recovered on short rests, and short rests do 19 Hardy +1 AC, -2 Dexterity
not revive fainted Pokémon.
20 Nimble + 1 AC, -2 Strength
Potions/Food:
Perishable items can be given to a Pokémon as an action to Bonding
instantly restore hit points or temporarily increase abilities.
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 an additional 10 temporary hit points
The Pokémon gains 1 point of inspiration

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Loyalty
The bond between a Pokemon and its trainer is not always stable; It can ebb and flow as the two parties interact with one another.
In Pokemon 5e, the relationship between a Pokemon and its trainer moves through various level of Loyalty. These levels each have
different effects on the ability of a Pokemon, how well they listen to you, and even whether or not certain Pokemon can evolve.
Ultimately, the Loyalty level of a Pokemon is determined by the DM. Examples of raising loyalty may include bonding with a
Pokemon multiple times, seeking out snack and foods that the Pokemon enjoys, winning a particularly difficult battle, etc. Lowering
loyalty may involve catching a Pokemon in an undeserving way, leaving a Pokemon in the PC for too long, allowing a Pokemon 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 Pokemon reach -3 or +3 without extreme circumstances.
The following table describes the effects of each Loyalty level:
Level Emotion Effect

Disloyal Pokemon want nothing to do with their trainers. They despise being owned and consciously go
-3 Disloyal against their trainer's wishes at all times. Pokemon at this level add -3 to any saving throw they make. In addition,
before activating a move, must roll higher than an 18 on a d20 roll or lose their turn.
Angry Pokemon genuinely dislike their owners. They are hard to control and go against their trainer's wishes
-2 Angry if it does not align with their own. Pokemon at this level add -2 to any saving throw they make. In addition,
before activating a move, must roll higher than a 10 on a d20 roll or lose their turn.

-1 Unhappy An unhappy Pokemon stays with their owner, but would leave if they could. They hold no fondness for being
taken care of. Pokemon at this level add -1 to any saving throw they make.
A neutral Pokemon acts normally with no stat modifiers. It responds to its trainers commands and acts on its
0 Neutral own accord outside of combat as an Active Pokemon. Most freshly caught Pokemon begin at this level or
lower depending on the circumstances of their catch.

+1 Content A content Pokemon shows a fondness and respect for their owners. Caught Pokemon very rarely begin at any
loyalty level higher than this. Pokemon at this level gain an additional +1 to any saving throw they make.

+2 Pleased A pleased Pokemon puts great trust in their owners, and enjoys spending quality time with them. Pokemon at
this level gain an additional 5 hit points and +2 to any saving throw they make.

+3 Loyal Pokemon at this level have an incredible bond with their trainers, willing to risk their own life for their
trainer's safety. Pokemon at this level gain an additional 10 hit points and +3 to any saving throw they make.

Image by Charmance96 via DeviantArt

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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 Moves/Move Powers
moves, stats, and levels to gain. Your Pokémon have several moves to choose from in battle,
and can learn more as they advance levels or are given TMs
Combat and HMs. Moves in Pokémon 5e work similarly to spells in 5e.
Combat in Pokémon 5e is not much different than what you Each move has a number of Power Points (PP) that
are used to, with a few exceptions: determine how many times the move can be used. Refilling
PP can be done by resting your Pokémon, or using an item
At the start of a battle, you make one initiative roll for both such as Ether.
you and your Pokémon using your trainer's initiative Each move has a Move Power – the focused abilities of that
bonus. move. Move Powers can be any of the six main abilities, and
Only one Pokémon of yours may be on the battlefield at determine which ability to use for attack, damage, and saving
once. throw DC.
Changing out a Pokémon before it has fainted takes up an
entire action, but changing out a Pokemon when it faints Attack Roll Bonus = Move Power Mod + Proficiency Mod
can be done immediately as a free action. Either way, a Damage Bonus = Move Power Mod
new Pokemon cannot be switched out until it has taken a Saving Throw DC = 8 + Proficiency Mod + Move Power Mod
full turn in combat.
In order to switch out a fainted Pokémon, your trainer Trainer Actions
must be within 60 feet.
On your turn, both your trainer and your active Pokémon In Pokemon battles, a trainer's main job is to interact with the
have a movement up to their speed, but only one of you environment, issue commands, and keep their Pokemon in
may take an action/bonus action. A Pokémon Trainer’s job the fight by administering boosts or potions. There are strict
on their turn is to assist their Pokémon in battle by laws governing the world of Pokemon and any trainer vs.
interacting with the environment, providing potions or trainer combat is strictly prohibited, the penalty being the loss
boosts, commanding their Pokémon to attack, or of one's Trainer License. As such, trainers may not target
attempting to run away. other trainers or a trainer's Pokemon in battle. All is fair in
You MUST have a Pokémon in the battle at all times. If you wild Pokemon encounters, however. A trainer may assist their
have no remaining Pokémon, you lose the battle. A battle Pokemon in battle, or defend against any incoming attacks.
loss results in you losing half your total money (rounded
up), all carried Pokemon lose 1 level of loyalty, and you Running Away
must immediately use a revive or find a Pokécenter. If trainers get caught up in a fight with wild Pokémon they do
not think they can win against, they can attempt a group DEX
Attacks of Opportunity check as an action on a PC’s turn, contested by the DEX
If a Pokemon leaves the melee range of another without using ability score of the wild Pokémon involved in the combat.
the Disengage action, or when not returning to a Pokeball, the More PCs need to succeed than fail. Tie goes to the runner. In
opponent may use a melee move that has a time of "1 action" case of a fail, trainers may not attempt to run away again until
immediately as a reaction. The move costs the normal amount that PC’s next turn (one full round).
of PP.

Image Minirigby via DeviantArt


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5. Pokémon and Character Advancement


Pokémon Experience Pokémon Advancement
Experience points (XP) are rewarded to Pokémon for When your Pokémon has gained enough experience, it may be
successfully defeating other Pokémon, or given out at the able to level up. Level ups for Pokemon happen immediately,
DM’s discretion when the players complete a particularly and do not require long rests. Just like PCs, Pokémon roll (or
difficult challenge. Catching a Pokémon also gives take the average of) a hit die (determined in their stat block)
experience, but at 1/5 the normal amount. XP can be and add their CON modifier to determine the increase in HP
distributed to a player’s Pokémon in any amount, but only at each level.
Pokémon that took an action in the fight can be given the
rewarded XP. Fainted Pokemon can also be given XP as long
as they were in the fight. If two or more people battle against a
single Pokémon, the XP given to each player to distribute is
determined by the DM. See the Appendix for more
information on XP based on SR and Pokémon level. Pokémon Leveling
The following is a table containing the total XP a Pokémon Level Prof Bonus Features STAB
needs at each level to level up:
1st +2 +0
Level XP Needed
2nd +2 New Move +0
1st 0
3rd +2 STAB Increase +1
2nd 400
4th +2 Ability Score Improvement +1
3rd 1,000
5th +3 Proficiency/Damage Increase +1
4th 3,000
6th +3 New Move +1
5th 7,000
7th +3 STAB Increase +2
6th 12,000
8th +3 Ability Score Improvement +2
7th 17,000
9th +4 Proficiency Increase +2
8th 24,000
10th +4 New Move/Damage Increase +2
9th 32,000
11th +4 STAB Increase +3
10th 41,000
12th +4 Ability Score Improvement +3
11th 52,000
13th +5 Proficiency Increase +3
12th 64,000
14th +5 New Move +3
13th 77,000
15th +5 STAB Increase +4
14th 92,000
16th +5 Ability Score Improvement +4
15th 110,000
17th +6 Proficiency/Damage Increase +4
16th 120,000
18th +6 New Move +4
17th 140,000
19th +6 STAB Increase +5
18th 170,000
20th +6 Ability Score Improvement +5
19th 190,000
20th 220,000

New Move:
Ability Score Improvement:
Your Pokémon adds new moves that it can learn. All moves at
this level can be taught to your Pokémon. Pokémon cannot Your Pokémon can gain two points to spend on increasing
have more than four moves at a time without the Extra Move their abilities (to a maximum of 20) OR can select a Feature.
Feat, so they may have to replace one of their old moves to (See Feats Section)
make room. Moves can only be replaced when a Pokémon
gains a level, and must be chosen from the Pokémon’s current Same-Type Attack Bonus (STAB)
move list at a level at or below their current level. Your Pokemon gains a bonus to damage rolls when it uses an
attack move type that is the same as their Pokemon type. The
Damage Increase STAB bonus may only be applied once when it comes to
The damage of each damaging move increases at the acquired moves that hit multiple times. This bonus increases as the
level, as shown in the move description. Pokemon levels up.

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Evolution For example


Pokémon can evolve into a new form once they hit a certain Ash is currently level 4 and owns four Pikachu at levels 1, 4, 3,
level as determined in their stat block, or by giving them a and 2. He is only given three Pokéslots at this level, so his total
certain type of special item. When a Pokémon evolves, the Pokémon levels for the purpose of leveling his PC is 4 + 3 + 2
following occurs, in order: = 9. If he were to level his level 4 Pikachu level 5, then he
1. It keeps its current ability scores, but gains 5 points to would reach 5th level because his new total would be 5 + 3 + 2
distribute towards any of those scores (Max 20 before = 10. Because at 5th level, he receives another Pokéslot, his
bonuses). total for leveling changes to 1 + 5 + 3 + 2 = 11.
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. The highest leveled Pokemon a trainer owns do not need to
4. It acquires the base AC of its evolved form, all new be carried by that trainer in order to level up.
proficiencies, and vulnerabilities/resistances/immunities. It is important to note that Pokémon captured at a high level
5. It keeps the known moves it had before evolution, but must are typically not as strong as those caught at a lower level and
learn all future moves from its new move list. Ex: Pikachu trained up to that point. Capturing higher leveled Pokémon
evolving into Raichu at level 10 cannot learn any of may be beneficial for player level changes, but a trainer with 3
Pikachu's level 10 moves. recently captured Charizards is weaker than a trainer who
Evolution can be delayed at the player’s discretion, but once has cared for 3 Charmanders through their evolutions.
the decision has been made, the Pokémon cannot evolve until Option 2:
gaining an additional level. The level of the trainer is based upon how many Pokémon the
trainer has registered in their Pokédex. Alternatively, the DM
Character Advancement can choose to allow trainers to register a Pokémon by reading
Level ups for trainers happen immediately, and do not require a certain book, finding an artifact, speaking to a professor, etc.
long rests. There are two options a DM can use for player The following table can be used as a reference for levels
character leveling, neither of which use experience points like based on number of Pokémon in a Pokédex.
Pokémon advancement. Character Level Pokémon Registered
Option 1: 2nd 8
The level of a character is determined by total levels of the 3rd 15
character’s X highest leveled Pokémon, where X is the PC’s 4th 25
current number of Pokéslots. The following table can be used
as a guideline for PC leveling. 5th 35
6th 45
Character Level Total Pokémon Levels Needed
7th 58
2nd 3
8th 75
3rd 5
9th 87
4th 7
10th 100
5th 10
11th 110
6th 18
12th 118
7th 24
13th 124
8th 27
14th 132
9th 30
15th 138
10th 42
16th 144
11th 46
17th 150
12th 50
18th 154
13th 55
19th 158
14th 60
20th 160
15th 65
16th 75 This option is particularly interesting if a campaign starts at
17th 80 later levels, because players can choose which Pokémon they
have seen, with DM approval, leading to interesting
18th 86 backstories.
19th 92
20th 100

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6. Other Changes
Death Saving Throws for Pokémon Paralyzed:
A paralyzed creature has disadvantage on any STR or DEX
There are none. When your Pokémon reaches 0 HP, it faints saving throws, and attacks against it have advantage. At the
and you must replace it with another available Pokémon in beginning of each of its turns, roll a d4. On a result of 1, it
your inventory immediately as a free action. cannot move and its turn is over, but the trainer of a paralyzed
Pokémon still may take an action.
Damage Types
Pokémon 5e replaces the standard 5e damage types Species Rating (SR)
(bludgeoning, slashing, etc.) with ones more typical to the In Pokémon 5e, each Pokémon is given a "Base Species
Pokémon universe. These include fire, water, ice, grass, Rating” (SR). This is different than a typical CR rating in D&D
ground, rock, electric, fighting, ghost, psychic, poison, bug, 5e, and does not fall under the traditional encounter building
steel, dark, fairy, and normal. rules. SR is a numerical device that signifies the strength of
the species as a whole, regardless of level. For example, a level
New Status Effects 10 Pidgey (Base SR 1/8) is not as strong as a level 10
In addition to the previous effects such as grappled, Bulbasaur (Base SR 1/2). This SR gives a guideline to
restrained, etc., Pokémon 5e adds or modifies several new compare Pokémon across species, and puts each Pokémon in
status effects. a different column for experience rewards.
Poisoned: Mounts
A poisoned creature has disadvantage on all ability checks Any large or bigger Pokémon can be mounted (Or smaller at
and attack rolls, and takes 1d6 poison damage at the end of the discretion of the DM). When you mount an active
each of its turns until it faints or is cured of its poison. Pokémon, you take on their walking, swimming, or flying
Frozen: speeds.
A frozen creature is grappled and restrained. In combat, it can
attempt to break free of the ice with a DC 15 STR save at the
end of each of its turns. Outside of combat, the frozen status
lasts for one hour.
Confused:
A confused creature is affected for three rounds. During this
time, it loses its ability to take reactions and moves at half
speed. It must roll a d20 at the beginning of each of its turns.
On a result of 9 or lower, the creature hurts itself for 1d6
damage and may not make an attack, but the trainer of a
confused Pokémon still may take an action. On a roll of 20, the
creature is no longer confused.
Burning:
A burned creature's attacks deal half their normal damage. In
addition, the creature takes 1d6 fire damage at the beginning
of each of its turns until it faints or is cured of its burns.
Asleep:
A creature that is asleep is incapacitated and restrained for a
maximum of three rounds, failing all STR and DEX saves
during that time. A sleeping creature can make a DC 12 CON
save as a bonus action at the beginning of each of its turns to
attempt to wake up.
Flinched:
A flinched Pokémon has disadvantage on any attack roll, skill
check, or saving throw it makes before the end of its next turn.
If it activates a move that requires a saving throw during that
time, the target has advantage on the roll.

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7. Running a Game
Building Encounters
There will be essentially two types of encounters in Pokémon
5e: Wild Pokémon encounters and Trainer Battles.
Wild Pokémon:
Wild Pokémon encounters should be treated with caution. As
a DM, you have a responsibility to continually introduce your
players to new Pokémon of various levels throughout the
campaign. Your trainers will want to go out into the
wilderness to gain experience fighting as well as catching new
Pokémon. Clusters of Pokémon should contain those of high
and low levels, and the players should not know what those
levels are until they have successfully captured a Pokémon. It
is important to remember that Pokémon of higher levels
cannot be caught until the trainer has also reached that level,
and higher leveled Pokémon help players progress through
their levels without having to do much training. As such,
capture-focused expeditions should contain several Pokémon
of lower levels, while battle-focused encounters should
contain high level Pokémon to present a challenge to the
player, perhaps even 1 or 2 Pokémon of much higher level
than the players.
Experience for wild Pokémon encounters should be given
out at the discretion of the DM, based on participation in the
fight by each PC, or distributed equally among all players.
Trainer Battles
Often in a campaign, your players will come across other
trainers that will want to engage in a Pokémon battle. 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.
Additionally, Pokémon that belong to an enemy trainer are
usually stronger than those found in the wild. When building
trainer Pokémon, consider the fact that their Pokémon may
have started at level 1 and have gone through an evolution or
two with that trainer. Advance the enemy Pokémon just the
same as a PC would advance their own Pokémon.
It may be a good idea to give the entire party experience and
money for defeating a trainer, in addition to experience gained
from each defeated Pokémon.
Starting Past Level 1
You may want to start a game with trainers higher than level 1.
If this is the case, make sure you follow these additional rules:
If using Option 1 for character advancement, The total
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
they can control based on their level.
One of the trainer’s Pokémon must be of a SR ½ or lower
as their starter. Image by Minirigby AwokenArts via clipartmax.com
Experience Points
See the Appendix for an example table on rewarding
experience for defeating Pokémon based on SR and level.

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8. Items
Items from the 5e PHB can be used as normal. The following items are added, specific to the Pokémon universe and setting.

Pokéballs
The essential inventory item for any Pokémon trainer, the Pokéball allows you to catch wild Pokémon and gives 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 $450
Ultra Ball +10 to Capture Rolls $700
Hyper Ball +20 to Capture Rolls $1,200
Level Ball +5 to Capture Rolls if active Pokemon is a higher level than target. $400
Lure Ball +10 to Capture Rolls while fishing $400
Moon Ball +10 to Capture Rolls against members of Nidoran, Jigglypuff, or Clefairy family $400
Friend Ball +0 to Capture Rolls. Sets Loyalty level to +1 after catch $600
Love Ball +15 to Capture Rolls against target that is the same species as your Active Pokemon $800
Heavy Ball +15 to Capture Rolls against Pokemon of size Medium or bigger. $800
Fast Ball +15 to Capture Rolls against Pokemon with primary speed higher than 30ft $800
Master Ball Automatic Success on Capture Roll Not Sold

Basic Restoratives
The following items are given to your Pokémon to restore HP, revive, or cure status ailments. A master trainer is always prepared
with a slew of restoratives.
Item Effect Cost
Potion Restores 2d4+2 HP $200
Super Potion Restores 6d4+6 HP $380
Hyper Potion Restores 10d4+10 HP $700
Antidote Cures Poison $200
Paralyze Heal Cures Paralysis $200
Burn Heal Cures Burn $200
Ice Heal Cures Frozen $200
Full Heal Restores all Status Effects $450
Revive Revives fainted Pokémon with 2d4+2 HP $3000
Max Revive Revives fainted Pokémon with 10d4+10 HP $5000
Ether Restores 5 PP to a single move $500
Max Ether Restores 5 PP to all moves $1800
Elixer Restores 10 PP to a single move $900
Max Elixer Restores 10 PP to all moves $3500
Candy Bar Restores 5 HP $150
Soda Pop Restores 10 HP $275
Berry Juice Restores 20 HP $500
Lemonade Restores 30 HP $650
MooMoo Milk Restores 50 HP $1200

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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 the Attack roll of a Pokémon for 1 minute $350
X Defend Adds +2 to the AC of a Pokémon for 1 minute $350
X Special Increases your Move DC by +2 for 1 minute $350
X Sp. 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 hits on attacks made by the Pokémon occur on rolls of 19 and 20 for 1 minute $400
X Accuracy Grants advantage on next three attack rolls $350
Guard Spec Prevents status ailments for 1 minute $700

Vitamins
Vitamins are rare and expensive items that can be used to permanently increase the stats of your Pokémon (to a max of 18).
Item Effect Cost
HP Up Increase maximum HP by the maximum roll of one of your hit dice. $4900
Protein Increase STR by 1 $4900
Iron Increase DEX by 1 $4900
Calcium Increases CON by 1 $4900
Zinc Increase WIS by 1 $4900
Carbos Increase CHA by 1 $4900
PP Up Increase the PP of one of your moves by 2 $8800

Evolutionary Items
Some Pokémon can only evolve when coming into contact with certain evolutionary items. The following can be found at most
major stores:
Item Effect Cost
Fire Stone Evolves Vulpix, Growlith, and Eevee $3000
Leaf Stone Evolves Gloom, Weepinbell, and Exeggcute $3000
Moon Stone Evolves Nidorina, Nidorino, Clefairy and Jigglypuff $3000
Thunder Stone Evolves Pikachu and Eevee $3000
Water Stone Evolves Poliwhirl, Shellder, Eevee, and Staryu $3000
Sun Stone Evolves Gloom and Sunkern $3000
Dragon Scale Evolves Seadra $4400
King's Rock Evolves Slowpoke and Poliwhirl $3000
Metal Coat Evolves Onix, Scyther $4400
Up-Grade Evolves Porygon $3000

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TMs/HMs
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, but HMs can be used indefinitely. Note: If a TM move is replaced, it can
only be relearned by purchasing another TM. HMs CAN be replaced by other moves.
TMs
TM Cost TM Cost
01 – Dynamic Punch $3200 26 – Earthquake $3800
02 – Headbutt $2000 27 – Return $2000
03 – Curse $3600 28 – Dig $3200
04 – Rollout $4500 29 – Psychic $4600
05 – Roar $1200 30 – Shadow Ball $2600
06 – Toxic $2400 31 – Mud Slap $2000
07 – Zap Cannon $5500 32 – Double Team $2500
08 – Rock Smash $3000 33 – Ice Punch $2800
09 – Psych Up $2600 34 – Swagger $2500
10 – Hidden Power $2000 35 – Sleep Talk $3000
11 – Sunny Day $1400 36 – Sludge Bomb $3600
12 – Sweet Scent $2000 37 – Sandstorm $4500
13 – Snore $3200 38 – Fire Blast $3600
14 – Blizzard $4800 39 – Swift $1200
15 – Hyper Beam $8000 40 – Defense Curl $1200
16 – Icy Wind $3800 41 – Thunder Punch $2800
17 – Protect $2400 42 – Dream Eater $1600
18 – Rain Dance $1400 43 – Detect $2600
19 – Giga Drain $4000 44 – Rest $3200
20 – Endure $2500 45 – Attract $3000
21 – Frustration $3200 46 – Thief $2500
22 – Solar Beam $5,000 47 – Steel Wing $2800
23 – Iron Tail $2400 48 – Fire Punch $2800
24 – Dragon Breath $5000 49 – Fury Cutter $3200
25 – Thunder $3800 50 – Nightmare $3400

HMs
HM Cost HM Cost
01 – Cut $800 05 – Flash $2400
02 – Fly $3200 06 - Whirlpool $4500
03 – Surf $3200 07 - Waterfall $3200
04 – Strength $1200 - -

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Berries and Held Items


Pokemon may be given a single item to hold with varying effects. Some effects are triggered by events as an immediate free action,
others may have static effects that are always in place. The following is a list of items that can be held and their effects.
Berries
Item Effect Cost
Berry Restores 10 HP. Activated when Pokemon drops below 50% HP. $200
Gold Berry Restores 30 HP. Activated when Pokemon drops below 50% HP. $550
Mystery Berry Restores 5 PP. Activated when a move is depleted of PP. $700
Miracle Berry Cures any status condition. Activated when affected with any status. $500
Mint Berry Cures Sleep. Activated when put to sleep. $200
Burned Berry Cures Burn. Activated when burned $200
Ice Berry Cures Frozen. Activated when frozen. $200
PRZ Cure Berry Cures Paralysis. Activated when paralyzed $200
PSN Cure Berry Cures Poison. Activated when poisoned $200

Other Held Items


Item Effect Cost
Black Belt Fighting type moves do an additional 1d4 damage of that type. $4400
BlackGlasses Dark type moves do an additional 1d4 damage of that type. $4400
Charcoal Fire type moves do an additional 1d4 damage of that type. $4400
Dragon Fang Dragon type moves do an additional 1d4 damage of that type. $4400
Focus Band Roll a d20 when suffering from the flinched status. On a 10 or higher, you do not flinch. $1000
Hard Stone Rock type moves do an additional 1d4 damage of that type. $4400
King's Rock On natural attack rolls of 19 or 20, the target flinches. $3000
Leftovers Restores 1d4 HP to the holder at the end of each of their turns $2800
Light Ball Raises Pikachu's MOVE power modifier by +1 $1400
Lucky Egg XP from battle for this Pokemon is increased by 20% $5000
Lucky Punch When held by Chansey, critical hits occur on rolls of 19 and 20. $1200
Magnet Electric type moves do an additional 1d4 damage of that type. $4400
Metal Coat Steel type moves do an additional 1d4 damage of that type. $4400
Metal Powder When held by Ditto, its CON score increases by +3 $1200
Miracle Seed Grass type moves do an additional 1d4 damage of that type. $4400
Mystic Water Water type moves do an additional 1d4 damage of that type. $4400
NeverMeltIce Ice type moves do an additional 1d4 damage of that type. $4400
Pink Bow Normal type moves do an additional 1d4 damage of that type. $4400
Poison Barb Poison type moves do an additional 1d4 damage of that type. $4400
Polkadot Bow Fairy type moves do an additional 1d4 damage of that type. $4400
Quick Claw Increase initiative roll by +3 while this Pokemon is active. $1000
Scope Lens Critical hits occur on natural attack rolls of 19 and 20. $1500
Sharp Beak Flying type moves do an additional 1d4 damage of that type. $4400
SilverPowder Bug type moves do an additional 1d4 damage of that type. $4400
Spell Tag Ghost type moves do an additional 1d4 damage of that type. $4400
TwistedSpoon Psychic type moves do an additional 1d4 damage of that type. $4400

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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 Use as an automatic success to run away from combat $150
Rope

XP Share Half of experience from combat can be distributed to carried Pokémon that did not fight in the $7,500
battle

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 asn't fainterd) 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 more rare Pokémon appearing at a higher result, and an unsuccessful catch at a lower result.
Old Rod: Magikarp
Good Rod: Goldeen, Poliwag
Super Rod: Psyduck, Poliwag, Poliwhirl, Tentacool, Slowpoke, Slowbro, Shellder, Krabby, Kingler, Horsea, Seadra, Goldeen,
Seaking, Staryu, Magikarp, Dratini

9. Feats
Any feature from the 5e PHB can be selected for trainers. The Combo Master
following features can be selected by your Pokémon instead of Your Pokémon is an expert in combining strikes against a foe.
taking the Ability Score Increase given during the leveling When this feature is selected, on moves that have the
process. possiblity to strike more than once, you are guaranteed to
Extra Move: strike twice on a hit (Fury Swipes, Double Slap, etc.).
Your Pokémon can know five total moves instead of four. Smooth Façade
AC Up: Your Pokémon is hardened, shrugging pain off like it is
Your Pokémon’s AC increases by 1. This bonus is included nothing. When suffering from a negative status ailment other
through a Pokémon’s evolutions. than sleep, your Pokémon gains +3 to their AC.
Tireless:
Your Pokémon endures hours of rigorous training which keep
it in battle longer than the average Pokémon. Gain +1 PP for
every move.
Terrain Adept
Your Pokémon is especially skilled when fighting on a specific
terrain. Choose one of the following terrains when selecting
this feature. Your Pokémon gains +2 to attack rolls when in
this terrain. Terrains: Coastal, Swamp, Forest, Arctic, Desert,
Grassland, Hill, Mountain, Underwater.

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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 Agility
Type: Grass Type: Psychic
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 bonus action
PP: 25 PP: 30
Duration: Instantaneous Duration: 1 minute
Range: Melee Range: Self
Description: You attempt to absorb some of an enemy’s Description: You hone your abilities and feel a surge of speed
health. Make a melee attack on a Pokémon. On a hit, the course through your veins. As long as you have the type,
Pokémon takes 1d6 + MOVE grass damage. Half the increase your walking, flying, or swimming speed by 20 feet
damage done is restored by the user. for the duration.
Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Amnesia
Type: Psychic
Acid Move Power: None
Type: Poison Move Time: 1 bonus action
Move Power: DEX PP: 20
Move Time: 1 action Duration: 1 minute
PP: 30 Range: Self
Duration: Instantaneous Description: Your mind elevates to a new level of focus. Add
Range: 30ft Cone +2 to any saving throw you make for the duration, but select
Description: You create a stream of hot acid in a 30 foot cone, one of your move that is not Amnesia. You forget that move
centered on you. Pokémon caught in the cone must succeed and cannot use it for the duration.
on a DEX save, taking 1d6 + MOVE poison damage on a
fail, and half as much on a success. Ancient Power
Higher Levels: The damage dice roll for this move changes to Type: Rock
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Move Power: STR/DEX
Move Time: 1 action
Acid Armor PP: 5
Type: Poison Duration: Instantaneous
Move Power: CON Range: Melee
Move Time: 1 action Description: You lash with unknown inner power. Make a
PP: 20 melee attack roll against a creature, doing 1d10 + MOVE
Duration: 1 minute, Concentration rock damage on a hit. Either way, roll a d10 when the attack
Range: Self is resolved. On a result of 10, all of your ability scores go up
Description: You are surrounded by a shield of thick acid for by 1 while you remain in battle. This move can be stacked
the duration. During this time, your AC increases by 2, and for a maximum of +5 to all ability scores.
any Pokémon that hits you with a melee attack must Higher Levels: The damage dice roll for this move changes to
succeed on a CON save or take 1d6 poison damage. 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Higher Levels: The damage dice roll for this move changes to
2d6 at level 10 Attract
Type: Normal
Aeroblast Move Power: CHA
Type: Flying Move Time: 1 reaction
Move Power: DEX PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 5 Range: Self
Duration: Instantaneous Description: As a reaction, when dealt damage by an attack,
Range: 50ft line you may force an opponent to make a WIS save against
Description: You shoot out a powerful vortex of air that your Move DC. On a fail, the creature must roll the damage
shreds through opponents. Any Pokémon caught in a 50 again and use the lower result.
foot line, 5 feet wide, must make a DEX save against your
Move DC, taking 4d4 + MOVE flying damage on a fail, and
half as much on a save.
Higher Levels: The damage dice roll for this move changes to
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

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Aurora Beam Belly Drum


Type: Ice Type: Normal
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 60ft line Range: Self
Description: You create a 40 foot line of freezing ice, 5 feet Description: You sacrifice health for attack. When using this
wide. Any creature caught in the line must succeed on a move, take damage equal to half your maximum, but
DEX save or take 1d10 + MOVE ice damage and be frozen. increase your Strength score by 10 while you remain in
Higher Levels: The damage dice roll for this move changes to battle. After activating this move, you are not affected by
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. potions while you remain in battle.
Barrage Bide
Type: Normal Type: Normal
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 50ft
Description: Make a ranged attack on a Pokémon, rolling 1d4 Description: You embrace the damage done to you, waiting
on a hit. You attack with a barrage of ranged strikes equal to for your time to strike. Use your attack action to activate
the number shown. Each projectile that deals 1d4 normal this move, and keep track of all damage done to you before
damage. your next turn. On your next turn, you lash out at an enemy
Higher Levels: Each projectile that hits deals 1d6 at level 5, with a normal ranged attack, striking them for double the
2d4 at level 10, and 2d6 at level 17. amount of damage you took on a successful hit. At 10th
Barrier
Level, you can choose to hold Bide for a second turn for the
chance to add additional damage to the attack.
Type: Psychic Higher Levels: You may continue to stockpile damage for 2
Move Power: None turns at level 10 and above.
Move Time: 1 action
PP: 20 Bind
Duration: 1 minute, Concentration Type: Normal
Range: Move Power: STR
Description: You create a transparent shield of psychic Move Time: 1 action
energy. While active, the barrier grants +2 to AC for you and PP: 20
any companions within 5 feet of you for the duration. Duration: Instantaneous
Baton Pass
Range: Melee
Description: You attempt to grapple a target into submission.
Type: Normal Make a melee attack roll. On a hit, the target takes 1d4 +
Move Power: None MOVE normal damage and is grappled and restrained. At
Move Time: 1 bonus action the beginning of each of its turns, it may attempt to escape
PP: 40 with a STR save against your Move DC. While a Pokémon
Duration: Instantaneous is grappled, you may continue this move, as a bonus action,
Range: Self to do an automatic 1d4 normal damage without having to
Description: As a bonus action, you may switch a Pokémon make an attack roll.
out with another Pokémon, passing along all negative status Higher Levels: The damage dice rolls for this move change to
effects or stat changes to the new Pokémon. This includes 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
existing substitutes, critical hit bonuses, AC increases, etc.
Bite
Beat Up Type: Dark
Type: Dark Move Power: STR/DEX
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 25
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: Melee Description: You sink your teeth into an enemy Pokémon.
Description: You use strength in numbers to attack a Make a melee attack roll, doing 1d10 + MOVE dark damage
creature. Make a melee attack on a creature, and an on a successful hit.
additional attack for each Pokémon you are currently Higher Levels: The damage dice roll for this move changes to
carrying, doing 1d6 + MOVE dark damage on each hit. 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

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Blizzard Bonemerang
Type: Ice Type: Ground
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 120ft Range: 80ft
Description: Icy clouds form overhead and pelt the ground Description: You throw a boomerang and make two ranged
with hail and snow, centered on a point you choose within attacks against a target. On each successful hit, do 1d4 +
range. Each Pokémon within a 20 foot radius must make a MOVE ground damage.
Dexterity saving throw against your Move DC, taking 3d6 + Higher Levels: The damage dice roll for this move changes to
MOVE ice damage on a failed save, or half as much on a 1d6 at level 5, 2d4 at level 10, and 3d4 at level 17.
successful one. Bubble
Higher Levels: The damage dice roll for this move changes to
3d8 at level 5, 8d4 at level 10, and 9d6 at level 17. Type: Water
Move Power: DEX
Body Slam Move Time: 1 action
Type: Normal PP: 30
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: 60ft
PP: 15 Description: You shoot a series of quickly moving bubbles at
Duration: Instantaneous a target. Make three ranges attacks, doing 1d4 water
Range: Melee damage on each successful hit.
Description: You thrust yourself towards an opponent in an Higher Levels: The damage dice roll for this move changes to
attempt to crush them with your physical size. Make a 1d8 at level 5, 2d6 at level 10, and 3d6 at level 17.
melee attack on a target. On a hit, the target takes 2d6 + Bubble Beam
MOVE normal damage, and must succeed on a STR saving
throw against your Move DC or be knocked prone. Type: Water
Higher Levels: The damage dice roll for this move changes to Move Power: STR/DEX
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Move Time: 1 action
PP: 20
Bone Club Duration: Instantaneous
Type: Ground Range: 80ft line
Move Power: STR/DEX Description: You shoot a concentrated stream of bubbles in
Move Time: 1 action an 80 foot line, 5 feet wide. Any Pokémon caught in the line
PP: 20 must succeed on a DEX save against your Move DC, taking
Duration: Instantaneous 1d10 + MOVE water damage on a failed save, and half as
Range: Melee much on a success.
Description: You strike a Pokémon with a club of bone, doing Higher Levels: The damage dice roll for this move changes to
1d10 + MOVE ground damage on a successful hit. If the 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
natural attack roll is 18 or more, the target flinches on their Charm
next turn.
Higher Levels: The damage dice roll for this move changes to Type: Fairy
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Move Power: CHA/WIS
Move Time: 1 action
Bone Rush PP: 20
Type: Ground Duration: 1 minute
Move Power: STR Range: 80ft
Move Time: 1 action Description: You attempt to charm an opponent, sharply
PP: 10 decreasing its attack. A target you choose in range must
Duration: Instantaneous make a WIS save against your Move DC. On a fail, the
Range: Melee target adds -2 to all attacks against you for the duration.
Description: You reach out a series of hard hits against a Higher Levels: The target adds -3 at level 5, -4 at level 10, and
Pokémon. Make a melee attack roll, doing 1d4 + MOVE -5 at level 17.
ground 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.
Higher Levels: The damage dice rolls for this move change to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

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Clamp Constrict
Type: Water Type: Normal
Move Power: STR Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 35
Duration: 1 minute Duration: Instantaneous
Range: Melee Range: Melee
Description: You clamp down on an enemy Pokémon, Description: You wrap yourself around an enemy Pokémon,
attempting to deal damage and keep them in place. Make a trying to squeeze the life from them. Make a melee attack
melee attack roll. On a hit, the target takes 1d6 + MOVE roll. On a hit, the target takes 1d4 + MOVE normal damage
water damage and is grappled and restrained. At the and is grappled and restrained. At the beginning of each of
beginning of each of its turns, it may attempt to pry itself its turns, it may attempt to escape with a STR save against
away with a STR save against your Move DC. While a your Move DC. As long as it is restrained, continue to do
Pokémon is grappled, you may continue this move on 1d4 normal damage as a bonus action on each of your turns
consecutive turns without spending any additional PP. without making an attack roll.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice rolls for this moves change
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Comet Punch Conversion
Type: Normal Type: Normal
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 bonus action
PP: 15 PP: 30
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self
Description: You strike out with a lightning fast punch. Make Description: Your Pokémon takes on a new type for
a melee attack roll. The target takes 1d4 + MOVE on a hit. resistances/vulnerabilities/immunities, equal to one of the
After successfully hitting a target, roll a d4. On a result of 3 types of a move it currently knows.
or 4, you may immediately hit again for an additional 1d4 Conversion 2
normal damage. Continue this process until you fail to roll a
3 or 4 on the d4 roll. Type: Normal
Higher Levels: The damage dice rolls for this move change to Move Power: None
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Move Time: 1 reaction
PP: 10
Confuse Ray Duration: Instantaneous
Type: Ghost Range: Self
Move Power: DEX/INT Description: After taking damage from an attack, You may
Move Time: 1 action use your reaction to change your Pokémon type to one of
PP: 10 your choice that is resistant or immune to the type of move
Duration: Instantaneous used against you.
Range: 60ft Cotton Spore
Description: You release a ray of psychic energy meant to
confuse an opponent. Choose a target in range. The target Type: Grass
must make an INT saving throw against your Move DC or Move Power: DEX/CON
take 1d4 + MOVE psychic damage and become confused. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 40
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Duration: 1 minute
Range: 30ft
Confusion Description: You unleash spores of thick cotton that covers
Type: Psychic the opponent. Force a target in range to make a CON save
Move Power: INT/WIS against your Move DC. On a fail, the target’s speed is
Move Time: 1 action reduced by 10 for the duration. If this reduction in speed
PP: 25 causes their speed to be 0, they are restrained for the
Duration: Instantaneous duration.
Range: 80ft
Description: You attempt to enter the mind of an enemy and
cause confusion. Make a ranged attack on a Pokémon in
range. On a hit, the target takes 1d8 + MOVE psychic
damage. If the natural attack roll is 15 or more, the target
becomes confused.
Higher Levels: The damage dice roll for this move changes to
2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.

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Counter Cut
Type: Fighting Type: Normal
Move Power: DEX/STR Move Power: STR/DEX
Move Time: 1 reaction Move Time: 1 action
PP: 20 PP: 30
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: If you are hit by a normal or fighting type attack, Description: You lash out at an enemy with vine or claw or
you can use your reaction to retaliate against your foe, blade. Make a melee roll on an enemy, doing 1d8 + MOVE
doing 1d4 + MOVE fighting damage on a successful hit. on a successful hit.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
Cross Chop Defense Curl
Type: Fighting Type: Normal
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 40
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self
Description: You crush an opponent with a strong sideways Description: You curl up into a tight ball, increasing your
strike. Make a melee attack against a target, doing 4d4 + defensive stance. Until your next turn, you gain + 4 to your
MOVE fighting damage on a hit. Cross Chop results in a AC and have resistance to normal attacks.
critical hit on 19s and 20s. Destiny Bond
Higher Levels: The damage dice roll for this move changes to
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Type: Ghost
Move Power: WIS/CHA
Crunch Move Time: 1 action
Type: Dark PP: 5
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: 100ft
PP: 15 Description: You create a dark, internal bond with an
Duration: Instantaneous opponent. Select a target in range, who must make a WIS
Range: Melee save against your Move DC. On a fail, if you faint during the
Description: You unleash a powerful blow that has a chance combat, the opponent must take damage equal to twice the
to temporarily lower a target’s defense. Make a melee attack damage of the same type that caused you to faint.
against a target, doing 2d6 + MOVE dark damage on a hit. Detect
On a natural attack roll of 18 or higher, the target’s AC is
decreased by 1 for the remainder of combat. Type: Fighting
Higher Levels: The damage dice roll for this move changes to Move Power: None
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Move Time: 1 reaction
PP: 5
Curse Duration: Instantaneous
Type: Ghost Range: Self
Move Power: WIS/CHA Description: You sense incoming danger and are able to
Move Time: 1 action quickly avoid it. When targeted by an attack, you may
PP: 10 automatically avoid taking damage on the first instance of
Duration: 1 minute, Concentration this reaction. On future reactions in the same combat, you
Range: 10 must roll higher than a 15 on a d20 roll for the reaction to
Description: This Move has a different effect based on your be successful.
Pokémon type.
If you are ghost-type: You attempt to put a curse on an
opponent. Force a target in range to make a WIS saving
throw against your Move DC. On a fail, the target is cursed.
You take 1d6 damage initially and your opponent takes 1d6
ghost damage at the end of each of its turns for the
duration.
If you are any other type: You place a curse on yourself. For
the duration, your STR and CON scores increase by two,
but your DEX score decreases by 4.
Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

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Dig Double Kick


Type: Ground Type: Fighting
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 30
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: Melee
Description: Your Pokémon burrows underground, Description: You strike twice with two devastating kicks.
disappearing from view before striking from underneath a Make two melee attack rolls, doing 1d6 + MOVE fighting
foe. When you activate this move, you burrow underground damage on each successful hit.
and remain there until your next turn. During this time, you Higher Levels: The damage dice rolls for this move changes
cannot be the target of any attack. On your next turn, make to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
a melee attack on a pokemon in range, doing 2d6 + MOVE Double Slap
ground damage on a successful hit. Flying creatures are Type: Normal
unaffected by this attack. Move Power: STR/DEX/CHA
Higher Levels: The damage dice roll for this move changes to Move Time: 1 action
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. PP: 10
Disable Duration: Instantaneous
Type: Normal Range: Melee
Move Power: CHA/WIS Description: You reach out to slap a Pokémon with quick
Move Time: 1 action strikes. Make a melee attack roll, doing 1d4 + MOVE on a
PP: 20 hit. After successfully hitting a target, roll a d4. On a result
Duration: 1 minute, Concentration of 3 or 4, you may immediately hit again for an additional
Range: 60ft 1d4 normal damage. Continue this process until you fail to
Description: You attempt to disable a Pokémon, hindering its roll a 3 or 4 on the d4 roll.
abilities. Choose a target in range. The target must succeed Higher Levels: The damage dice rolls for this move change to
on a WIS saving throw against your Move DC. On a fail, roll 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
a d4. Each of the opponent’s move is numbered 1 – 4 in Double Team
alphabetical order. The move corresponding to the number Type: Normal
rolled is unable to be activated for one minute. If the Move Power: None
number rolled is higher than the number of move known by Move Time: 1 bonus action
the target Pokémon, reroll the d4 until you get a lower PP: 15
result. Duration: 1 minute, Concentration
Discharge Range: Self
Type: Electric Description: You create a duplicate image of yourself, 5 feet
Move Power: DEX beside you. The image copies every move you make. When
Move Time: 1 action an enemy hits you with an attack, roll a d4. On a 3 or 4, the
PP: 15 image takes all the damage for you and disappears.
Duration: Instantaneous Double-Edge
Range: 10ft Type: Normal
Description: You let loose a flare of electricity in a 10 foot Move Power: STR/DEX
circle, centered on you, striking all creatures around you. Move Time: 1 action
Creatures in the area must make a DEX saving throw PP: 10
against your Move DC. On a fail, a creature takes 2d6 + Duration: Instantaneous
MOVE electric damage. If a creature fails the save by more Range: Melee
than 5, it is paralyzed. Description: You commit a massive attack against an
Higher Levels: The damage dice roll for this move changes to opponent. Make a melee attack against a target, doing 2d10
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. + MOVE normal damage on a hit, but taking 2d6 normal
Dizzy Punch recoil damage.
Type: Normal Higher Levels: The damage dice roll for this move changes to
Move Power: STR/DEX 3d8 at level 5, 4d10 at level 10, and 9d6 at level 17.
Move Time: 1 action
PP: 10
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 8d4 at level 17.
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Dragon Breath Dynamic Punch


Type: Dragon Type: Fighting
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 40ft cone Range: Melee
Description: You release a powerful breath of energy in a 40 Description: You strike out with a twirling punch that
foot cone. All targets caught in the blast must make a DEX confuses your foes. Make a melee attack roll against an
save against your Move DC, taking 1d10 + MOVE dragon opponent, doing 4d4 + MOVE fighting damage on a hit. On
damage on a fail, and half as much on a save. If an opponent a hit, it also becomes confused.
fails the save by 5 or more, it is paralyzed. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Earthquake
Dragon Rage Type: Ground
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: 10ft
Range: 100ft line Description: You create a tremor in the ground in a 10 foot
Description: You unleash a devastating flow of energy in a radius, centered on you. Each creature in the area must
100 foot long line, 5 feet wide. Each creature caught in the succeed on a DEX save against your Move DC, taking 4d4 +
blast must make a DEX save against your Move DC, taking MOVE ground damage on a fail and be knocked prone. On a
2d10 + MOVE dragon damage on a fail, and half as much on success, they take half as much damage and are not
a save. knocked prone. The area becomes difficult terrain. Flying
Higher Levels: The damage dice roll for this move changes to Pokémon are immune to this attack.
3d6 at level 5, 4d10 at level 10, and 9d6 at level 17. Higher Levels: The damage dice roll for this move changes to
Dream Eater
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Type: Psychic Egg Bomb
Move Power: WIS 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 tap into a sleeping Pokémon’s dreams, Range: 60ft
sucking from its energy pool. Instantly inflict 4d4 + MOVE Description: You hurl a hard egg at a creature that explodes
psychic damage on a sleeping target in range, regaining half on impact. Make a ranged attack on a creature, doing 4d4 +
as many hitpoints to yourself. MOVE normal damage on a successful hit.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Drill Peck Ember
Type: Flying Type: Fire
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 25
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60ft
Description: You hammer down on an enemy with a peck Description: You hurl a ball of flame at an enemy within
attack. Make a melee attack roll on a target, doing 2d6 + range. Make a ranged attack, doing 1d6 + Move fire damage
MOVE on a successful hit. Drill Peck scores a critical hit on on a successful hit. If the natural attack roll is 19 or 20, the
19s and 20s. target is burnt.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

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Encore False Swipe


Type: Normal Type: Normal
Move Power: WIS/CHA Move Power: STR/DEX
Move Time: 1 reaction Move Time: 1 action
PP: 5 PP: 40
Duration: Instantaneous Duration: Instantaneous
Range: 100ft Range: Melee
Description: After being targeted by a move, force an Description: You swipe at an opponent but hold back power
opponent to make a WIS save against your Move DC as a slightly. Make a melee attack against an opponent, doing
reaction. On a fail, the target can only use the move that 1d6 + MOVE on a hit. If this attack would normally cause
targeted you for its next turn. At level 10, the number of an opponent to faint, it is reduced to 1HP instead.
turns an opponent must use the move changes to 2. At level Higher Levels: The damage dice roll for this move changes to
17, it changes to 3. 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Higher Levels: The number of turns the opponent must use Feint Attack
the move increases to 2 turns at level 10 and 3 turns at level
17. Type: Dark
Move Power: STR/DEX/CHA
Endure Move Time: 1 action
Type: Normal PP: 20
Move Power: None Duration: Instantaneous
Move Time: 1 reaction Range: Melee
PP: 5 Description: You bring an opponent close and hit it with a
Duration: Instantaneous sucker punch. Make a melee attack on an opponent, always
Range: Self with advantage, doing 1d10 + MOVE dark damage on a hit.
Description: When targeted by an attack that would Higher Levels: The damage dice roll for this move changes to
otherwise cause you to faint, you may instead fall to 1HP on 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
the first instance of this reaction. On future reactions in the Fire Blast
same combat, you must roll higher than a 15 on a d20 roll
for the reaction to be successful. Type: Fire
Move Power: STR/DEX
Explosion Move Time: 1 action
Type: Normal PP: 5
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: 40ft
PP: 5 Description: Raging hot flames explode out from you and
Duration: Instantaneous leap towards two Pokémon in range. Pokémon targeted
Range: 80ft must succeed on a DEX save against your Move DC, taking
Description: You create a sphere of energy that packs a 3d6 + MOVE fire damage and becoming burnt on a fail, and
concentrated and devastating explosion. Choose a target half as much on a success without being burned.
within range and roll a d20. On a 20, the explosion goes off Higher Levels: The damage dice roll for this move changes to
and all Pokémon within 5 feet of that point faint On any 3d8 at level 5, 8d4 at level 10, and 9d6 at level 17.
other roll, the explosion fails to go off and this move has no Fire Punch
effect.
Type: Normal/Fire
Extreme Speed Move Power: STR/DEX
Type: Normal Move Time: 1 action
Move Power: DEX PP: 15
Move Time: 1 action Duration: Instantaneous
PP: 5 Range: Melee
Duration: Instantaneous Description: You strike out with fire-infused fists. Make a
Range: Melee melee attack roll, doing 2d6 + MOVE normal damage and
Description: You rush to attack with incredible speed. At the an additional 1d4 fire damage.
start of each round of combat, you can declare to go first Higher Levels: The damage dice roll for fire damae increases
and use this move, moving your turn order to the top for to 2d4 at level 5, 2d6 at level 10, and 4d6 at level 17.
this round only. No other move may be used. Make a melee
attack roll, doing 2d6 + MOVE normal damage on a hit.
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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Fire Spin Type: Fire


Type: Fire Move Power: STR/DEX
Move Power: DEX Move Time: 1 action
Move Time: 1 action PP: 15
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: 40ft cone
Range: 40ft Description: You shoot a concentrated gout of flame in an 40
Description: You release a series of moving flames that dance foot cone. Any Pokémon caught in the cone must succeed
around a target. Make a ranged attack roll, doing 1d6 + on a DEX save against your Move DC, taking 2d8 + MOVE
MOVE on a hit. After successfully hitting a target, roll a d4. fire damage and being burnt on a failed save, or half
On a result of 3 or 4, the target is burnt and you may damage on a success.
immediately hit again for an additional 1d6 normal damage. Higher Levels: The damage dice roll for this move changes to
Continue this process until you fail to roll a 3 or 4 on the d4 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
roll. Flash
Higher Levels: The damage dice rolls for this move changes Type: Normal
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Move Power: CON
Fissure Move Time: 1 action
Type: Ground PP: 20
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: 20ft
PP: 5 Description: You emit an immense flash of light in a 20 foot
Duration: Instantaneous radius circle, centered on you. Pokémon in the area must
Range: 100ft make a CON save against your Move DC. On a fail, they are
Description: You crack open the ground with devastating blinded. Outside of combat, this move can be used to light a
force. Choose a target in range and roll a d20. On a 20, the dim area, much like the "Light" cantrip.
target falls into the crack and vanished into the abyss. On Fly
any other roll, or if targeting a flying creature, this move has Type: Flying
no effect. The area in a 20 foot radius around the target Move Power: STR/DEX
becomes difficult terrain. Move Time: 1 action
Flail PP: 15
Type: Normal Duration: Instantaneous
Move Power: STR/DEX Range: 50ft
Move Time: 1 action Description: You fly high into the air to prepare for a dive
PP: 15 bomb attack. When you activate this move, you flap your
Duration: Instantaneous wings and disappear into the Ethereal plane above you. You
Range: Melee cannot be targeted by attacks while you are in the Ethereal
Description: You flail about with a wild strike that increases plane. On your next turn, you use your action to reappear
in power the more injured you are. Make a melee attack roll and make a diving melee attack on a Pokémon in range,
against an opponent, doing 1d6 + MOVE normal damage on doing doing 2d8 + MOVE flying damage on a successful hit.
a hit. If you are below 50% of your maximum health, double Higher Levels: The damage dice roll for this move changes to
the damage. If you are at 10% or below of your maximum 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
health, triple the damage. The multiplier for this attack Focus Energy
occurs before the multiplier for resistances or Type: Normal
vulnerabilities. Move Power: None
Higher Levels: The damage dice roll for this move changes to Move Time: 1 action
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. PP: 30
Flame Wheel Duration: 1 minute
Type: Fire Range: Self
Move Power: STR/DEX Description: You sacrifice your action to focus in on the
Move Time: 1 action energy inside you. For the duration, you roll a critical hit on
PP: 25 19s and 20s.
Duration: Instantaneous
Range: 10ft
Description: A wheel of flame explodes out from you in a 10
foot radius. All Pokémon in the area must succeed on a
DEX save against your Move DC, taking 1d10 + MOVE fire
damage on a fail and half as much on a save. If the user is
frozen, this move can still be used, thawing out the
Pokémon during the attack
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Flamethrower
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Foresight Fury Swipes


Type: Normal Type: Normal
Move Power: WIS Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 40 PP: 20
Duration: Instantaneous Duration: Instantaneous
Range: 50ft Range: Melee
Description: Force a target in range to make a WIS saving Description: You reach out and unleash relentless claw
throw against your Move DC. On a fail, add +2 to all attack attacks against a Pokémon. Make a melee attack roll, doing
rolls you make against the opponent for the duration. 1d4 + MOVE on a hit. After successfully hitting a target, roll
Regardless of the saving throw, for the remainder of a d4. On a result of 3 or 4, you may immediately hit again for
combat, any of your fighting or normal move can hit a ghost an additional 1d4 normal damage. Continue this process
type Pokémon. If you are a ghost type, your ghost move can until you fail to roll a 3 or 4 on the d4 roll.
now hit normal type Pokémon. Higher Levels: The damage dice roll for this move changes to
Frustration
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Type: Normal Future Sight
Move Power: STR Type: Psychic
Move Time: 1 action Move Power: DEX/WIS
PP: 20 Move Time: 1 action
Duration: Instantaneous PP: 15
Range: Melee Duration: Instantaneous, 3 rds
Description: You lash out at an opponent, venting your Range: 30ft
frustration at your trainer. Make a melee attack roll against Description: You save an attack to unleash at a later time.
an opponent, doing 1d6 + MOVE on a hit. When you make Make a melee attack roll on an opponent. On a hit, you may
this attack, add an additional bonus to hit and damage equal attack on this turn, or save it for a future turn of your choice,
to the number of levels you are below zero on the Loyalty even if the opponent is switched out for a different
Chart. Pokémon. You may use the attack as a free action at any
Higher Levels: The damage dice roll for this move changes to time as long as the Pokémon is in range, even if it is not
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. your turn. The damage is equal to 2d10 + MOVE psychic
Fury Attack
damage.
Higher Levels: The damage dice roll for this move changes to
Type: Normal 3d8 at level 5, 4d10 at level 10, and 9d6 at level 17.
Move Power: STR/DEX
Move Time: 1 action Giga Drain
PP: 20 Type: Grass
Duration: Instantaneous Move Power: STR/DEX
Range: Melee Move Time: 1 action
Description: You reach out and unleash relentless strikes PP: 10
against a Pokémon. Make a melee attack roll, doing 1d4 + Duration: Instantaneous
MOVE on a hit. After successfully hitting a target, roll a d4. Range: 50ft
On a result of 3 or 4, you may immediately hit again for an Description: You attempt to drain the life force of an enemy
additional 1d4 normal damage. Continue this process until Pokémon. Make a ranged attack on a target, doing 2d6 +
you fail to roll a 3 or 4 on the d4 roll. MOVE grass damage on a hit. Half of the damage dealt is
Higher Levels: The damage dice rolls for this move change to restored to the user.
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Higher Levels: The damage dice roll for this move changes to
Fury Cutter
2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
Type: Bug Glare
Move Power: STR/DEX Type: Normal
Move Time: 1 action Move Power: WIS/CHA
PP: 20 Move Time: 1 action
Duration: Instantaneous PP: 30
Range: Melee Duration: Instantaneous
Description: You unleash series of cuts against a Pokémon Range: 100ft
that increase in strength. Make a melee attack roll, doing Description: You stare into the depths of a Pokémon’s eyes
1d6 + MOVE bug damage on a hit. After successfully hitting with intense ferocity. The Pokémon must make a WIS
a target, roll a d4. On a result of 3 or 4, you may immediately saving throw against your Move DC or become paralyzed. A
hit again for 1d6 bug damage. Continue this process until creature that succeeds on this saving throw is unaffected by
you fail to roll a 3 or 4 on the d4 roll. future attempts during this combat.
Higher Levels: The damage dice rolls for this move change to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

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Growl Haze
Type: Normal Type: Ice
Move Power: CHA/STR Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 40 PP: 30
Duration: 1 minute Duration: Instantaneous
Range: 100ft Range: 30ft
Description: You target a Pokémon with an intimidating Description: You create a haze of light snow that washes over
growl. The Pokémon must make a WIS save against your the Pokémon in range. Any stat bonuses or modifiers, status
Move DC. On a fail, it adds -1 to any attack it makes for the effects, shields or other outside forces effecting the stats or
duration. This modifier can be stacked if it fails multiple abilities of a Pokémon are removed. This includes things
growl saves, up to a maximum of -5. like Leech Seed, Reflect, and Light Screen.
Growth Headbutt
Type: Normal Type: Normal
Move Power: None Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 40 PP: 15
Duration: 1 minute Duration: Instantaneous
Range: 30ft Range: Melee
Description: You increase the size of an ally Pokémon. When Description: You really know how to use your head. Make a
you use this move, a Pokémon in range (or you) grows melee attack roll, doing 1d12 + MOVE normal damage on a
slightly larger, gaining the ability to add a d4 to any attack hit. If the natural attack roll is 18 or more, the target falls
roll or saving throw for the duration. prone.
Higher Levels: The dice to add increases to 1d6 at level 10. Higher Levels: The damage dice roll for this move changes to
Guillotine
2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
Type: Normal Heal Bell
Move Power: STR Type: Normal
Move Time: 1 action Move Power: None
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: Melee Duration: Instantaneous
Description: You are filled with an incredible rage, grabbing Range: 60ft
the head of an enemy Pokémon in an attempt to squeeze Description: You ring a bell that chimes beautifully across the
the life from it. Roll a d20. On a 20, you instantly cause the battle field. All active allied Pokémon in range are healed of
Pokémon to faint. On any other roll, this move has no effect. their negative status effects.
Gust
Type: Flying
Move Power: DEX
Move Time: 1 action
PP: 35
Duration: Instantaneous
Range: 120ft
Description: You create a strong wind that batters enemy
Pokémon. Make a ranged attack on a single Pokémon,
doing 1d6 + MOVE 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.
Harden
Type: Normal
Move Power: None
Move Time: 1 action
PP: 30
Duration: Instantaneous
Range: Self
Description: You increase your defense, adding + 1 to your
AC. This effect can be stacked with multiple Harden move,
to a maximum of + 5 AC. Your AC returns to normal after
combat.

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Hidden Power Horn Drill


Type: Normal Type: Normal
Move Power: Any Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: Melee
Description: You unleash a wave of force of unknown power Description: You attempt to drill your horn through an enemy
at a Pokémon in range. Make a ranged attack on an Pokémon with tremendous strength. Roll a d20. On a 20,
opponent, doing 1d10 + MOVE damage of a random type. the Pokémon is impaled and immediately faints. On any
Roll a d12 to determine which type of damage is dealt. other roll, you miss and this move fails.
1. Bug Hydro Pump
2. Fighting Type: Water
3. Fire Move Power: STR/DEX
4. Flying Move Time: 1 action
5. Grass PP: 5
6. Ground Duration: Instantaneous
7. Electric Range: 80ft line
8. Ice Description: You send a surge of powerful water towards
9. Psychic enemy Pokémon in an 80 foot line, 5 feet wide. Pokémon
10. Rock caught in the blast must succeed on a DEX save against
11. Steel your Move DC, taking 3d6 + MOVE water damage on a
12. Water failed save, and half as much on a success. Pokémon that
Higher Levels: The damage dice roll for this move fail the save also are pushed back 10 feet and fall prone.
changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level Higher Levels: The damage dice roll for this move changes to
17. 3d8 at level 5, 8d4 at level 10, and 9d6 at level 17.
High Jump Kick Hyper Beam
Type: Fighting Type: Normal
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action, recharge 1
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 120ft
Description: You leap into the air to deliver a strong kick to Description: You unleash a concentrated beam of pure
the enemy. Make a melee attack against a Pokémon, doing energy at a Pokémon in range, doing 3d8 + MOVE normal
2d8 + MOVE fighting damage on a hit. On a miss, you take damage on a hit. The beam is unavailable the next turn and
1 damage. must be recharged before you can use it again.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
2d10 at level 5, 3d10 at level 10, and 10d4 at level 17. 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Horn Attack Hyper Fang
Type: Normal Type: Normal
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 25 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You strike at an enemy with your horn. Make a Description: You lash out at a Pokémon with a quick fang
melee attack, doing 1d10 + MOVE on a hit. If you moved 20 attack. Make a melee attack roll, doing 2d6 + MOVE normal
feet or more towards an enemy on this turn, force the damage on a hit. Hyper Fang scores a critical hit on 19 and
enemy to make a STR save against your Move DC or be 20. If the natural attack roll is 18 or more, the target
knocked prone. flinches on their next turn.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Hypnosis Iron Tail


Type: Psychic Type: Steel
Move Power: WIS/INT Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: Melee
Description: You attempt to put the target to sleep. The target Description: You swing your tail out, attempting to crush an
must make a WIS save against your Move DC, falling asleep opponent. Make an attack roll on an opponent in range,
on a failure. doing 4d4 + MOVE steel damage on a hit. If the natural
Ice Beam
attack roll is a 19 or 20, the target’s AC is decreased by 1 for
the rest of combat.
Type: Ice Higher Levels: The damage dice roll for this move changes to
Move Power: STR/DEX 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Move Time: 1 action
PP: 10 Jump Kick
Duration: Instantaneous Type: Fighting
Range: 120ft Move Power: STR/DEX
Description: You send a concentrated beam of freezing ice at Move Time: 1 action
a singe Pokémon in range. Make a ranged attack roll, doing PP: 10
2d8 + MOVE ice damage on a hit, and forcing the target to Duration: Instantaneous
make a CON save against your Move DC or become frozen. Range: Melee
Higher Levels: The damage dice roll for this move changes to Description: You leap into the air to deliver a strong kick to
2d10 at level 5, 3d10 at level 10, and 10d4 at level 17. the enemy. Make a melee attack against a Pokémon, doing
Ice Punch
4d4 + MOVE fighting damage on a hit. On a miss, you take
1 damage.
Type: Normal/Ice Higher Levels: The damage dice roll for this move changes to
Move Power: STR/DEX 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Move Time: 1 action
PP: 15 Karate Chop
Duration: Instantaneous Type: Fighting
Range: Melee Move Power: STR/DEX
Description: You strike out with ice-infused fists. Make a Move Time: 1 action
melee attack roll, doing 2d6 + Move normal damage and an PP: 25
additional 1d4 ice damage. Duration: Instantaneous
Higher Levels: The amount of ice damage for this move Range: Melee
changes to 2d4 at level 5, 2d6 at level 10, and 4d6 at level Description: You extend a hand towards an enemy Pokémon
17. for a savage karate chop. Make a melee Attack roll, doing
Icy Wind
1d8 + MOVE normal damage on a hit. Karate Chop scores
a critical hit on 19s and 20s.
Type: Ice Higher Levels: The damage dice roll for this move changes to
Move Power: DEX 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
Move Time: 1 action
PP: 15 Kinesis
Duration: Instantaneous Type: Psychic
Range: 80ft Move Power: STR/DEX
Description: You create an icy wind that gusts towards a Move Time: 1 action
Pokémon in range. Make a ranged attack against an PP: 15
opponent, doing 1d8 + MOVE on a hit. On a natural attack Duration: 1 minute
roll of 18 or more, the target falls prone. Range: Self
Higher Levels: The damage dice roll for this move changes to Description: You move with incredible speed. Increase your
2d6 at level 5, 4d4 at level 10, and 6d4 at level 17. walking, flying, or swimming speed by 20 if it is greater than
0, and add +2 to AC when targeted by ranged attacks for the
duration. This move cannot be stacked.

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Leech Life Light Screen


Type: Bug Type: Psychic
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 30
Duration: Instantaneous Duration: 1 minute, Concentration
Range: Melee Range: Self
Description: You attempt to suck away some of an enemy Description: A shield of light forms in front of you, blocking
Pokémon’s life force. Make a melee attack roll, doing 2d6 + incoming attacks. For the duration, you have resistance to
MOVE on a hit. Half of the damage done is restored to the all fire, grass, ice, water, poison, and ghost type move. If you
user. were vulnerable to any of these types before activating this
Higher Levels: The damage dice roll for this move changes to move, you take regular damage instead of double.
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Lock-On
Leech Seed Type: Normal
Type: Grass Move Power: None
Move Power: DEX Move Time: 1 action
Move Time: 1 action PP: 5
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: 60ft
Range: 80ft Description: You hone in on your target, ready to strike.
Description: You send a seed at a Pokémon in range that When this move is activated, a single attack roll you make
implants itself in their hide. Make a ranged attack roll. On a next turn is guaranteed to hit. This move does not effect
hit, a seed implants into their skin. The target takes 1d4 one-shot move like Fissure, Guillotine, Horn Drill, etc.
grass damage at the end of each of its subsequent turns Lovely Kiss
until it faints or is switched out. Half of the damage is
restored by the attacker, or any other active Pokémon the Type: Normal
trainer has in battle, even if the original attacker faints or is Move Power: CHA/WIS
returned to its Pokéball. Only one Pokémon can be seeded Move Time: 1 action
by the attacker at a time. PP: 5
Higher Levels: The damage dice roll for this move changes to Duration: Instantaneous
2d4 at level 5, 2d6 at level 10, and 2d8 at level 17. Range: 60ft
Description: You blow a kiss to a Pokémon, attempting to put
Leer the target to sleep. The target must make a CHA save
Type: Normal against your Move DC, falling asleep on a failure.
Move Power: WIS/CHA Low Kick
Move Time: 1 action
PP: 30 Type: Fighting
Duration: 1 minute Move Power: STR/DEX
Range: 60ft Move Time: 1 action
Description: You stare down an enemy Pokémon, reducing its PP: 20
will. The Pokémon must make a WIS save against your Duration: Instantaneous
Move DC. On a fail, allies may add +1 to any attack they Range: Melee
target it with for the duration. This modifier can be stacked Description: You kick out at a Pokémon’s lower half, dealing
if it fails multiple leer saves, up to a maximum of +5. damage and attempting to knock it off balance. Make a
melee attack, doing 1d8 + MOVE fighting damage on a hit.
Lick The target must make a STR save against your Move DC or
Type: Ghost be knocked prone. If the natural attack roll is 18 or more,
Move Power: WIS/INT the target flinches on their next turn.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 30 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Duration: Instantaneous
Range: Melee
Description: You reach out and lick an enemy Pokémon.
Make a melee attack roll. On a hit, do 1d6 + MOVE ghost
damage. On a natural attack roll of 18 or higher, the target
becomes paralyzed.
Higher Levels: The damage dice roll for this move changes to
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

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Mach Punch Meditate


Type: Fighting Type: Psychic
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 30 PP: 40
Duration: Instantaneous Duration: 1 minute, Concentration
Range: 30ft Range: Self
Description: You rush forward to punch with incredible Description: You become one with your inner self. For the
speed. At the start of each round of combat, you can declare duration, double your proficiency bonus when it comes to
to go first and use this move, moving your turn order to the attack rolls and saving throws. This move cannot be
top for this round only. No other move may be used. Make a stacked.
melee attack roll, doing 1d6 + MOVE normal damage on a Mega Drain
hit
Higher Levels: The damage dice roll for this move changes to Type: Grass
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Move Power: STR/DEX
Move Time: 1 action
Magnitude PP: 15
Type: Ground Duration: Instantaneous
Move Power: STR Range: 50ft
Move Time: 1 action Description: You attempt to drain the life force of an enemy
PP: 30 Pokémon. Make a ranged attack on a target, doing 1d12 +
Duration: Instantaneous MOVE grass damage on a hit. Half of the damage dealt is
Range: 40ft restored to the user.
Description: You shake the ground, attacking everything Higher Levels: The damage dice roll for this move changes to
standing in range. All Pokémon in range must make a DEX 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
save against your Move DC. Each Pokémon that fails the Mega Kick
DEX save takes the following damage, determined by a roll
of a d10. Type: Normal
Move Power: STR
1. 1d4+2 Move Time: 1 action
2. 1d4+3 PP: 15
3. 1d6+2 Duration: Instantaneous
4. 1d8+2 Range: Melee
5. 1d6+4 Description: You strike out with a hard kick. Make a melee
6. 1d10+2 attack against a target, doing 2d10 + MOVE normal damage
7. 1d12+2 on a hit.
8. 1d8+5 Higher Levels: The damage dice roll for this move changes to
9. 1d10+6 3d8 at level 5, 4d10 at level 10, and 9d6 at level 17.
10. 1d12+7
Mega Punch
Higher Levels: For damae rolls, use 2x Dice at level 5, 3x Type: Normal
Dice at level 10, and 4x Dice at level 17. Move Power: STR
Mean Look Move Time: 1 action
Type: Normal PP: 15
Move Power: STR/CHA Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 5 Description: You strike out with a hard punch Make a melee
Duration: Instantaneous attack against a target, doing 2d6 + MOVE normal damage
Range: 50ft on a hit.
Description: You flash an intimidating look at a Pokémon, Higher Levels: The damage dice roll for this move changes to
attempting to freeze them in fear. Force a target in range to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
make a WIS save against your Move DC. On a fail, the
target cannot flee or be switched out for 3 rounds.

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Megahorn Mimic
Type: Bug Type: Normal
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: 1 minute, Concentration
Range: Melee Range: 120ft
Description: You charge an opponent for a devastating horn Description: You copy another Pokémon’s movements,
attack. Make a melee attack roll, doing 2d10 + MOVE bug learning its ways in battle. When used, this move is
damage on a hit. If the user move at least 20 feet towards a temporarily replaced by your choice of one of the target's
target before using this move, the target is forced to make a move. The target can be an ally. After one PP is subtracted
STR save against your Move DC or be knocked prone. to use this move, the replacement move will retain Mimic's
Higher Levels: The damage dice roll for this move changes to remaining PP. The user can select any of the target's move
3d8 at level 5, 4d10 at level 10, and 9d6 at level 17. to copy for the duration.
Metal Claw Mind Reader
Type: Steel Type: Normal
Move Power: STR Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self
Description: You strike out with sharp claws. Make a melee Description: You sense the motives and move of a Pokémon
attack roll against an opponent, doing 1d8 + MOVE steel in range. When this move is activated, a single attack roll
damage on a hit. If the natural attack roll is 19 or 20, your you make against the target next turn is guaranteed to hit.
next attack gets an additional +1 to hit. This move does not effect one-shot move like Fissure,
Higher Levels: The damage dice roll for this move changes to Guillotine, Horn Drill, etc.
2d6 at level 5, 4d4 at level 10, and 6d4 at level 17. Minimize
Metronome Type: Normal
Type: Normal Move Power: None
Move Power: Varies Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: 1 minute, Concentration
Duration: Varies Range: Self
Range: Varies Description: You appear smaller to enemy Pokémon,
Description: You summon a move at random to inflict against increasing your evasion. For the duration, you gain an
the enemy. When you use this move, roll a d100 and divide additional +2 to your AC.
by 2 (rounding down). The resulting number is the TM Mirror Coat
number for the move you make. If the move is unable to be
completed because of positioning, range, etc., Metronome Type: Psychic
fails. Move Power: CON/WIS
Move Time: 1 reaction
Milk Drink PP: 5
Type: Normal Duration: Instantaneous
Move Power: CON Range: 40ft
Move Time: 1 action Description: When hit by a ranged attack, you can attempt to
PP: 10 decrease the damage and send some back at the attacker.
Duration: Instantaneous Using this reaction, the damage is decreased by 1d6 +
Range: Self MOVE. If this causes the damage to fall below zero, the
Description: You create a tasty drink that heals your or an attack is deflected and you may make a ranged attack roll to
ally’s wounds. The recipient gains 2d6 + MOVE hit points. send it back at the attacker for the same amount of psychic
Higher Levels: The dice roll for this move changes to 3d6 at type damage.
level 5, 5d6 at level 10, and 8d6 at level 17. Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

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Mirror Move Night Shade


Type: Flying Type: Ghost
Move Power: DEX/WIS Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 50ft, Move varies Range: 60ft
Description: You perform the same move made by a chosen Description: You hit an enemy with a necrotic wave of dark
target after your last turn, using your own statistics for energy. Make a ranged attack against a target. On a hit, the
bonuses and Move saves if applicable. damage is equal to 1d6 + the user’s level.
Mist
Higher Levels: The damage dice roll for this move changes to
2d4+Level at level 5, 1d12+Level at level 10, and 4d4+Level
Type: Ice at level 17.
Move Power: None
Move Time: 1 action Nightmare
PP: 30 Type: Ghost
Duration: 1 minute Move Power: WIS/CHA
Range: 30ft Move Time: 1 action
Description: A light mist surrounds a target, offering a PP: 15
protective barrier. The target is immune to negative stat Duration: Instantaneous
effects or modifier changes for the duration, but any current Range: 60ft
effects are still in place. Description: Only effective against sleeping Pokémon, you
Moonlight
instill a nightmare in their dreams, inflicting 3d6 + MOVE
ghost damage automatically.
Type: Fairy Higher Levels: The damage dice roll for this move changes to
Move Power: WIS/CHA 4d6 at level 5, 5d6 at level 10, and 6d6 at level 17.
Move Time: 1 action
PP: 5 Octazooka
Duration: Instantaneous Type: Water
Range: Self Move Power: STR/DEX
Description: A ray of moonlight shines upon you, basking you Move Time: 1 action
in healing light. The user gains 2d6 + MOVE hit points. PP: 10
Higher Levels: The dice roll for healing changes to 3d6 at Duration: Instantaneous
level 5, 5d6 at level 10, and 8d6 at level 17. Range: 30ft
Morning Sun
Description: You send a blast of ink towards your opponents.
Make a ranged attack roll, doing 1d10 + MOVE water
Type: Normal damage on a hit. If the natural attack roll is 18 or more, the
Move Power: WIS/CHA target must add -1 to attack rolls for the remainder of this
Move Time: 1 action combat.
PP: 5 Higher Levels: The damage dice roll for this move changes to
Duration: Instantaneous 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Range: Self
Description: If the sky is visible, a ray of sunlight shines upon Outrage
you, basking You in healing light. The user gains 2d6 + Type: Dragon
MOVE hit points. Move Power: STR
Higher Levels: The damage dice roll for this move changes to Move Time: 1 action
3d6 at level 5, 4d6 at level 10, and 5d6 at level 17. PP: 5
Mud-Slap
Duration: 3 rounds, Concentration
Range:
Type: Ground Description: You go into a rampage, doing several attacks
Move Power: STR/DEX without control for three rounds. Make a melee attack roll
Move Time: 1 action each round, doing 1d6 + MOVE dragon damage on a hit the
PP: 10 first round, 2d6 + MOVE dragon damage on a hit the second
Duration: Instantaneous round, and 4d6 + MOVE dragon damage on a hit the third
Range: 100ft round. At the end of the third attack, you become confused.
Description: You hurl mud at an enemy Pokémon. Make a This attack stops if concentration is broken or the user is
ranged attack roll, doing 1d4 + MOVE ground damage on a frozen or paralyzed.
hit. Higher Levels: The dice used for this move changes to a d8 at
Higher Levels: The damage dice roll for this move changes to level 5, a d10 at level 10, and a d12 at level 17.
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

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Pain Split Petal Dance


Type: Normal Type: Grass
Move Power: CON/CHA Move Power: DEX/CHA
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 80ft
Description: You split pain from your injuries with your Description: You dance around, releasing a flurry of sharp
attacker. Target a Pokémon in range, forcing them to make leaf attacks against a Pokémon in range. Make a ranged
a CON save against your Move DC. On a fail, both you and attack roll, doing 1d10 + MOVE nature damage on a hit.
your attacker change your current health points to the After successfully hitting a target, roll a d4. On a result of 3
average of the two. If this causes either Pokémon to go or 4, another leaf hits again for an additional 1d10 nature
above maximum health, they take their maximum health damage. Continue this process until you fail to roll a 3 or 4
instead. on the d4 roll.
Pay Day
Higher Levels: The damage dice rolls for this move change to
2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.
Type: Normal
Move Power: STR/DEX/CHA Pin Missile
Move Time: 1 action Type: Bug
PP: 20 Move Power: DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 20
Description: You strike a Pokémon, causing it to shake out its Duration: Instantaneous
purse. Make a melee attack on a Pokémon, doing 1d6 + Range: 60ft
MOVE on a hit. In addition, 5x the user’s level in cash is Description: You strike a Pokémon with sharp projectiles in
scattered on the floor until the end of combat. This feature quick succession. Make a ranged attack roll, doing 1d4 +
can only happen once per Pokémon per combat. MOVE bug damage on a hit. After successfully hitting a
Higher Levels: The damage dice roll for this move changes to target, roll a d4. On a result of 3 or 4, another projectile hits
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. again for an additional 1d4 bug damage. Continue this
Peck
process until you fail to roll a 3 or 4 on the d4 roll.
Higher Levels: The damage dice rolls for this move change to
Type: Flying 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Move Power: STR/DEX
Move Time: 1 action Poison Gas
PP: 35 Type: Poison
Duration: Instantaneous Move Power: CON
Range: Melee Move Time: 1 action
Description: You hammer down on an enemy with a peck PP: 40
attack. Make a melee attack roll on a target, doing 1d6 + Duration: 1 minute
MOVE on a successful hit. Range: 40ft
Higher Levels: The damage dice roll for this move changes to Description: You release a toxic cloud of poisonous gas in a
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. 10 foot radius, centered on a point within range. Any
Perish Song
creature that starts their turn in this are must succeed on a
CON save against your Move DC, taking 1d6 + MOVE
Type: Normal poison damage and becoming poisoned on a fail, or half as
Move Power: CHA much damage without being poisoned on a save.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 5 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Duration: 3 rounds
Range: 80ft Poison Powder
Description: You perform a song with devastating Type: Poison
consequences to Pokémon that hear it. All Pokémon in Move Power: CON
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: 35
rounds, on their turn, unless switched out by their trainer Duration: Instantaneous
before the end of the three rounds. Range: 40ft
Description: You release a cluster of poisonous spores that
burst into the air above a Pokémon. The Pokémon must
succeed on a CON save against your Move DC, becoming
poisoned on a fail.

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Poison Sting Protect


Type: Poison Type: Normal
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 25 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self
Description: You strike out at a Pokémon with a poisonous Description: You sense incoming danger and are able to
sting. Make a melee attack role against a target, doing 1d4 + quickly avoid it. When targeted by an attack, you may
MOVE poison damage on a hit. If the natural attack roll is automatically avoid taking damage on the first instance of
18 or more, the Pokémon is poisoned. this reaction. On future reactions in the same combat, you
Higher Levels: The damage dice roll for this move changes to must roll higher than a 15 on a d20 roll for the reaction to
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. be successful.
Pound Psybeam
Type: Normal Type: Psychic
Move Power: STR/DEX Move Power: DEX/INT/WIS
Move Time: 1 action Move Time: 1 action
PP: 35 PP: 20
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 80ft
Description: You crush an opponent with a pound attack. Description: You send a beam of invisible, psychic energy at a
Make a melee attack roll against a target, doing 1d6 + target in range. The target must make a WIS saving throw
MOVE normal damage on a hit. against your Move DC, taking 1d10 + MOVE psychic
Higher Levels: The damage dice roll for this move changes to damage and becoming confused on a fail, and half as much
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. without becoming confused on a save.
Powder Snow
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: Ice
Move Power: DEX Psych Up
Move Time: 1 action Type: Normal
PP: 25 Move Power: None
Duration: Instantaneous Move Time: 1 action
Range: 40ft PP: 10
Description: You send a blast of cold snow at an opponent. Duration: Instantaneous
Make a ranged attack roll on an opponent, doing 1d6 + Range: 40ft
MOVE cold damage on a hit. If the natural attack roll is 18 Description: You sync up with an opponent, copying any
or higher, the target is frozen. positive or negative stat changes effecting them due to
Higher Levels: The damage dice roll for this move changes to weather or move this combat.
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Psychic
Present Type: Psychic
Type: Normal Move Power: INT/WIS
Move Power: DEX/CHA Move Time: 1 action
Move Time: 1 action PP: 10
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: 40ft
Range: 50ft Description: You tap into a Pokémon’s mind, damaging their
Description: You send a booby-trapped gift to an opponent. will to fight. Make a ranged attack on a Pokémon in range,
Make a ranged attack on an opponent in range. On a hit, the doing 2d8 + MOVE psychic damage on a hit. If the natural
present explodes, doing 1d6 + MOVE normal damage. If the attack roll is 18 or higher, the target becomes confused.
natural attack roll is 2 or lower, however, regardless if it Higher Levels: The damage dice roll for this move changes to
hits, the present provides the target with 1d6 + MOVE hit 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
points instead.
Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

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Psywave Type: Normal


Type: Psychic Move Power: STR/DEX
Move Power: INT/WIS Move Time: 1 action
Move Time: 1 action PP: 20
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 40ft line Description: You strike out with an incredibly fast spinning
Description: You emit a wave of psychic energy in a 40 foot move. Make a melee attack roll against an opponent, doing
line, 5 feet wide. Each Pokémon caught in the wave must 1d4 + MOVE normal damage on a hit. In addition, this
make a WIS save against your Move DC, becoming move automatically frees the user from Leech Seed or
confused on a fail. anything causing it to be grappled or restrained. It is
removed from these statuses before it rolls to hit.
Pursuit Higher Levels: The damage dice roll for this move changes to
Type: Dark 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Move Power: STR/DEX Razor Leaf
Move Time: 1 reaction Type: Grass
PP: 5 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: 40ft PP: 25
Description: As a reaction, when a Pokémon is switched out Duration: Instantaneous
by their trainer, you may make a ranged attack roll against Range: 80ft
it, doing 1d6 + MOVE dark damage on a hit. Description: You send a razor sharp leaf at a Pokémon in
Higher Levels: The damage dice roll for this move changes to range at tremendous speed. Make a ranged attack roll,
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. doing 1d8 + MOVE grass damage on a hit. Razor Leaf
Quick Attack results in a critical hit on 19s and 20s
Type: Normal Higher Levels: The damage dice roll for this move changes to
Move Power: DEX 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
Move Time: 1 bonus action Razor Wind
PP: 30 Type: Normal
Duration: Instantaneous Move Power: STR/DEX
Range: 10ft Move Time: 1 action, charge
Description: You lash out with a quick unarmed strike at a PP: 10
Pokémon in range. As a bonus action, you can immediately Duration: 1 round, Concentration
move and attack a Pokémon in range without taking an Range: Self/20ft
attack of opportunity, doing 1d4 normal damage on a hit. Description: When you use this move, strong winds begin to
Higher Levels: The damage dice roll for this move changes to circle around you, granting +2 to AC. On your next turn, if
1d6 at level 5, 1d8 at level 10, and 1d10 at level 17. you keep your concentration, you release those winds in a
Rage 20 foot radius, centered on you. Each Pokémon in the area
Type: Normal must make a DEX save against your Move DC, taking 2d6 +
Move Power: STR MOVE normal damage on a fail, or half as much on a
Move Time: 1 bonus action success.
PP: 20 Higher Levels: The damage dice roll for this move changes to
Duration: 1 minute 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Range: Self Recover
Description: You go into a fit of rage, attacking with relentless Type: Normal
fury. While you are raging, you gain +2 on all damage rolls, Move Power: WIS/CHA
have resistance to normal damage, and have advantage on Move Time: 1 action
all Strength checks. Your rage ends if you faint or if you PP: 15
have not attacked a hostile target since your last turn, or Duration: Instantaneous
taken any damage since then. Range: 30ft
Higher Levels: For damage when raging, the bonus changes Description: You extend a healing energy to recover the hit
to +4 at level 5, +6 at level 10, and +8 at level 17. points of a Pokémon in range. The target regains 1d6 +
Rain Dance MOVE hit points.
Type: Water Higher Levels: The dice roll for healing increases to 2d6 at
Move Power: None level 5, 4d6 at level 10, and 6d6 at level 17.
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Self
Description: You summon a heavy rainfall that covers the
battlefield.
Rapid Spin
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Reflect Roar
Type: Psychic Type: Normal
Move Power: None Move Power: STR/CHA
Move Time: 1 reaction Move Time: 1 action
PP: 5 PP: 20
Duration: Instantaneous Duration: Instantaneous
Range: Self Range: 100ft
Description: When you are hit by a melee attack, use your Description: You release an intimidating roar at a Pokémon
reaction to take half the damage dealt. in range. The target must make a CHA save against your
Rest
Move DC, fleeing from battle on fail. You gain no experience
from a fleeing Pokémon, and the move automatically fails in
Type: Psychic trainer battles. A creature that succeeds on this saving
Move Power: WIS/CHA throw is unaffected by future attempts during this combat.
Move Time: 1 action
PP: 10 Rock Slide
Duration: Instantaneous Type: Rock
Range: Self Move Power: STR
Description: You put yourself to sleep, but gain 2d6 + MOVE Move Time: 1 action
hit points in the process. PP: 10
Higher Levels: The dice roll for healing increases to 4d6 at Duration: Instantaneous
level 5, 6d6 at level 10, and 8d6 at level 17. Range: 80ft
Return
Description: Large boulders appear above an enemy
Pokémon in range, crashing down on top of them. The
Type: Normal target must make a DEX save against your Move DC, taking
Move Power: STR 1d12 + MOVE rock damage and falling prone on a failed
Move Time: 1 action save, and half as much without falling prone on a success.
PP: 20 Higher Levels: The damage dice roll for this move changes to
Duration: Instantaneous 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
Range: Melee
Description: You lash out at an opponent, in hopes it will Rock Smash
please your trainer. Make a melee attack roll against an Type: Fighting
opponent, doing 1d6 + MOVE on a hit. When you make this Move Power: STR
attack, add an additional bonus to hit and damage equal to Move Time: 1 action
the number of levels you are above zero on the Loyalty PP: 15
Chart. Duration: Instantaneous
Higher Levels: The damage dice roll for this move changes to Range: Melee
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Description: You strike out with a rock-crushing attack that
Reversal
may lower a users’s defense. Make an attack roll against an
opponent, doing 1d6 + MOVE fighting damage on a hit. If
Type: Fighting the natural attack roll is 19 or 20, the target’s AC decreases
Move Power: STR/DEX by 1 while it remains in battle.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 15 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Duration: Instantaneous
Range: Melee Rock Throw
Description: You unleash an all out attack that is stronger the Type: Rock
less HP you have. Make a melee attack roll against an Move Power: STR/DEX
opponent, doing 1d6 + MOVE fighting damage on a hit. If Move Time: 1 action
you are below 50% of your maximum health, double the PP: 15
damage. If you are at 10% or below of your maximum Duration: Instantaneous
health, triple the damage. The multiplier for this attack Range: 100ft
occurs before the multiplier for resistances or Description: You hurl a rock at an enemy Pokémon. Make a
vulnerabilities. ranged attack roll, doing 1d8 + MOVE rock damage on a hit.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.

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Rolling Kick Sand Attack


Type: Fighting Type: Ground
Move Power: STR/DEX Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30ft
Description: You swing your feet around in a wide arc to Description: You kick up a cloud of sand in an attempt to
strike a foe. Make a melee attack roll, doing 1d10 + MOVE blind a target in range. The target must make a CON save
fighting damage on a hit. If the natural attack roll is 18 or against your Move DC. On a fail, while still in battle, they
more, the target flinches on their next turn. add -1 to all of their attack rolls. This move can be stacked
Higher Levels: The damage dice roll for this move changes to for a maximum of -5 to attack rolls.
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Sandstorm
Rollout Type: Rock
Type: Rock Move Power: None
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: 3 rounds, Concentration
Duration: Instantaneous, 3 rounds Range: 100ft
Range: Description: You stir up a massive sandstorm in a 30 foot
Description: You roll into a foe, repeatedly making attacks radius, centered on a point in range. All Pokémon types in
with increasing strength. Make a melee attack on an the area that are not rock, steel, or ground must make a DC
opponent, doing 1d6 + MOVE rock damage on a hit. If you 12 CON save at the end of their turns or take 1d6 + MOVE
use this move in back to back turns, double the dice on each rock damage. The Sandstorm lasts for 3 rounds.
hit for a maximum of 5 successive turns. Ex: 1d6 on first Higher Levels: The damage dice roll for this move changes to
hit, 2d6 on second, 4d6, 8d6, 16d6. If any of the attacks 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
miss, the damage resets. Scary Face
Higher Levels: The damage dice changes to a d8 at level 5, a
d10 at level 10, and a d12 at level 17. Type: Normal
Move Power: STR/CHA
Sacred Fire Move Time: 1 action
Type: Fire PP: 10
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: 60ft
PP: 5 Description: You put on your scariest face, attempting to
Duration: Instantaneous paralyze an opponent with fear. Force a target in range to
Range: 100ft make a WIS save against your Move DC. On a fail, the
Description: You unleash a devastating, concentrated blast of target is paralyzed.
flame at a single target in range. Make a melee attack roll, Scratch
doing 4d4 + MOVE fire damage on a hit. If the natural
attack roll is 10 or more, the target is burned. Type: Normal
Higher Levels: The damage dice roll for this move changes to Move Power: STR/DEX
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Move Time: 1 action
PP: 35
Safeguard Duration: Instantaneous
Type: Normal Range: Melee
Move Power: None Description: You slash out at a Pokémon in range. Make a
Move Time: 1 action melee attack, doing 1d6 + MOVE normal damage on a hit.
PP: 25 Higher Levels: The damage dice roll for this move changes to
Duration: 3 rounds 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Range: 50ft
Description: You and all allies in range boost their defense.
For the duration, anyone affected is protected from any new
negative status conditions.

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Screech Sharpen
Type: Normal Type: Normal
Move Power: CON/CHA Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 40 PP: 30
Duration: 1 minute Duration: 1 minute, Concentration
Range: 20ft Range: Self
Description: You let out a horrible screech at enemy Description: You collect your focus, sharpening your combat
Pokémon in a 20 foot radius, centered on you, distracting skills. You may add 1d4 to any attack roll for the duration.
them and opening up their defenses. The Pokémon must At level 10, the dice you can add changes to 1d6.
make a WIS save against your Move DC. On a fail, allies add Higher Levels: The damage dice roll for this move changes to
+1 to any attack they target an effected Pokémon with for 1d4 at level 5, 1d6 at level 10, and 1d6 at level 17.
the duration. This modifier can be stacked if a Pokémon Sing
fails multiple screech saves, up to a maximum of +5.
Type: Normal
Seismic Toss Move Power: CHA
Type: Fighting Move Time: 1 action
Move Power: STR PP: 15
Move Time: 1 action Duration: Instantaneous
PP: 20 Range: 30ft
Duration: Instantaneous Description: You sing a beautiful song in an attempt to put
Range: Melee enemy Pokémon to to sleep. Roll 5d8; the total is how many
Description: You attempt to throw a Pokémon into the hit points of Pokémon this spell can affect. Pokémon within
ground with tremendous force. Make a melee attack roll, 30 feet of you are affected in ascending order of their
doing fighting damage equal to the opponent’s level on a hit, current hit points. Starting with the Pokémon that has the
double on a critical hit. Seismic Toss results in a critical hit lowest current hit points, each Pokémon affected by this
on 19s and 20s. spell falls asleep. Subtract each Pokémon’s hit points from
Self-Destruct
the total before moving on to the Pokémon with the next
lowest hit points. A Pokémon’s hit points must be equal to
Type: Normal or less than the remaining total for that creature to be
Move Power: STR affected.
Move Time: 1 action Higher Levels: The number of hit points affected changes to
PP: 5 7d8 at level 5, 9d8 at level 10, and 11d8 at level 17.
Duration: (Instantaneous
Range: 30ft Sketch
Description: You release a massive explosion in a 30 foot Type: Normal
radius, fainting immediately after the attack. Creatures in Move Power: None
the area must make a DEX save against your Move DC. If Move Time: 1 reaction
your Pokémon has at least half its hit points left, anyone in PP: 1
range takes 5d6 + MOVE normal damage on a fail, or half Duration: instantaneous
as much on a success. If your creature has less than half of Range: Self
its hitpoints left, the damage is halved for a success or fail. Description: When target by any move, use a reaction to copy
Higher Levels: The damage dice roll for this move changes to it permanently to your move list. When you do this, the
4d10 at level 5, 6d10 at level 10, and 8d12 at level 17. move Sketch disappears from your list.
Shadow Ball Skull Bash
Type: Ghost Type: Normal
Move Power: DEX/WIS Move Power: STR
Move Time: 1 action Move Time: 1 action, charge
PP: 15 PP: 5
Duration: Instantaneous Duration: 1 round, Concentration
Range: 60ft Range: 50ft
Description: You hurl a sphere of magical darkness at an Description: When you use this move, you lower your head
opponent. Make a ranged attack, doing 2d6 + MOVE ghost and prepare to strike a foe within range. On your next turn’s
damage on a hit. On a hit, the ball expands and covers the action, if you keep your concentration, you charge at a
opponents face, granting them a -2 to hit on their next Pokémon in range ignoring your walking speed and any
attack. opportunity attacks you may incur. Make a melee attack roll,
Higher Levels: The damage dice roll for this move changes to doing 5d4 + MOVE on a hit. A Pokémon hit with this attack
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. much 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
6d4 at level 5, 5d8 at level 10, and 10d6 at level 17.

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Sky Attack Type: Poison


Type: Flying Move Power: DEX/CON
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action, charge PP: 20
PP: 5 Duration: Instantaneous
Duration: 1 round, Concentration Range: 20ft
Range: 80ft Description: You spew poisonous sludge at an enemy
Description: When you use this move, you flap your wings Pokémon in range. Make a ranged attack on a Pokémon,
menacingly and prepare to strike a foe within range. On doing 1d10 + MOVE poison damage on a hit. The creature
your next turn’s action, if you keep your concentration, you must make a CON save against your Move DC or become
dive at a Pokémon in range, ignoring your flying speed and poisoned.
any opportunity attacks you may incur. Make a melee attack Higher Levels: The damage dice roll for this move changes to
roll, doing 3d8 + MOVE on a hit. 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Higher Levels: The damage dice roll for this move changes to Sludge Bomb
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Type: Poison
Slam Move Power: DEX/CON
Type: Normal Move Time: 1 action
Move Power: STR PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 20 Range: 40ft
Duration: Instantaneous Description: You hurl a mass of sticky sludge that may poison
Range: Melee opponents in its blast. Make a ranged attack roll against a
Description: You crush an opponent with a slam attack. Make target. On a hit, the target takes 2d8 + MOVE poison
a melee attack roll against a target, doing 2d6 + MOVE damage and the area in a 5 foot radius around it is covered
normal damage on a hit. in sludge. Any Pokémon in that area at the beginning of
Higher Levels: The damage dice roll for this move changes to their turn must make a DC 12 CON save or become
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. poisoned.
Higher Levels: The damage dice roll for this move changes to
Slash 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
Type: Normal Smog
Move Power: STR/DEX Type: Poison
Move Time: 1 action Move Power: CON
PP: 20 Move Time: 1 action
Duration: Instantaneous PP: 20
Range: Melee Duration: Instantaneous
Description: You slash out at a Pokémon in range. Make a Range: 30ft
melee attack, doing 1d12 + MOVE normal damage on a hit. Description: You create a fog of poisonous smog in a 15 foot
Slash results in a critical hit on 19s and 20s. radius, centered on a point within range. Creatures that
Higher Levels: The damage dice roll for this move changes to begin their turn in the area take 1d4 + MOVE poison
2d8 at level 5, 2d12 at level 10, and 8d4 at level 17. damage and must succeed on a CON save against your
Sleep Powder Move DC or become poisoned. The area of smog is
Type: Grass considered difficult terrain, and any attacks make from
Move Power: CON inside it are done at disadvantage. The smog cloud
Move Time: 1 action dissapates at the beginning of your next turn.
PP: 15 Higher Levels: The damage dice roll for this move changes to
Duration: Instantaneous 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Range: 40ft
Description: You release a cluster of spores at a Pokémon in
range, attempting to put them to sleep. The target must
make a WIS saving throw against your Move DC or fall
asleep.
Sleep Talk
Type: Normal
Move Power: Varies
Move Time: 1 action
PP: 10
Duration: Varies
Range: Varies
Description: This move can only be used if you are asleep.
While asleep, activate a random move from your move list
as an action. Roll a d4 to determine which move you use.
Sludge
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Smokescreen Sonic Boom


Type: Normal Type: Normal
Move Power: CON Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 20
Duration: 1 minute, Concentration Duration: Instantaneous
Range: Self Range: 20ft
Description: You conjur a line of smoke on the battlefield, 60 Description: You unleash a deafening sound that harms
feet long and 5 feet thick. The area on either side is Pokémon in a 20 foot circle, centered on you. Pokémon in
obscured and imposes disadvantage on any ranged attacks range must make a CON save against your Move DC, taking
made by a Pokémon targeting another on the opposite side. 20 flat damage on a fail.
Any Pokémon inside the wall of smoke must make a CON Spark
save against your Move DC or become blinded for the
duration. Type: Electric
Move Power: STR/DEX
Snore Move Time: 1 action
Type: Normal PP: 20
Move Power: STR/WIS Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 15 Description: You strike out with an electrified tackle with a
Duration: instantaneous chance to paralyze a target. Make a melee attack roll
Range: 50ft against an opponent, doing 1d10 + MOVE on a hit. If the
Description: You create a harsh noise that damages all natural attack roll is 18 or higher, the target is paralyzed.
sleeping Pokémon within range for 1d8 + MOVE normal Higher Levels: The damage dice roll for this move changes to
damage. 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Higher Levels: The damage dice roll for this move changes to Spider Web
2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
Type: Bug
Soft-Boiled Move Power: DEX
Type: Normal Move Time: 1 action
Move Power: CON/CHA PP: 10
Move Time: 1 action Duration: 1 minute
PP: 10 Range: 40ft
Duration: Instantaneous Description: You fire a sticky web that attempts to grapple an
Range: 30ft opponent. Make a ranged attack roll on a target in range.
Description: Heal a Pokémon in range for 2d6 + MOVE On a hit, the target is covered in web. While covered, it is
hitpoints. grappled and restrained and cannot flee or be switched out.
Higher Levels: The dice roll for healing changes to 4d6 at The target can use an action to escape with a DC 12 STR
level 5, 6d6 at level 10, and 8d6 at level 17. check. The DC to escape is 13 at level 5, 15 at level 10, and
Solar Beam
18 at level 17.
Higher Levels: The difficulty to escape increases to a 13 DC
Type: Grass at level 5, 15 DC at level 10, and 18 DC at level 17.
Move Power: STR/DEX
Move Time: 1 action, charge Spike Cannon
PP: 10 Type: Normal
Duration: 1 round, Concentration Move Power: STR/DEX
Range: 80ft line Move Time: 1 action
Description: When you use this move, soak in solar energy PP: 5
and prepare to unleash a devastating beam. On your next Duration: Instantaneous
turn, if you keep your concentration, you create a 60 foot Range: 60ft
line of solar energy, 5 feet wide. Any creature caught in the Description: You fire a series of sharp spikes at a Pokémon in
line must succeed on a DEX save or take 3d8 grass damage range. Make a ranged attack roll, doing 1d4 + MOVE
on a fail and half as much on a save. If this move in used in normal damage on a hit. After successfully hitting a target,
daylight, the damage increases by 2d6. roll a d4. On a result of 3 or 4, you may immediately hit
Higher Levels: The damage dice roll for this move changes to again for an additional 1d4 normal damage. Continue this
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. process until you fail to roll a 3 or 4 on the d4 roll.
Higher Levels: The damage dice rolls for this move change to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

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Spikes Type: Steel


Type: Ground Move Power: STR/DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 25
PP: 20 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 80ft Description: You strike a foe hard with outstretched wings.
Description: You set a trap of spikes that hurts Pokémon that Make a melee attack on an opponent, doing 1d12 + MOVE
come into battle. If a trainer is in range and switches out a steel damage on a hit.
Pokémon, you can spend a reaction to make a ranged attack Higher Levels: The damage dice roll for this move changes to
with spikes that come out of the ground, doing 1d6 + MOVE 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
on a hit. Stomp
Higher Levels: The damage dice roll for this move changes to Type: Normal
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Move Power: STR/DEX
Spite Move Time: 1 action
Type: Ghost PP: 20
Move Power: WIS Duration: Instantaneous
Move Time: 1 reaction Range: Melee
PP: 5 Description: You raise your feet up for a stomp attack. Make a
Duration: Instantaneous melee attack roll against a Pokémon, doing 1d10 + MOVE
Range: 30ft on a hit. If the natural attack roll is 18 or more, the target
Description: When hit with an attack, you can spend a flinches on their next turn.
reaction to attempt to drain the attacker’s PP. Force the Higher Levels: The damage dice roll for this move changes to
attacker to make a WIS save against your Move DC. On a 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
fail, roll a d4. The PP of the move that attacked you is Stone Edge
decreased by that number. Type: Rock
Higher Levels: PP is drained by 1d6 at level 5, 1d8 at level 10, Move Power: STR
and 1d10 at level 17. Move Time: 1 action
Splash PP: 5
Type: Normal Duration: Instantaneous
Move Power: None Range: 60ft
Move Time: 1 action Description: The earth move beneath an enemy’s feet as
PP: 40 sharp stone pierce through the ground underneath them.
Duration: Instantaneous Pokémon in a 10 foot radius centered on a point you choose
Range: Melee in range must make a DEX save against your MOVE DC,
Description: You flail around on the ground, doing no damage taking 4d4 + MOVE rock damage on a fail, or half as much
and looking ridiculous, but you can leap up to 50 feet in the on a save.
air. Higher Levels: The damage dice roll for this move changes to
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Spotlight Strength
Type: Normal Type: Normal
Move Power: DEX/CHA Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 15
Duration: 1 minute, Concentration Duration: Instantaneous
Range: 80ft Range: Melee
Description: You shine a bright light on a Pokémon in range Description: You strike out at a Pokémon with brute strength.
that follows them around the battlefield. The target must Make a melee attack roll against a Pokémon, doing 2d6 +
make a DEX save against your Move DC. On a fail, attacks MOVE on a hit. On a hit, you may also choose to push the
against that Pokémon have advantage for the duration. Pokémon 5 feet away.
Spore Higher Levels: The damage dice roll for this move changes to
Type: Grass 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Power: DEX/WIS
Move Time: 1 reaction
PP: 5
Duration: Instantaneous
Range: Melee
Description: When you are hit by a melee attack, you can use
your reaction to release a spore that attempts to put your
attacker to sleep. The Pokémon must make a WIS save
against your Move DC, falling asleep on a fail.
Steel Wing
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String Shot Substitute


Type: Bug Type: Normal
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 40 PP: 10
Duration: 1 minute Duration: Instantaneous
Range: 60ft Range: Self
Description: You unleash sticky string at a Pokémon in range, Description: You create a duplicate of yourself with ¼ the HP
slowing it down. Make a ranged attack roll against a target. (rounded down). This substitute has an AC of 1 and takes all
On a hit, the target’s speed is reduced by 10 for the damage and status ailments you would normally take until
duration. If this reduction in speed causes their speed to be it is destroyed. If the damage done is enough to destroy the
0, they are restrained. substitute, you take the remaining damage.
Struggle Sunny Day
Type: Normal Type: Fire
Move Power: STR Move Power: None
Move Time: 1 action Move Time: 1 action
PP: Unlimited PP: 5
Duration: Instantaneous Duration: 5 rounds
Range: Melee Range: Self
Description: This move is known by all Pokémon, and is used Description: You change the weather to intense sunlight for 5
only when all other move are out of PP. Make a melee rounds.
attack roll, doing damage equal to your 2+ STR modifier on Super Fang
a hit.
Type: Normal
Stun Spore Move Power: STR
Type: Grass Move Time: 1 action
Move Power: CON PP: 10
Move Time: 1 reaction Duration: Instantaneous
PP: 5 Range: Melee
Duration: Instantaneous Description: You lash out with an incredible fang attack.
Range: Melee Make a melee attack, doing 2d6 +MOVE normal damage on
Description: When you are hit by a melee attack, you can use a hit. On critical hits, instead of doubling the dice, you can
your reaction to release a spore that attempts to stun your choose to do damage equal to half the target’s HP.
attacker. The Pokémon must make a CON save against your Higher Levels: The damage dice roll for this move changes to
Move DC, becoming paralyzed on a fail. 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Submission Supersonic
Type: Fighting Type: Normal
Move Power: STR Move Power: DEX/WIS
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 20
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 80ft
Description: You attempt a forceful grapple on a target. Make Description: You emit a high pitched screech heard only by
a melee attack roll against a Pokémon, doing 2d6 + MOVE the target. The target becomes confused.
fighting damage on a hit. The target is grappled and Surf
restrained. If the target is still grappled by you on future
turns, you may use this move as an action to automatically Type: Water
hit without having to make an attack roll. As soon as a Move Power: STR/DEX
different move is activated, the opponent is released from Move Time: 1 action
your Submission. PP: 15
Higher Levels: The damage dice rolls for this move change to Duration: Instantaneous
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Range: 60ft
Description: A wave of high-pressured water move you to
strike a Pokémon in range. Choose a target. You appear
within 5 feet of that target, ignoring opportunity attacks,
and make a melee attack roll. On a hit, you do 2d8 + MOVE
water damage.
Higher Levels: The damage dice roll for this move changes to
2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.

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Swagger Synthesis
Type: Normal Type: Grass
Move Power: WIS/CHA Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: Self
Description: Force a target in range to make a WIS save Description: You regenerate from the inside, healing some of
against your Move DC. On a fail, the target is confused, but your wounds. Heal yourself for 2d6 + MOVE hit points.
it adds +2 to its attack rolls while confused. Higher Levels: The damage dice roll for this move changes to
Sweet Kiss
4d6 at level 5, 6d6 at level 10, and 8d6 at level 17.
Type: Fairy Tackle
Move Power: WIS/CHA Type: Normal
Move Time: 1 action Move Power: STR
PP: 15 Move Time: 1 action
Duration: Instantaneous PP: 35
Range: Melee Duration: Instantaneous
Description: You lay a kiss on an opponent, attempting to Range: Melee
confuse them. The target must make an INT saving throw Description: You rush forward and slam into an opponent.
against your Move DC or become confused. Make a melee attack roll against a target, doing 1d6 +
Sweet Scent
MOVE on a hit.
Higher Levels: The damage dice roll for this move changes to
Type: Normal 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Move Power: CON/CHA
Move Time: 1 action Tail Whip
PP: 20 Type: Normal
Duration: 2 turns Move Power: CHA/DEX
Range: 30ft Move Time: 1 action
Description: You release a sweet smell directed at a target in PP: 30
range. The target must make a CON save against your Move Duration: 1 minute
DC. On a fail, you have advantage on your next two attacks Range: 100ft
against that target. Description: You shake your tail at an enemy Pokémon,
Swift
distracting it and opening up its defenses. The Pokémon
must make a WIS save against your Move DC. On a fail,
Type: Normal allies add +1 to any attack they target it with for the
Move Power: DEX duration. This modifier can be stacked if it fails multiple tail
Move Time: 1 action whip saves, up to a maximum of +5.
PP: 20
Duration: Instantaneous Take Down
Range: 100ft Type: Normal
Description: You fire three projectiles at any Pokémon you Move Power: STR
choose in range. They do not have to target the same Move Time: 1 action
Pokémon. Each hit for 1d4 + 1 normal damage. This move PP: 20
also targets Pokémon in the middle of dig or fly move. Duration: Instantaneous
Higher Levels: You fire 4 projectiles at level 5, 5 projectiles at Range: Melee
level 10, and 6 projectiles at level 17. Description: You sacrifice your own position to take down
Swords Dance
and enemy Pokémon. Roll a melee attack roll. On a hit, you
do 2d8 + MOVE normal damage and both you and the
Type: Normal target are knocked prone.
Move Power: DEX Higher Levels: The damage dice roll for this move changes to
Move Time: 1 action 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
PP: 20
Duration: 1 minute Teleport
Range: Self Type: Psychic
Description: When you activate this move, three swords Move Power: INT
appear and dance around you. As a bonus action on future Move Time: 1 action
turns, you can attack and send one of the swords at an PP: 20
enemy Pokémon within 30 feet of you, doing 1d6 + MOVE Duration: Instantaneous
normal damage on a hit. In addition, your AC is increased Range: 40ft
by +1 for each sword around you. Description: You disappear from view and reappear at an
Higher Levels: You create 4 swords at level 5, 5 swords at unoccupied point within range. In wild Pokémon battles,
level 10, and 6 swords at level 17. this move can be activated to automatically count as a
single success in a group DEX check to run away.

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Thief Thunder Shock


Type: Dark Type: Electric
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 25 PP: 30
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 20ft
Description: You lash out with a quick attack that may steal Description: You deliver an electric shock to an enemy
an opponent’s held item. Make a melee attack against an Pokemon in range. Make a melee attack on a Pokémon,
opponent, doing 1d10 + MOVE dark damage on a hit. If the doing 1d6 + MOVE electric damage on a hit.
user does not have an item held, the target must make a Higher Levels: The damage dice roll for this move changes to
DEX save against your Move DC or have their item stolen 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
by the user. Thunder 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: STR/DEX
Thrash Move Time: 1 action
Type: Normal PP: 20
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: 60ft
PP: 10 Description: You send a wave of electric energy that
Duration: Instantaneous surrounds a Pokémon in range. The Pokémon must make a
Range: Melee CON save against your Move DC or become paralyzed.
Description: You thrash about wildly, doing several attacks Thunderbolt
without control. Make a melee attack roll, doing 1d10 +
MOVE normal damage on a hit. After successfully hitting a Type: Electric
target, roll a d4. On a result of 3 or 4, you may immediately Move Power: STR/DEX
hit again for an additional 1d10 normal damage. Continue Move Time: 1 action
this process until you fail to roll a 3 or 4 on the d4 roll. At PP: 15
the end of this attack, you become confused. Duration: Instantaneous
Higher Levels: The damage dice rolls for this move change to Range: 60ft
2d8 at level 5, 2d10 at level 10, and 4d6 at level 17. Description: You send a powerful bolt of electricity at a
Pokémon in range. Make a ranged attack roll, doing 2d8 +
Thunder MOVE electric damage on a hit. On a natural attack roll of
Type: Electric 19 or 20, the target is paralyzed.
Move Power: STR/DEX Higher Levels: The damage dice roll for this move changes to
Move Time: 1 action 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
PP: 10 Toxic
Duration: Instantaneous
Range: 20ft Type: Poison
Description: Powerful electric energy arcs out from you, Move Power: CON
hitting any Pokémon in a 20 foot radius, centered on you. Move Time: 1 action
Pokémon caught in the area must make a DEX save against PP: 10
your Move DC, taking 3d6 + MOVE electric damage on a Duration: Instantaneous
fail, and half as much on a success. Range: 30ft
Higher Levels: The damage dice roll for this move changes to Description: You send a downpour of potent, poisonous rain
3d8 at level 5, 8d4 at level 10, and 9d6 at level 17. in a 5 foot radius, centered on a point within range. Targets
in the area must make a CON save against your MOVE DC
Thunder Punch or become poisoned. Pokémon poisoned by this move take
Type: Electric double the normal poison damage.
Move Power: STR/DEX Transform
Move Time: 1 action
PP: 15 Type: Normal
Duration: Instantaneous Move Power: None
Range: Melee Move Time: 1 action
Description: Your punches are imbued with electric energy. PP: 10
Make a melee attack on a Pokémon, doing 2d6 + Move Duration: 1 minute, Concentration
normal damage and an additional 1d4 electric damage. Range: 50ft
Higher Levels: The electric damage dealt increases to 2d4 at Description: You attempt to morph into a near-exact copy of a
level 5, 2d6 at level 10, and 4d6 at level 17. Pokémon in range, as long as the base SR of the Pokémon
is able to be controlled by your trainer. For the duration, you
copy all of the Pokémon’s stats and current move, keeping
your own HP and level.

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Tri Attack Uproar


Type: Normal Type: Normal
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: 3 Rounds, Contentration
Range: Melee Range: 50ft
Description: You strike out with three quick attacks in a row. Description: You cause an uproar on the battlefield up to 50
Make three melee attack rolls, doing 1d6 + MOVE damage feet away from you in any direction for three rounds of
on each hit. As soon as one attack misses, the move is over combat. During the uproar, you cannot use any other Move,
and all other attacks automatically miss. and any creature in range is prevented from falling asleep.
Higher Levels: The damage dice roll for this move changes to (This include creatures that would purposefully fall asleep
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. using move like Rest, Yawn, etc.) In addition, opponents
Triple Kick
must make a CON save against your Move DC at the start of
each turn. On a fail, the opponent takes 2d8 + MOVE
Type: Fighting normal damage.
Move Power: STR/DEX Higher Levels: The damage dice roll for this move changes to
Move Time: 1 action 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
PP: 10
Duration: Instantaneous Vice Grip
Range: Melee Type: Normal
Description: You strike out with three consecutive kicks. Move Power: STR
Make three melee attack rolls in order, doing 1d6 + MOVE Move Time: 1 action
fighting damage on each hit. As soon as one attack misses, PP: 30
the move is over and all other kicks automatically miss. Duration: Instantaneous
Higher Levels: The damage dice roll for this move changes to Range: Melee
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Description: You crush an opponent with a forceful, gripping
Twineedle
attack. Make a melee attack, doing 1d8 + MOVE normal
damage on a hit, grappling the opponent. On each
Type: Bug successive turn, if the Pokémon is still grappled, you may
Move Power: DEX use this move again (as an action) and automatically hit.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 10 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
Duration: Instantaneous
Range: 40ft Vine Whip
Description: You fire two sharp projectiles at Pokémon in Type: Grass
range. Make two melee attack rolls, doing 1d4 + MOVE Move Power: STR/DEX
damage on each hit. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 25
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Duration: Instantaneous
Twister
Range: 15ft
Description: You extend a sharp vine to whip the opponent
Type: Dragon with. Make a melee attack roll, doing 1d6 + MOVE grass
Move Power: STR/DEX damage on a hit.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 20 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Duration: Instantaneous
Range: 80ft Vital Throw
Description: You send a gust of swirling wind that tears Type: Fighting
through an opponent. Make a ranged attack on an Move Power: STR
opponent, doing 1d6 + MOVE on a hit. If the natural attack Move Time: 1 action
roll is 16 or higher, the opponent flinches on their next turn. PP: 10
Higher Levels: The damage dice roll for this move changes to Duration: Instantaneous
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Range: Melee
Description: A slow fighting attack that pummels your foes.
As an action on your turn, you can choose to hold this move
until next turn, where it will automatically hit for 1d12 +
MOVE fighting damage.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.

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Water Gun Wing Attack


Type: Water Type: Flying
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 25 PP: 35
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: Melee
Description: You fire a quick spurt of water at a Pokémon in Description: You strike out at an enemy Pokémon with your
range. Make a ranged attack roll, doing 1d6 + MOVE water wings. Make a ranged attack roll, doing 1d10 + MOVE flying
damage on a hit. damage on a hit.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Waterfall Withdraw
Type: Water Type: Water
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 15 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 80ft Range: Self
Description: You create an intense waterfall that crashes Description: When hit by a melee or ranged attack, you can
down upon enemy Pokémon in a 10 foot radius, centered spend your reaction to increase your AC by +2 if it would
on a point within range. Pokémon in the area must make a cause the attack to miss.
DEX save against your Move DC or take 2d6 + MOVE water Higher Levels: Increase your AC by +3 at level 10 and above.
damage and fall prone on a fail, or half as much on a save. Wrap
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Type: Normal
Move Power: STR/DEX
Whirlpool Move Time: 1 action
Type: Water PP: 20
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 15 Description: You attempt to grapple a target into submission.
Duration: Instantaneous Make a melee attack roll. On a hit, the target takes 1d4 +
Range: 60ft MOVE normal damage and is grappled and restrained. At
Description: You create a wave of water that swirls around an the beginning of each of its turns, it may attempt to escape
opponent in range. Make a ranged attack roll. On a hit, the with a STR save against your Move DC. On each successive
target takes 1d6 + MOVE water damage and is grappled turn, if the Pokémon is still grappled, you may use this move
and restrained. At the beginning of each of its turns, it may again as a bonus action and automatically hit.
attempt to escape with a STR save against your Move DC. Higher Levels: The damage dice rolls for this move change to
On each successive turn, if the Pokémon is still grappled, 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
you may use this move again (as an action) and Zap Cannon
automatically hit.
Higher Levels: The damage dice roll for this move changes to Type: Electric
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Move Power: STR/DEX
Move Time: 1 action
Whirlwind PP: 5
Type: Normal Duration: Instantaneous
Move Power: DEX Range: 120ft
Move Time: 1 action Description: You fire out an extreme blast of pure electric
PP: 20 energy at an opponent. Make a ranged attack against a foe
Duration: Instantaneous in range, doing 2d10 + MOVE electric damage. If the
Range: Self natural attack roll is 15 or higher, the target is paralyzed.
Description: You create a whirlwind of spinning air around Higher Levels: The damage dice roll for this move changes to
you, increasing your AC by +2. When you activate this move, 3d8 at level 5, 4d10 at level 10, and 9d6 at level 17.
any Pokemon within 5 feet of you must succeed on a STR
saving throw against your Move DC or fall prone. In wild
Pokémon battles, this move can be activated to
automatically count as a single success in a group DEX
check to run away.

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11. Pokémon Stat Blocks


Below you will find the base statistics for each of the 251
Generation I and II Pokémon at the lowest level they can be
found in the wild. Hint: Use CTRL-F to find the one you need
quickly!)*

Bulbasaur
Small Grass/Poison Type | Level 1 | SR 1/2

Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
Ivysaur
Skills: Athletics, Nature Medium Grass/Poison Type | Level 5 | SR 5
Saving Throws: Strength
Vulnerabilities: Fire, Flying, Ice, Psychic Armor Class: 15
Resistances: Water, Grass, Electric, Fairy, Fighting Hit Points: 40
Hit Dice: d8
Chlorophyll: Damage rolls for this Pokémon get an Speed: 30ft. walking
additional +2 during strong sunlight.
Evolution: Bulbasaur can evolve into Ivysaur at level 8 STR DEX CON INT WIS CHA
and above.
16 (+3) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Moves Skills: Athletics, Nature


Starting Moves: Tackle, Growl Saving Throws: Strength
Vulnerabilities: Fire, Flying, Ice, Psychic
Level 2: Vine Whip, Poison Powder Resistances: Water, Grass, Electric, Fairy, Fighting
Level 6: Take Down, Sleeping Powder, Leech Seed
Chlorophyll: Damage rolls for this Pokémon get an
Level 10: Razor Leaf, Sweet Scent additional +2 during strong sunlight.
Level 14: Growth, Double Edge Healing Rain: This Pokémon can use its action to heal
Level 18: Synthesis hit points equal to its level, in rainy conditions.
Learnable Moves: Evolution: Ivysaur can evolve into Venusaur at level
16 and above.
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
27, 31, 32, 34, 35, 40, 44, 45, 49
HM: 01, 05
Moves
Starting Moves: Tackle, Growl, Vine Whip, Poison
Powder
Level 6: Take Down, Sleeping Powder
Level 10: Razor Leaf, Sweet Scent, Leech Seed
Level 14: Growth, Double Edge
Level 18: Synthesis, Solar Beam
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
27, 31, 32, 34, 35, 40, 44, 45, 49
HM: 01, 05

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Venusaur
Large Grass/Poison Type | Level 10 | SR 11

Armor Class: 18
Hit Points: 87
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics, Nature


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

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.
Healing Rain: This Pokémon can use its action to heal
Charmander
Small Fire Type | Level 1 | SR 1/2
hit points equal to its level, in rainy conditions.
Armor Class: 12
Moves Hit Points: 16
Starting Moves: Tackle, Growl, Vine Whip, Poison Hit Dice: d6
Powder, Razor Leaf, Sleeping Powder, Take Down Speed: 30ft. walking

Level 14: Growth, Double Edge, Sweet Scent, Petal


Dance STR DEX CON INT WIS CHA
Level 18: Synthesis, Solar Beam 12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves:
Skills: Acrobatics
TM: 02, 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, Saving Throws: Dexterity
22, 27, 31, 32, 34, 35, 40, 44, 45, 49 Vulnerabilities: Water, Ground, Rock
HM: 01, 05 Resistances: Bug, Fire, Grass, Ice, Steel

Solar Power: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.
Evolution: Charmander can evolve into Charmeleon at
level 8 and above.

Moves
Starting Moves: Growl, Scratch
Level 2: Ember
Level 6: Leer, Smokescreen
Level 10: Rage, Scary Face
Level 14: Slash, Flamethrower
Level 18: Fire Spin
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 23,
24, 27, 28, 31, 32, 34, 35, 38, 39, 40, 44, 45, 48,
49
HM: 01, 04

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Charmeleon
Medium Fire Type | Level 5 | SR 5

Armor Class: 13
Hit Points: 40
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 11 (+1) 6 (-2) 10 (+0) 10 (+0)

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

Solar Power: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.
Evolution: Charmeleon can evolve into Charizard at
level 16 and above.

Moves
Starting Moves: Growl, Scratch, Ember
Charizard
Level 6: Leer, Smokescreen Large Fire/Flying Type | Level 10 | SR 11
Level 10: Rage, Scary Face
Level 14: Slash, Dragon Rage Armor Class: 18
Hit Points: 87
Level 18: Flamethrower, Fire Spin Hit Dice: d12
Learnable Moves: Speed: 30ft. walking | 35ft. Flying
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 23,
24, 27, 28, 31, 32, 34, 35, 38, 39, 40, 44, 45, 48, STR DEX CON INT WIS CHA
49
14 (+2) 18 (+4) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
HM: 01, 04
Skills: Acrobatics, Athletics
Saving Throws: Dexterity, Strength
Vulnerabilities: Water, Rock, Electric
Resistances: Bug, Fire, Grass, Steel, Fighting
Immunities: Ground

Solar Power: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.

Moves
Starting Moves: Growl, Scratch, Ember, Rage, Leer,
Smokescreen, Wing Attack
Level 14: Slash, Dragon Rage
Level 18: Flamethrower, Fire Spin
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 11, 13, 15, 17, 20,
21, 23, 24, 26, 27, 28, 31, 32, 34, 35, 37, 38, 39,
40, 44, 45, 47, 48, 49
HM: 01, 02, 04

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Squirtle
Small Water Type | Level 1 | SR 1/2

Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 30ft. walking | 20ft swimming

STR DEX CON INT WIS CHA


12 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Skills: Survival
Saving Throws: Constitution
Vulnerabilities: Grass, Electric
Resistances: Rock, Ground, Fire, Water, Ice, Steel

Water Weight: Once per short rest, this Pokémon


gains temporary hit points equal to its level when
battling in coastal and swampy areas, or in rainy
conditions. Wartortle
Evolution: Squirtle can evolve into Wartortle at level Medium Water Type | Level 5 | SR 5
8 and above.
Armor Class: 16
Moves Hit Points: 50
Hit Dice: d8
Starting Moves: Tackle, Tail Whip Speed: 30ft. walking | 20ft swimming
Level 2: Water Gun
Level 6: Bubble, Withdraw, Body Slam STR DEX CON INT WIS CHA
Level 10: Bite, Rapid Spin, Rain Dance 13 (+1) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
Level 14: Bubble Beam, Protect, Skull Bash
Skills: Survival
Level 18: Hydro Pump Saving Throws: Constitution
Vulnerabilities: Grass, Electric
Learnable Moves:
Resistances: Rock, Ground, Fire, Water, Ice, Steel
TM: 01, 02, 03, 04, 06, 08, 10, 13, 14, 16, 17, 18,
20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 40, 44, 45 Water Weight: Once per short rest, this Pokémon
HM: 03, 06, 07 gains temporary hit points equal to its level when
battling in coastal and swampy areas, or in rainy
conditions.
Evolution: Wartortle can evolve into Blastoise at level
16 and above.

Moves
Starting Moves: Tackle, Tail Whip, Water Gun
Level 6: Bubble, Withdraw
Level 10: Bite, Body Slam, Rain Dance
Level 14: Bubble Beam, Rapid Spin, Protect
Level 18: Skull Bash, Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 14, 16, 17, 18,
20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 40, 44, 45
HM: 03, 04, 06, 07

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Blastoise
Large Water Type | Level 10 | SR 11

Armor Class: 18
Hit Points: 107
Hit Dice: d12
Speed: 30ft. walking | 30ft swimming

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics, Survival


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

Water Weight: Once per short rest, this Pokémon


gains temporary hit points equal to its level when
battling in coastal and swampy areas, or in rainy
conditions.

Moves
Starting Moves: Tail whip, Bubble, Water Gun, Bite,
Body Slam, Withdraw
Level 14: Bubble Beam, Rain Dance, Rapid Spin
Level 18: Skull Bash, Hydro Pump, Protect
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 40, 44,
Caterpie
45 Tiny Bug Type | Level 1 | SR 1/8
HM: 03, 04, 06, 07
Armor Class: 9
Hit Points: 15
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 8 (-1) 6 (-2) 10 (+0) 14 (+4)

Vulnerabilities: Flying, Rock, Fire


Resistances: Grass, Ground, Fighting

Quick Getaway: While this Pokémon is active, the


trainer automatically succeeds on their DEX roll to
run away.
Shield Dust: Once per long rest, this Pokémon can
ignore a negative status effect that results from an
enemy move.
Evolution: Caterpie can evolve into Metapod at level
4 and above.

Moves
Starting Moves: Tackle, String Shot

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Metapod
Small Bug Type | Level 2 | SR 2

Armor Class: 14
Hit Points: 21
Hit Dice: d8
Speed: 20ft. walking

STR DEX CON INT WIS CHA


13 (+1) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 10 (0)

Vulnerabilities: Flying, Rock, Fire


Resistances: Grass, Ground, Fighting

Shed Skin: If this Pokémon is affected by a negative


status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured.
Evolution: Metapod can evolve into Butterfree at level
8 and above.

Moves Butterfree
Starting Moves: Harden Medium Bug/Flying Type | Level 5 | SR 7

Armor Class: 15
Hit Points: 53
Hit Dice: d10
Speed: 30ft. walking | 30ft Flying

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 10 (+0) 6 (-2) 12 (+1) 14 (+2)

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

Compound Eyes: Once per combat, this Pokémon


may roll an attack with advantage.
Tinted Lens: This Pokémon’s moves ignore
resistances.

Moves
Starting Moves: Gust, Confusion
Level 6: Poison Powder, Stun Spore, Sleep Powder
Level 10: Psybeam, Supersonic
Level 14: Whirlwind, Safeguard
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22,
27, 29, 32, 34, 35, 39, 44, 45, 50
HM: 05

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Weedle
Tiny Bug Type | Level 1 | SR 1/8

Armor Class: 9
Hit Points: 16
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (0)

Vulnerabilities: Fire, Flying, Psychic, Rock


Resistances: Bug, Fairy, Fighting, Grass, Poison

Quick Getaway: While this Pokémon is active, the


trainer automatically succeeds on their DEX roll to
run away.
Shield Dust: Once per long rest, this Pokémon can
ignore a negative status effect that results from an
enemy move.
Evolution: Weedle can evolve into Kakuna at level 4
and above.

Moves
Starting Moves: Poison Sting, String Shot

Kakuna
Small Bug/Poison Type | Level 2 | SR 2

Armor Class: 14
Hit Points: 23
Hit Dice: d8
Speed: 20ft. walking

STR DEX CON INT WIS CHA


14 (+2) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (0)

Vulnerabilities: Fire, Flying, Psychic, Rock


Resistances: Bug, Fairy, Fighting, Grass, Poison

Shed Skin: If this Pokémon is affected by a negative


status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured.
Evolution: Kakuna can evolve into Beedrill at level 8
and above.

Moves
Starting Moves: Harden

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Beedrill
Medium Bug/Poison Type | Level 5 | SR 8

Armor Class: 16
Hit Points: 55
Hit Dice: d10
Speed: 30ft. walking | 30ft Flying

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Skills: Acrobatics, Intimidation


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

Compound Eyes: Once per combat, this Pokémon


may roll an attack with advantage.
Sniper: On a critical hit made by this Pokémon, triple
the number of dice rolled instead of doubling them. Pidgey
Tiny Normal/Flying Type | Level 1 | SR 1/8
Moves
Armor Class: 12
Starting Moves: Twineedle, Fury Attack
Hit Points: 16
Level 6: Rage Hit Dice: d6
Speed: 20ft. walking | 25ft Flying
Level 10: Focus Energy, Pursuit
Level 14: Pin Missile, Agility
STR DEX CON INT WIS CHA
Learnable Moves:
11 (+0) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 27,
32, 34, 35, 36, 39, 44, 45, 49 Skills: Perception
HM: 01 Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Evolution: Pidgey can evolve into Pidgeotto at level 6
and above.

Moves
Starting Moves: Tackle
Level 2: Sand Attack, Gust
Level 6: Quick Attack, Whirlwind
Level 10: Agility
Level 14: Wing Attack
Level 18: Mirror Move
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34,
35, 39, 43, 44, 45, 46, 47
HM: 02

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Pidgeotto
Medium Normal/Flying Type | Level 5 | SR 3

Armor Class: 13
Hit Points: 40
Hit Dice: d8
Speed: 20ft. walking | 30ft Flying

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

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

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Tangled Feet: Attacks against this Pokémon have
disadvantage when it is confused. Pidgeot
Evolution: Pidgeotto can evolve into Pidgeot at level Medium Normal/Flying Type | Level 8 | SR 8
12 and above.
Armor Class: 14
Moves Hit Points: 69
Hit Dice: d10
Starting Moves: Tackle, Sand Attack, Gust Speed: 25ft. walking | 40ft Flying
Level 6: Quick Attack, Whirlwind
Level 10: Agility STR DEX CON INT WIS CHA
Level 14: Wing Attack 15 (+2) 18 (+4) 10 (+0) 6 (-2) 12 (+1) 12 (+1)
Level 18: Mirror Move
Skills: Perception
Learnable Moves: Saving Throws: Dexterity
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34, Vulnerabilities: Electric, Ice, Rock
35, 39, 43, 44, 45, 46, 47 Resistances: Bug, Grass
Immunities: Ghost, Ground
HM: 02
Keen Eye: This Pokémon ignores disadvantage when
it relates to sight.
Tangled Feet: Attacks against this Pokémon have
disadvantage when it is confused.

Moves
Starting Moves: Tackle, Sand Attack, Gust, Quick
Attack, Whirlwind
Level 10: Agility
Level 14: Wing Attack
Level 18: Mirror Move
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 20, 21, 27, 31, 32,
34, 35, 39, 43, 44, 45, 46, 47
HM: 02

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Rattata
Tiny Normal Type | Level 1 | SR 1/8

Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 11 (+0) 6 (-2) 10 (+0) 8 (-1)

Skills: Perception, Stealth


Saving Throws: Dexterity
Vulnerabilities: Fighting
Immunities: Ghost

Quick Getaway: While this Pokémon is active, a


trainer automatically succeeds on their DEX roll to
run away.
Evolution: Rattata can evolve into Raticate at level 8
Raticate
Medium Normal Type | Level 5 | SR 4
and above.
Armor Class: 14
Moves Hit Points: 40
Starting Moves: Tackle, Tail Whip Hit Dice: d8
Speed: 30ft. walking
Level 2: Quick Attack, Focus Energy
Level 6: Bite STR DEX CON INT WIS CHA
Level 10: Hyper Fang, Pursuit 16 (+3) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
Level 14: Double Edge, Crunch
Learnable Moves: Skills: Perception, Stealth
Saving Throws: Dexterity
TM: 02, 03, 06, 08, 10, 11, 13, 14, 16, 17, 20, 21, Vulnerabilities: Fighting
23, 25, 27, 28, 30, 31, 32, 34, 35, 39, 40, 44, 45, Immunities: Ghost
46
Quick Getaway: While this Pokémon is active, a
trainer automatically succeeds on their DEX roll to
run away.
Guts: This Pokémon does an additional 1d6 damage
on attacks when suffering a negative status effect.

Moves
Starting Moves: Tackle, Tail Whip, Swords Dance,
Quick Attack, Focus Energy
Level 6: Bite
Level 10: Hyper Fang
Level 14: Crunch
Level 18: Double-Edge
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 11, 13, 14, 15, 16, 17,
20, 21, 23, 25, 27, 28, 30, 31, 32, 34, 35, 39, 40,
44, 45, 46
HM: 01, 04

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Spearow
Tiny Normal/Flying Type | Level 1| SR 1/8

Armor Class: 12
Hit Points: 15
Hit Dice: d6
Speed: 10ft. walking | 25ft. Flying

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 8 (-1) 6 (-2) 10 (+0) 10 (+0)

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

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight. Fearow
Medium Normal/Flying Type | Level 5| SR 4
Sniper: On a critical hit made by this Pokémon, triple
the number of dice rolled instead of doubling them.
Armor Class: 13
Evolution: Spearow can evolve into Fearow at level 8 Hit Points: 35
and above. Hit Dice: d8
Speed: 10ft. walking | 40ft. Flying
Moves
Starting Moves: Peck, Growl STR DEX CON INT WIS CHA
Level 2: Leer 16 (+3) 15 (+2) 10 (+0) 6 (-2) 12 (+1) 10 (+0)
Level 6: Fury Attack, Pursuit
Skills: Perception
Level 10: Mirror Move, Agility Saving Throws: Dexterity
Level 14: Focus Energy Vulnerabilities: Rock, Electric, Ice
Resistances: Bug, Grass
Level 18: Drill Peck Immunities: Ghost, Ground
Learnable Moves:
Keen Eye: This Pokémon ignores disadvantage when
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34, it relates to sight.
35, 39, 43, 44, 45, 46, 47
Sniper: On a critical hit made by this Pokémon, triple
HM: 02
the number of dice rolled instead of doubling them.
Evolution: Spearow evolves into Fearow at level 8.

Moves
Starting Moves: Peck, Growl, Leer
Level 6: Fury Attack, Pursuit
Level 10: Mirror Move
Level 14: Focus Energy,Agility
Level 18: Drill Peck
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 20, 21, 27, 31, 32,
34, 35, 39, 43, 44, 45, 46, 47
HM: 02

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Ekans
Small Poison Type | Level 1| SR 1/2

Armor Class: 14
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 11 (+0) 8 (-1) 10 (+0) 11 (+0)

Skills: Stealth, Deception


Vulnerabilities: Ground, Psychic
Resistances: Fairy, Fighting, Grass, Bug, Poison

Intimidate: Once per combat, you can impose


disadvantage on an enemy attack roll of your choice.
Shed Skin: If this Pokémon is affected by a negative
status ailment, they can roll a d4 at the end of each
their turns. On a result of 4, they are cured.
Evolution: Ekans can evolve into Arbok at level 9 and Arbok
above. Large Poison Type | Level 5| SR 7

Moves Armor Class: 16


Hit Points: 40
Starting Moves: Wrap, Leer Hit Dice: d10
Level 2: Poison Sting Speed: 30ft. walking
Level 6: Bite, Screech
Level 10: Acid STR DEX CON INT WIS CHA

Level 14: Haze 16 (+3) 13 (+1) 12 (+1) 8 (-1) 12 (+1) 12 (+1)

Learnable Moves: Skills: Stealth, Deception, Intimidation


TM: 02, 03, 06, 10, 11, 13, 17, 19, 20, 21, 26, 27, Saving Throws: Constitution
28, 32, 34, 35, 36, 44, 45, 46 Vulnerabilities: Ground, Psychic
Resistances: Fairy, Fighting, Grass, Bug, Poison
HM: 04
Intimidate: Once per combat, you can impose
disadvantage on an enemy attack roll of your choice.
Shed Skin: If this Pokémon is affected by a negative
status ailment, they can roll a d4 at the end of each
their turns. On a result of 4, they are cured.

Moves
Starting Moves: Wrap, Leer, Poison Sting, Bite
Level 6: Screech, Glare
Level 10: Acid, Crunch
Level 14: Haze
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 26,
27, 28, 32, 34, 35, 36, 44, 45, 46
HM: 04

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Pikachu
Small Electric Type | Level 1| SR 1/2

Armor Class: 14
Hit Points: 16
Hit Dice: d6
Speed: 35ft. walking

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 12 (+1)

Skills: Acrobatics, Persuasion


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

Lightning Rod: If an ally within 30 feet is attacked


with an electric type move, this Pokémon can
choose to redirect that attack to themselves instead.
This does not work on area of effect moves.
Evolution: At level 8 and above, Pikachu can evolve
into Raichu with the help of a Thunder Stone.
Raichu
Medium Electric Type | Level 5| SR 7

Moves Armor Class: 16


Starting Moves: Tail Whip, Thunder Shock Hit Points: 40
Hit Dice: d10
Level 2: Growl, Quick Attack Speed: 35ft. walking
Level 6: Thunder Wave
Level 10: Double Team, Spark STR DEX CON INT WIS CHA
Level 14: Slam, Thunderbolt, Agility 15 (+2) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 18: Light Screen, Thunder
Skills: Acrobatics
Learnable Moves: Saving Throws: Dexterity
TM: 01, 02, 03, 04, 06, 07, 10, 13, 17, 18, 20, 21, Vulnerabilities: Ground
23, 25, 27, 31, 32, 34, 35, 39, 40, 41, 43, 44, 45 Resistances: Steel, Flying, Electric
HM: 04, 05
Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can
choose to redirect that attack to themselves instead.
This does not work on area of effect moves.

Moves
Starting Moves: Tail Whip, Thunder Shock, Growl
Level 6: Quick Attack, Thunder Wave
Level 10: Double Team, Spark
Level 14: Slam, Thunderbolt
Level 18: Agility, Light Screen, Thunder
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 10, 13, 15, 17, 18, 20,
21, 23, 25, 27, 31, 32, 34, 35, 39, 40, 41, 43, 44,
45, 46
HM: 04, 05

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Sandshrew
Small Ground Type | Level 1| SR 1/2

Armor Class: 14
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics
Saving Throws: Constitution
Vulnerabilities: Grass, Ice, Water
Resistances: Rock, Poison
Immunities: Electric Sandslash
Medium Ground Type | Level 5| SR 7
Sand Rush: This Pokémon’s speed is doubled in
desert terrain. Armor Class: 17
Sand Veil: This Pokémon’s AC increases by 2 in Hit Points: 45
desert terrain. Hit Dice: d10
Speed: 30ft. walking
Burrower: This Pokémon can burrow underground
traveling a distance equal to its walking speed before
re-emerging. STR DEX CON INT WIS CHA
Evolution: Sandshrew can evolve into Sandslash at 16 (+3) 11 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
level 8 and above.
Skills: Athletics
Moves Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Ice, Water
Starting Moves: Scratch, Defense Curl Resistances: Rock, Poison
Immunities: Electric
Level 2: Sand Attack, Poison Sting
Level 6: Swift, Rollout Sand Rush: This Pokémon’s speed is doubled in
Level 10: Fury Swipes, Slash, Magnitude desert terrain.

Level 14: Dig, Rapid Spin, Sandstorm Sand Veil: This Pokémon’s AC increases by 2 in
desert terrain.
Level 18: Swords Dance, Earthquake
Burrower: This Pokémon can burrow underground
Learnable Moves: traveling a distance equal to its walking speed before
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 17, 20, 21, re-emerging.
23, 26, 27, 28, 31, 32, 34, 35, 37, 39, 40, 43, 44,
45, 46, 49 Moves
HM: 01, 04 Starting Moves: Scratch, Defense Curl, Sand Attack,
Poison Sting
Level 6: Swift, Rollout
Level 10: Fury Swipes, Slash
Level 14: Dig, Rapid Spin, Magnitude
Level 18: Swords Dance, Earthquake, Sandstorm
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 15, 17, 20,
21, 23, 26, 27, 28, 31, 32, 34, 35, 37, 39, 40, 43,
44, 45, 46, 49
HM: 01, 04

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Nidoran ♀
Tiny Poison Type | Level 1| SR 1/4

Armor Class: 11
Hit Points: 17
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

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

Rivalry: This Pokémon adds an additional 1d6 to


damage when attacking a Pokémon of the same Nidorina
type. Medium Poison Type | Level 5| SR 4
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the Armor Class: 12
target is poisoned. Hit Points: 45
Hit Dice: d8
Evolution: Nidoran ♀ can evolve into Nidorina at Speed: 30ft. walking
level 8 and above.

Moves STR DEX CON INT WIS CHA

Starting Moves: Scratch, Growl 14 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Level 2: Tail Whip, Double Kick Skills: Perception


Saving Throws: Constitution
Level 6: Poison Sting
Vulnerabilities: Ground, Psychic
Level 10: Fury Swipes, Crunch Resistances: Fairy, Grass, Fighting, Bug, Poison
Learnable Moves:
Rivalry: This Pokémon adds an additional 1d6 to
TM: 02, 03, 06, 10, 11, 13, 14, 17, 18, 20, 21, 23, damage when attacking a Pokémon of the same
25, 27, 31, 32, 34, 35, 40, 43, 44, 45, 46 type.
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the
target is poisoned.
Evolution: At level 16 and above, Nidorina can evolve
into Nidoqueen with the help of a Moon Stone.

Moves
Starting Moves: Scratch, Growl, Tail Whip, Double
Kick
Level 6: Poison Sting
Level 10: Fury Swipes, Bite
Level 14: Crunch
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 14, 17, 18, 20, 21, 23,
25, 27, 31, 32, 34, 35, 40, 43, 44, 45, 46
HM: 04

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Nidoqueen
Large Poison/Ground Type | Level 10| SR 11

Armor Class: 16
Hit Points: 92
Hit Dice: d12
Speed: 35ft. walking

STR DEX CON INT WIS CHA


18 (+4) 11 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills: Perception, Survival


Saving Throws: Constitution, Strength
Vulnerabilities: Ground, Psychic, Water, Ice
Resistances: Fairy, Fire, Fighting, Bug, Poison
Immunities: Electric

Rivalry: This Pokémon adds an additional 1d6 to Nidoran♂


Nidoran
damage when attacking a Pokémon of the same Tiny Poison Type | Level 1| SR 1/4
type.
Poison Point: On melee attacks made by this Armor Class: 11
Pokémon, roll a d10 on a hit. On a result of a 10, the Hit Points: 17
target is poisoned. Hit Dice: d6
Speed: 30ft. walking
Moves
Starting Moves: Scratch, Growl, Tail Whip, Double STR DEX CON INT WIS CHA
Kick, Poison Sting, Body Slam, Fury Swipes, Bite 10 (+0) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 14: Thrash, Take Down
Skills: Perception
Level 18: Bide, Crunch Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Learnable Moves:
Resistances: Fairy, Grass, Fighting, Bug, Poison
TM: 01, 02, 03, 05, 06, 08, 10, 11, 13, 14, 15, 16,
17, 18, 20, 21, 23, 25, 27, 30, 31, 32, 33, 34, 35, Rivalry: This Pokémon adds an additional 1d6 to
37, 38, 40, 41, 43, 44, 45, 46, 48, 49 damage when attacking a Pokémon of the same
HM: 03, 04 type.
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the
target is poisoned.
Evolution: Nidoran♂ can evolve into Nidorino at level
8 and above.

Moves
Starting Moves: Leer, Peck
Level 2: Focus Energy, Double Kick
Level 6: Poison Sting
Level 10: Fury Swipes
Level 14: Horn Attack
Level 18: Horn Drill
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 14, 17, 18, 20, 21, 23,
25, 27, 31, 32, 34, 35, 40, 43, 44, 45, 46

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Nidorino
Medium Poison Type | Level 5| SR 4

Armor Class: 12
Hit Points: 45
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

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

Rivalry: This Pokémon adds an additional 1d6 to


damage when attacking a Pokémon of the same
type.
Poison Point: On melee attacks made by this
Nidoking
Large Poison/Ground Type | Level 10| SR 11
Pokémon, roll a d10 on a hit. On a result of a 10, the
target is poisoned.
Armor Class: 16
Evolution: At level 16 and above, Nidorino can evolve Hit Points: 92
into Nidoking with the help of a Moon Stone. Hit Dice: d12
Speed: 35ft. walking
Moves
Starting Moves: Leer, Peck, Focus Energy, Double STR DEX CON INT WIS CHA
Kick
18 (+4) 11 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 6: Poison Sting
Level 10: Fury Swipes Skills: Perception, Survival
Saving Throws: Constitution, Strength
Level 14: Horn Attack Vulnerabilities: Ground, Psychic, Water, Ice
Level 18: Horn Drill, Thrash Resistances: Fairy, Fire, Fighting, Bug, Poison
Immunities: Electric
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 14, 17, 18, 20, 21, Rivalry: This Pokémon adds an additional 1d6 to
23, 25, 27, 31, 32, 34, 35, 40, 43, 44, 45, 46 damage when attacking a Pokémon of the same
type.
HM: 04
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the
target is poisoned.

Moves
Starting Moves: Leer, Peck, Focus Energy, Double
Kick, Poison Sting, Fury Attack, Horn Attack
Level 14: Thrash, Bide
Level 18: Horn Drill, Megahorn
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 11, 13, 14, 15, 16,
17, 18, 20, 21, 23, 25, 26, 27, 30, 31, 32, 33, 34,
35, 37, 38, 40, 41, 43, 44, 45, 46, 48, 49
HM: 03, 04

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Clefairy
Small Fairy Type | Level 1| SR 1

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 16 (+3)

Skills: Persuasion, Insight


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

Magic Guard: If this Pokémon is subjected to a move


that forces it to make a saving throw to take only half
damage, it instead takes no damage on a success.
Evolution: At level 8 and above, Clefairy can evolve
into Clefable with the help of a Moon Stone. Clefable
Medium Fairy Type | Level 5| SR 8
Moves
Armor Class: 15
Starting Moves: Pound, Growl Hit Points: 45
Hit Dice: d10
Level 2: Sing, Spotlight
Speed: 30ft. walking
Level 6: Double Slap, Defense Curl
Level 10: Minimize, Light Screen STR DEX CON INT WIS CHA
Level 14: Body Slam, Metronome 10 (+0) 15 (+2) 12 (+1) 8 (-1) 12 (+1) 16 (+3)
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 09, 10, 11, 13, 14, 17, Skills: Persuasion, Insight
18, 20, 21, 22, 23, 25, 27, 29, 30 ,31, 32, 33, 34, Saving Throws: Wisdom, Charisma
35, 38, 40, 41, 42, 43, 44, 45, 48, 50 Vulnerabilities: Poison, Steel
Resistances: Fighting, Bug, Dark
HM: 04, 05 Immunities: Dragon

Magic Guard: If this Pokémon is subjected to a move


that forces it to make a saving throw to take only half
damage, it instead takes no damage on a success.

Moves
Starting Moves: Pound, Growl, Sing, Spotlight
Level 6: Double Slap, Defense Curl
Level 10: Minimize, Light Screen
Level 14: Body Slam, Metronome
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 09, 10, 11, 13, 14, 15,
17, 18, 20, 21, 22, 23, 25, 27, 29, 30 ,31, 32, 33,
34, 35, 38, 40, 41, 42, 43, 44, 45, 48, 50
HM: 04, 05

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Vulpix
Small Fire Type | Level 1| SR 1/2

Armor Class: 12
Hit Points: 15
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 9 (-1) 6 (-2) 10 (+0) 12 (+1)

Skills: Perception, Investigation


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

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Evolution: At level 8 and above, Vulpix can evolve
Ninetales
into Ninetales with the help of a Fire Stone. Medium Fire Type | Level 5| SR 6

Armor Class: 14
Moves Hit Points: 40
Starting Moves: Ember Hit Dice: d10
Speed: 30ft. walking
Level 2: Tail Whip, Roar
Level 6: Quick Attack, Confuse Ray
STR DEX CON INT WIS CHA
Level 10: Flamethrower, Feint Attack
14 (+2) 14 (+2) 11 (+0) 6 (-2) 12 (+1) 14 (+2)
Level 14: Fire Spin, Safeguard
Learnable Moves: Skills: Perception, Investigation
Saving Throws: Dexterity
TM: 02, 03, 06, 10, 11, 13, 17, 20, 21, 23, 27, 28, Vulnerabilities: Ground, Water, Rock
32, 34, 35, 38, 39, 44, 45 Resistances: Fairy, Ice, Steel, Bug, Grass
Immunities: Fire

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5

Moves
Starting Moves: Ember, Tail Whip, Roar
Level 6: Quick Attack, Confuse Ray
Level 10: Feint Attack
Level 14: Flame Thrower, Safeguard
Level 18: Fire Spin
Learnable Moves:
TM: 02, 03, 05, 06, 10, 11, 13, 15, 17, 20, 21, 23,
27, 28, 32, 34, 35, 38, 39, 44, 45

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Jigglypuff
Small Normal/Fairy Type | Level 1| SR 1

Armor Class: 11
Hit Points: 16
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 16 (+3)

Skills: Persuasion, Insight


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

Competitive: This Pokémon does an extra 1d6


damage when suffering from a negative status effect.
Evolution: At level 8 and above, Jigglypuff can evolve
into Wigglytuff with the help of a Moon Stone. Wigglytuff
Medium Normal/Fairy Type | Level 5| SR 6
Moves
Armor Class: 13
Starting Moves: Pound, Sing Hit Points: 48
Hit Dice: d10
Level 2: Defense Curl Speed: 30ft. walking
Level 6: Disable, Double Slap
Level 10: Rest, Body Slam, Rollout STR DEX CON INT WIS CHA
Level 14: Mimic, Double-Edge 13 (+1) 12 (+1) 10 (+1) 8 (-1) 12 (+1) 18 (+4)
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 09, 10, 11, 13, 14, 17, Skills: Persuasion, Insight
18, 20, 21, 22, 25, 27, 29, 30, 31, 32, 33, 34, 35, Saving Throws: Wisdom, Charisma
38, 40, 41, 42, 43, 44, 45, 48, 50 Vulnerabilities: Poison, Steel
Resistances: Bug, Dark
HM: 04, 05 Immunities: Dragon, Ghost

Competitive: This Pokémon does an extra 1d6


damage when suffering from a negative status effect.

Moves
Starting Moves: Pound, Defense Curl, Sing
Level 6: Double Slap, Disable
Level 10: Rest, Body Slam
Level 14: Mimic, Rollout
Level 18: Double-Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 09, 10, 11, 13, 14, 15,
17, 18, 20, 21, 22, 25, 27, 29, 30, 31, 32, 33, 34,
35, 38, 40, 41, 42, 43, 44, 45, 48, 50
HM: 04, 05

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Zubat
Tiny Flying/Poison Type | Level 1| SR 1/8

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 5ft. walking | 25ft flying

STR DEX CON INT WIS CHA


8 (-1) 17 (+3) 12 (+1) 6 (-2) 10 (+0) 8 (-1)

Skills: Stealth
Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Psychic, Rock
Resistances: Fighting, Bug, Fairy, Grass, Poison
Immunities: Ground
Senses Darkvision 60ft

Inner Focus: This Pokémon is immune to flinching.


Evolution: Zubat can evolve into Golbat at level 9 and
above. Golbat
Medium Flying/Poison Type | Level 5| SR 6
Moves
Armor Class: 14
Starting Moves: Leech Life Hit Points: 53
Hit Dice: d10
Level 2: Supersonic, Bite Speed: 10ft. walking | 30ft flying
Level 6: Wing Attack, Confuse Ray
Level 10: Swift, Super Fang, Mean Look STR DEX CON INT WIS CHA
Level 14: Haze 12 (+1) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 8 (-1)
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 19, 20, 21, 27, 32, 34, Skills: Stealth
35, 39, 43, 44, 45, 46, 47 Saving Throws: Dexterity, Constitution
Vulnerabilities: Electric, Ice, Psychic, Rock
Resistances: Fighting, Bug, Fairy, Grass, Poison
Immunities: Ground

Inner Focus: This Pokémon is immune to flinching.


Infiltrator: This Pokémon bypasses Light Screen and
Reflect
Evolution: Golbat can evolve into Crobat at level 16
and above with a Loyalty level of +2 or higher.

Moves
Starting Moves: Leech Life, Supersonic, Bite
Level 6: Wing Attack, Confuse Ray
Level 10: Swift, Super Fang
Level 14: Mean Look
Level 18: Haze
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 27, 32,
34, 35, 39, 43, 44, 45, 46, 47

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Oddish
Tiny Grass/Poison Type | Level 1 | SR 1/2

Armor Class: 10
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Skills: Nature, Survival


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

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.
Evolution: Oddish can evolve into Gloom at level 9
and above.
Gloom
Medium Grass/Poison Type | Level 5 | SR 3

Moves Armor Class: 12


Starting Moves: Absorb, Growth Hit Points: 49
Hit Dice: d8
Level 2: Acid, Sweet Scent Speed: 25ft. walking
Level 6: Poison Powder, Sleeping Powder, Stun Spore
Level 10: Mega Drain, Moonlight STR DEX CON INT WIS CHA
Level 14: Toxic, Giga Drain 13 (+1) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 18: Petal Dance
Skills: Nature, Survival
Learnable Moves: Saving Throws: Constitution
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27, Vulnerabilities: Fire, Flying, Ice, Psychic
32, 34, 35, 36, 44, 45 Resistances: Water, Grass, Electric, Fairy, Fighting
HM: 01, 05 Chlorophyll: Damage rolls for this Pokémon get an
additional +2 during strong sunlight.
Evolution: At level 14 and above, Gloom can evolve
into Vileplume with the help of a Leaf Stone or
Bellossom with the Help of a Sun Stone.

Moves
Starting Moves: Absorb, Growth, Acid, Sweet Scent
Level 6: Poison Powder, Sleeping Powder, Stun Spore
Level 10: Mega Drain, Moonlight
Level 14: Toxic
Level 18: Petal Dance, Giga Drain
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27,
32, 34, 35, 36, 44, 45
HM: 01, 05

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Vileplume
Medium Grass/Poison Type | Level 10 | SR 10

Armor Class: 14
Hit Points: 109
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 14 (+2)

Skills: Nature, Survival, Persuasion


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

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.

Moves Paras
Starting Moves: Absorb, Growth, Acid, Poison Tiny Bug/Grass Type | Level 1 | SR 1/4
Powder, Sleep Powder, Stun Spore, Mega Drain
Level 14: Toxic, Moonlight Armor Class: 12
Hit Points: 18
Level 18: Petal Dance, Solar Beam, Giga Drain Hit Dice: d6
Learnable Moves: Speed: 25ft. walking
TM: 03, 06, 08, 10, 11, 12, 13, 15, 17, 19, 20, 21,
22, 27, 28, 32, 34, 35, 36, 44, 45, 46, 49 STR DEX CON INT WIS CHA
HM: 01, 05 9 (-1) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

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

Effect Spore: When hit by a melee attack roll a d4. On


a 4, do 4 poison damage to your attacker.
Evolution: Paras can evolve into Parasect at level 9
and above.

Moves
Starting Moves: Scratch
Level 2: Stun Spore, Poison Powder
Level 6: Absorb, Fury Cutter
Level 10: Spore, Slash
Level 14: Growth, Giga Drain
Learnable Moves:
TM: 03, 06, 08, 10, 11, 12, 13, 17, 19, 20, 21, 22,
27, 28, 32, 34, 35, 36, 44, 45, 46, 49
HM: 01, 05

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Parasect
Large Bug/Grass Type | Level 5 | SR 6

Armor Class: 14
Hit Points: 58
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 17 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Nature, Survival


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

Damp: This Pokémon is unaffected by Self Destruct


and Explosion moves.
Effect Spore: When hit by a melee attack roll a d4. On
a 4, do 4 poison damage to your attacker.
Venonat
Tiny Bug/Poison Type | Level 1 | SR 1/8

Moves Armor Class: 12


Starting Moves: Scratch, Stun Spore, Poison Powder, Hit Points: 16
Absorb Hit Dice: d6
Speed: 25ft. walking
Level 6: Fury Cutter
Level 10: Spore, Slash STR DEX CON INT WIS CHA
Level 14: Growth 11 (+0) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 18: Giga Drain
Learnable Moves: Skills: Nature
Saving Throws: Constitution
TM: 03, 06, 08, 10, 11, 12, 13, 15, 17, 19, 20, 21, Vulnerabilities: Fire, Flying, Rock, Psychic
22, 27, 28, 32, 34, 35, 36, 44, 45, 46, 49 Resistances: Poison, Grass, Fairy, Bug, Fighting
HM: 01, 05
Compound Eyes: Once per combat, this Pokémon
may roll an attack with advantage.
Quick Getaway: While this Pokémon is active, the
trainer automatically succeeds on their DEX roll to
run away.
Evolution: Venonat can evolve into Venomoth at level
12 and above.

Moves
Starting Moves: Tackle, Disable
Level 2: Supersonic, Foresight
Level 6: Confusion, Poison Powder
Level 10: Stun Spore, Sleep Powder, Psybeam
Level 14: Leech Life, Psychic
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27,
29, 32, 34, 35, 36, 39, 44, 45, 46

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Venomoth
Medium Bug/Poison Type | Level 8 | SR 7

Armor Class: 14
Hit Points: 70
Hit Dice: d10
Speed: 15ft. walking | 30ft flying

STR DEX CON INT WIS CHA


13 (+1) 18 (+4) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Nature
Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Rock, Psychic
Resistances: Poison, Grass, Fairy, Bug, Fighting
Diglett
Quick Getaway: While this Pokémon is active, the Tiny Ground Type | Level 1 | SR 1/2
trainer automatically succeeds on their DEX roll to
run away. Armor Class: 13
Compound Eyes: Once per combat, this Pokémon Hit Points: 18
may roll an attack with advantage. Hit Dice: d6
Speed: 30ft. walking (burrowing)
Tinted Lens: This Pokémon’s moves ignore
resistances
STR DEX CON INT WIS CHA
Moves 13 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Starting Moves: Tackle, Disable, Supersonic, Gust
Skills: Stealth, Athletics
Level 6: Confusion, Poison Powder, Foresight Saving Throws: Dexterity
Vulnerabilities: Grass, Ice, Water
Level 10: Stun Spore, Sleep Powder Resistances: Rock, Poison
Level 14: Leech Life, Psybeam Immunities: Electric
Level 17: Psychic
Sand Veil: This Pokémon’s AC increases by 2 in
Learnable Moves: desert terrain.
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22, Burrower: This Pokémon moves by burrowing into
27, 29, 32, 34, 35, 36, 39, 44, 45, 46 the ground and appearing somewhere else within its
HM: 05 speed.
Evolution: Diglett can evolve into Dugtrio at level 10
and above.

Moves
Starting Moves: Sand Attack, Scratch
Level 2: Growl
Level 6: Mud Slap, Magnitude
Level 10: Dig, Slash
Level 14: Earthquake
Level 18: Fissure
Learnable Moves:
TM: 03, 06, 08, 10, 11, 13, 17, 20, 21, 26, 27, 28,
31, 32, 34, 35, 36, 44, 45, 46
HM: 01

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Dugtrio
Medium Ground Type | Level 5 | SR 6

Armor Class: 15
Hit Points: 58
Hit Dice: d10
Speed: 30ft. walking (burrowing)

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Stealth, Athletics


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

Sand Veil: This Pokémon’s AC increases by 2 in


desert terrain. Meowth
Burrower: This Pokémon moves by burrowing into Small Normal Type | Level 1 | SR 1/4
the ground and appearing somewhere else within its
speed. Armor Class: 12
Hit Points: 16
Moves Hit Dice: d6
Speed: 30ft. walking
Starting Moves: Sand Attack, Scratch, Growl
Level 6: Mud Slap STR DEX CON INT WIS CHA
Level 10: Dig, Magnitude 12 (+1) 12 (+1) 10 (+0) 8 (-1) 10 (+0) 12 (+1)
Level 14: Slash, Earthquake
Skills: Persuasion, Deception, Sleight of Hand
Level 18: Fissure Saving Throws: Dexterity, Charisma
Learnable Moves: T M: 03, 06, 08, 10, 11, 13, 15, Vulnerabilities: Fighting
17, 20, 21, 26, 27, 28, 31, 32, 34, 35, 36, 44, 45, Immunities: Ghost
46
HM: 01 Limber: This Pokémon is immune to being paralyzed.
Pick Up: If an opponent uses an expendable held
item in battle, this Pokémon gains a copy of it if it is
not currently holding an item.
Evolution: Meowth can evolve into Persian at level 10
and above.

Moves
Starting Moves: Scratch, Growl
Level 2: Bite
Level 6: Fury Swipes, Screech
Level 10: Pay Day, Feint Attack
Level 14: Slash
Learnable Moves:
TM: 02, 03, 06, 07, 09, 10, 11, 13, 16, 17, 20, 21,
23, 25, 27, 30, 31, 32, 34, 35, 39, 40, 42, 43, 44,
45, 46, 50

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Persian
Medium Normal Type | Level 5 | SR 6

Armor Class: 13
Hit Points: 48
Hit Dice: d10
Speed: 40ft. walking

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 14 (+2)

Skills: Persuasion, Deception, Sleight of Hand


Saving Throws: Dexterity, Charisma
Vulnerabilities: Fighting
Immunities: Ghost

Limber: This Pokémon is immune to being paralyzed.


Psyduck
Moves Small Water Type | Level 1 | SR 1/2
Starting Moves: Scratch, Growl, Bite, Swift
Armor Class: 12
Level 6: Fury Swipes, Screech Hit Points: 18
Level 10: Pay Day, Feint Attack Hit Dice: d6
Speed: 25ft. walking | 20ft swimming
Level 14: Slash
Learnable Moves:
STR DEX CON INT WIS CHA
TM: 02, 03, 05, 06, 07, 09, 10, 11, 13, 15, 16, 17,
10 (+0) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
20, 21, 23, 25, 27, 30, 31, 32, 34, 35, 39, 40, 42,
43, 44, 45, 46, 50
Skills: Insight
Saving Throws: Constitution, Wisdom
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Water, Steel

Water Weight: Once per short rest, this Pokémon


gains temporary hit points equal to its level when
battling in coastal and swampy areas, or in rainy
conditions.
Evolution: Psyduck can evolve into Golduck at level
12 and above.

Moves
Starting Moves: Scratch
Level 2: Tail Whip, Water Gun
Level 6: Fury Swipes, Confusion
Level 10: Disable, Screech
Level 14: Psych Up, Rain Dance
Level 18: Hydro Pump, Amnesia
Learnable Moves:
TM: 01, 02, 03, 06, 08, 09, 10, 13, 14, 16, 17, 18,
20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 39, 44, 45
HM: 03, 05, 06, 07

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Golduck
Medium Water Type | Level 8 | SR 8

Armor Class: 13
Hit Points: 86
Hit Dice: d10
Speed: 30ft. walking | 30ft swimming

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

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

Water Weight: Once per short rest, this Pokémon


gains temporary hit points equal to its level when
battling in coastal and swampy areas, or in rainy
Mankey
conditions. Small Fighting Type | Level 1 | SR 1/2

Armor Class: 12
Moves Hit Points: 16
Starting Moves: Scratch, Water Gun, Tail Whip Hit Dice: d6
Speed: 30ft. walking
Level 6: Fury Swipes, Confusion
Level 10: Disable, Screech
STR DEX CON INT WIS CHA
Level 14: Psych Up, Rain Dance
14 (+2) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1)
Level 18: Hydro Pump, Amnesia
Learnable Moves: Skills: Athletics, Acrobatics
Saving Throws: Dexterity, Strength
TM: 01, 02, 03, 06, 08, 09, 10, 13, 14, 15, 16, 17, Vulnerabilities: Flying, Psychic, Fairy
18, 20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 39, 44, Resistances: Dark, Rock, Bug
45, 49
HM: 03, 04, 05, 06, 07 Anger Point: After suffering a critical hit, this
Pokémon deals an extra 1d6 if its next attack hits.
Evolution: Mankey can evolve into Primeape at level
10 and above.

Moves
Starting Moves: Scratch, Low Kick, Leer, Focus Energy
Level 2: Fury Swipes, Karate Chop
Level 6: Seismic Toss, Pursuit
Level 10: Thrash, Swagger
Level 14: Cross Chop, Screech
Level 18: Outrage
Learnable Moves:
TM: 01, 02, 03, 06, 08, 09, 10, 11, 13, 17, 20, 21,
23, 25, 27, 28, 31, 32, 33, 34, 35, 39, 40, 41, 43,
44, 45, 46, 48
HM: 04

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Primeape
Medium Fighting Type | Level 5 | SR 6

Armor Class: 14
Hit Points: 48
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 11 (+0) 6 (-2) 10 (+0) 8 (-1)

Skills: Athletics, Acrobatics


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

Vital Spirit: This Pokémon cannot be put to sleep.


Anger Point: After suffering a critical hit, this
Pokémon deals an extra 1d6 if its next attack hits. Growlithe
Small Fire Type | Level 1 | SR 1/2
Moves
Starting Moves: Scratch, Low Kick, Leer, Focus Armor Class: 12
Energy, Fury Swipes, Karate Chop Hit Points: 16
Hit Dice: d6
Level 6: Seismic Toss Speed: 30ft. walking
Level 10: Thrash, Pursuit
Level 14: Cross Chop, Swagger STR DEX CON INT WIS CHA
Level 18: Outrage, Screech 13 (+1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves:
Skills: Perception
TM: 01, 02, 03, 06, 08, 09, 10, 11, 13, 15, 17, 20, Saving Throws: Dexterity
21, 23, 25, 27, 28, 31, 32, 33, 34, 35, 39, 40, 41, Vulnerabilities: Ground, Rock, Water
43, 44, 45, 46, 48 Resistances: Bug, Grass, Ice, Steel
HM: 04 Immunities: Fire

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Evolution: At level 12 and above, Growlithe can
evolve into Arcanine with the help of a Fire Stone.

Moves
Starting Moves: Bite, Roar
Level 2: Ember, Leer
Level 6: Take Down, Flame Wheel, Reversal
Level 10: Agility, Flamethrower
Level 14: Crunch, Outrage
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 11, 13, 17, 20, 21, 23,
24, 27, 28, 32, 34, 35, 38, 39, 44, 45

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Arcanine
Large Fire Type | Level 8 | SR 9

Armor Class: 14
Hit Points: 70
Hit Dice: d10
Speed: 40ft. walking

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 12 (+1)

Skills: Perception, Arcana


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

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
Poliwag
Tiny Water Type | Level 1 | SR 1/8
damage roll gets a +5.
Intimidate: Once per combat, you can impose Armor Class: 11
disadvantage on an enemy attack roll of your choice. Hit Points: 16
Hit Dice: d6
Moves Speed: 25ft. walking | 20ft swimming

Starting Moves: Bite, Roar, Ember, Leer, Take Down


STR DEX CON INT WIS CHA
Level 10: Agility, Flamethrower
8 (-1) 15 (+2) 11 (+0) 6 (-2) 10 (+0) 12 (+1)
Level 14: Crunch, Outrage
Level 18: Fire Spin, Extreme Speed Skills: Acrobatics
Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Electric, Grass
TM: 02, 03, 05, 06, 08, 10, 11, 13, 15, 17, 20, 21, Resistances: Water, Fire, Ice, Steel
23, 24, 27, 28, 32, 34, 35, 38, 39, 44, 45
Water Weight: Once per short rest, this Pokémon
gains temporary hit points equal to its level when
battling in coastal and swampy areas, or in rainy
conditions.
Evolution: Poliwag can evolve into Poliwhirl at level 9
and above.

Moves
Starting Moves: Water Gun
Level 2: Bubble, Hypnosis
Level 6: Double Slap, Rain Dance
Level 10: Body Slam, Bubble Beam
Level 14: Mud Slap, Belly Drum
Level 18: Hydro Pump
Learnable Moves:
TM: 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27,
29, 32, 34, 35, 40, 44, 45, 46
HM: 03, 06, 07

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Poliwhirl
Medium Water Type | Level 5 | SR 3

Armor Class: 12
Hit Points: 44
Hit Dice: d8
Speed: 25ft. walking | 30ft swimming

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Skills: Acrobatics, Athletics


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

Water Weight: Once per short rest, this Pokémon


gains temporary hit points equal to its level when
battling in coastal and swampy areas, or in rainy
conditions.
Evolution: At level 15 and above, Poliwhirl can evolve
into Poliwrath with the help of a Water Stone, or
Poliwrath
Politoed with a Loyalty level of +2 or higher. Medium Water/Fighting Type | Level 10 | SR 11

Armor Class: 15
Moves Hit Points: 104
Starting Moves: Water Gun, Bubble, Hypnosis Hit Dice: d12
Speed: 30ft. walking | 30ft swimming
Level 6: Double Slap, Rain Dance
Level 10: Body Slam, Bubble Beam
STR DEX CON INT WIS CHA
Level 14: Mud Slap, Belly Drum
18 (+4) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 18: Hydro Pump
Learnable Moves: Skills: Acrobatics, Athletics
Saving Throws: Dexterity, Strength
TM: 02, 03, 06, 08, 10, 13, 14, 16, 17, 18, 20, 21, Vulnerabilities: Electric, Grass, Psychic, Fairy, Flying
27, 29, 31, 32, 33, 34, 35, 40, 43, 44, 45, 46 Resistances: Water, Fire, Ice, Steel, Rock, Bug, Dark
HM: 03, 04, 06, 07
Water Weight: Once per short rest, this Pokémon
gains temporary hit points equal to its level when
battling in coastal and swampy areas, or in rainy
conditions.

Moves
Starting Moves: Water Gun, Bubble, Hypnosis,
Double Slap, Rain Dance, Body Slam
Level 14: Mud Slap, Bubblebeam
Level 18: Hydro Pump, Belly Drum
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 13, 14, 15, 16, 17, 18,
20, 21, 26, 27, 29, 31, 32, 33, 34, 35, 40, 43, 44,
45, 46
HM: 03, 04, 06, 07

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Abra
Small Psychic Type | Level 1 | SR 1/4

Armor Class: 10
Hit Points: 16
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0)

Skills: Arcana, Insight


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

Inner Focus: This Pokémon is immune to flinching. Kadabra


Evolution: Abra can evolve into Kadabra at level 8 and Medium Psychic Type | Level 5 | SR 5
above.
Armor Class: 14
Moves Hit Points: 44
Hit Dice: d8
Starting Moves: Teleport, Scratch Speed: 30ft. walking
Learnable Moves:
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 17, 18, 20, STR DEX CON INT WIS CHA
21, 27, 29, 30, 32, 33, 34, 35, 41, 42, 44, 45, 46, 10 (+0) 10 (+0) 10 (+0) 15 (+2) 14 (+2) 10 (+0)
48, 50
HM: 05 Skills: Arcana, Insight
Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Ghost, Dark
Resistances: Psychic, Fighting

Inner Focus: This Pokémon is immune to flinching.


Magic Guard: If this Pokémon is subjected to a move
that forces it to make a saving throw to take only half
damage, it instead takes no damage on a success.
Evolution: Kadabra can evolve into Alakazam at level
16 and above.

Moves
Starting Moves: Teleport, Scratch, Confusion, Kinesis
Level 6: Disable
Level 10: Psybeam, Reflect
Level 14: Recover, Future Sight
Level 18: Psychic
Learnable Moves:
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 17, 18, 20,
21, 27, 28, 29, 30, 32, 33, 34, 35, 41, 42, 44, 45,
46, 48, 50
HM: 05

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Alakazam
Medium Psychic Type | Level 10 | SR 12

Armor Class: 16
Hit Points: 94
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 10 (+0) 18 (+4) 14 (+2) 10 (+0)

Skills: Arcana, Insight


Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Ghost, Dark
Resistances: Psychic, Fighting Machop
Small Fighting Type | Level 1 | SR 1/2
Inner Focus: This Pokémon is immune to flinching.
Magic Guard: If this Pokémon is subjected to a move Armor Class: 12
that forces it to make a saving throw to take only half Hit Points: 16
damage, it instead takes no damage on a success. Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Teleport, Scratch, Confusion, Kinesis, STR DEX CON INT WIS CHA
Disable, Psybeam, Reflect 15 (+2) 12 (+) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 14: Recover
Skills: Athletics, Acrobatics
Level 18: Psychic, Future Sight Saving Throws: Strength, Dexterity
Learnable Moves: Vulnerabilities: Psychic, Fairy, Flying
Resistances: Bug, Dark, Rock
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 18,
20, 21, 27, 28, 29, 30, 32, 33, 34, 35, 41, 42, 44, Guts: This Pokémon does an additional 1d6 damage
45, 46, 48, 50 on attacks when suffering from a negative status
HM: 05 effect.
Anger Point: After suffering a critical hit, this
Pokémon deals an extra 1d6 damage on its next
attack.
Evolution: Machop can evolve into Machoke at level
9 and above.

Moves
Starting Moves: Low Kick, Leer
Level 2: Karate Chop, Focus Energy
Level 6: Seismic Toss, Foresight
Level 10: Submission, Vital Throw
Level 14: Cross Chop, Scary Face
Level 18: Dynamic Punch
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 26,
27, 28, 31, 32, 33, 34, 35, 38, 41, 43, 44, 45, 46,
48
HM: 04

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Machoke
Medium Fighting Type | Level 5 | SR 4

Armor Class: 13
Hit Points: 44
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics, Acrobatics


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

Guts: This Pokémon does an additional 1d6 damage


on attacks when suffering from a negative status
effect.
Anger Point: After suffering a critical hit, this
Pokémon deals an extra 1d6 damage to its next
attacks.
Machamp
Large Fighting Type | Level 10 | 10
Evolution: Machoke can evolve into Machamp at level
16 and above.
Armor Class: 15
Hit Points: 99
Moves Hit Dice: d12
Speed: 30ft. walking
Starting Moves: Low Kick, Leer, Focus Energy, Karate
Chop
Level 6: Seismic Toss STR DEX CON INT WIS CHA

Level 10: Submission, Vital Throw 20 (+5) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Level 14: Cross Chop Skills: Athletics, Acrobatics


Level 18: Scary Face, Dynamic Punch Saving Throws: Strength, Dexterity
Vulnerabilities: Psychic, Fairy, Flying
Learnable Moves: Resistances: Bug, Dark, Rock
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 26,
27, 28, 31, 32, 33, 34, 35, 38, 41, 43, 44, 45, 46, Guts: This Pokémon does an additional 1d6 damage
48 on attacks when suffering from a negative status
effect.
HM: 04
Anger Point: After suffering a critical hit, this
Pokémon deals an extra 1d6 damage to its next
attacks.

Moves
Starting Moves: Low Kick, Leer, Focus Energy, Karate
Chop, Seismic Toss, Submission, Vital Throw, Scary
Face
Level 18: Cross Chop, Dynamic Punch
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21,
26, 27, 28, 31, 32, 33, 34, 35, 38, 41, 43, 44, 45,
46, 48
HM:04

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Bellsprout
Tiny Grass/Poison Type | Level 1 | SR 1/4

Armor Class: 11
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Nature, Survival


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

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during conditions of strong sunlight.
Evolution: Bellsprout can evolve into Weepinbell at
level 9 and above.
Weepinbell
Medium Grass/Poison Type | Level 5 | SR 3
Moves
Starting Moves: Vine Whip Armor Class: 12
Hit Points: 45
Level 2: Growth Hit Dice: d8
Level 6: Wrap, Sleep Powder, Poison Powder Speed: 20ft. walking
Level 10: Stun Spore, Acid
Level 14: Razor Leaf, Sweet Scent STR DEX CON INT WIS CHA
Level 18: Slam 14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves:
Skills: Nature, Survival
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27, Saving Throws: Constitution
32, 34, 35, 36, 44, 45 Vulnerabilities: Psychic, Fire, Flying, Ice
HM: 01, 05 Resistances: Fighting, Fairy, Electric, Grass, Water

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during conditions of strong sunlight.
Evolution: At level 15 and above, Weepinbell can be
evolved into Victreebel with the help of a Leaf Stone.

Moves
Starting Moves: Vine Whip, Growth, Wrap
Level 6: Sleep Powder, Poison Powder
Level 10: Stun Spore, Acid
Level 14: Sweet Scent
Level 18: Slam, Razor Leaf
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27,
32, 34, 35, 36, 44, 45
HM: 01, 05

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Victreebel
Large Grass/Poison Type | Level 10 | SR 10

Armor Class: 14
Hit Points: 97
Hit Dice: d12
Speed: 20ft. walking

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Nature, Survival


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

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during conditions of strong sunlight. Tentacool
Small Water/Poison Type | Level 1 | SR 1/2
Moves
Starting Moves: Vine Whip, Growth, Wrap, Sleep Armor Class: 12
Powder, Poison Powder, Stun Spore Hit Points: 18
Hit Dice: d6
Level 14: Sweet Scent, Acid Speed: 5ft. walking | 30ft swimming
Level 18: Slam, Razor Leaf
Learnable Moves: STR DEX CON INT WIS CHA
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22, 10 (+0) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
27, 32, 34, 35, 36, 44, 45
HM: 01, 05 Skills: Sleight of Hand
Saving Throws: Constitution
Vulnerabilities: Psychic, Electric, Ground
Resistances: Fighting, Fairy, Ice, Steel, Poison, Bug,
Fire, Water

Liquid Ooze: If an enemy uses a leeching or absorb


move against this Pokémon, the Pokémon must
make a DC 12 CON save or become poisoned.
Evolution: Tentacool can evolve into Tentacruel at
level 12 and above.

Moves
Starting Moves: Poison Sting
Level 2: Supersonic, Constrict
Level 6: Acid
Level 10: Bubble Beam
Level 14: Barrier, Screech
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 10, 13, 14, 16, 17, 18, 19, 20, 21, 27,
32, 34, 35, 36, 44, 45
HM: 01, 03, 06

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Tentacruel
Large Water/Poison Type | Level 8 | SR 7

Armor Class: 15
Hit Points: 72
Hit Dice: d10
Speed: 20ft. walking | 40ft swimming

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)

Skills: Sleight of Hand


Saving Throws: Constitution, Strength
Vulnerabilities: Psychic, Electric, Ground
Resistances: Fighting, Fairy, Ice, Steel, Poison, Bug,
Fire, Water
Geodude
Liquid Ooze: If an enemy uses a leeching or absorb Small Rock/Ground Type | Level 1 | SR 1/2
move against this Pokémon , the Pokémon must
make a DC 12 CON save or become poisoned.
Armor Class: 14
Hit Points: 18
Moves Hit Dice: d6
Speed: 25ft. walking
Starting Moves: Poison Sting, Supersonic, Constrict
Level 6: Acid
STR DEX CON INT WIS CHA
Level 10: Bubble Beam
13 (+1) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 14: Barrier
Level 18: Screech, Hydro Pump Skills: Athletics, Survival
Saving Throws: Constitution
Learnable Moves: Vulnerabilities: Ice, Ground, Steel, Fighting, Water,
TM: 03, 06, 10, 13, 14, 15, 16, 17, 18, 19, 20, 21, Grass
27, 32, 34, 35, 36, 44, 45 Resistances: Flying, Normal, Rock, Fire
Immunities: Electric
HM: 01, 03, 06
Sturdy: This Pokémon cannot be KO’d from full
health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead.
Evolution: Geodude can evolve into Graveler at level
10 and above.

Moves
Starting Moves: Tackle
Level 2: Defense Curl
Level 6: Magnitude, Rollout
Level 10: Rock Throw, Rock Slide
Level 14: Self Destruct, Stone Edge, Earthquake
Level 18: Explosion, Double Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 17, 20, 21,
26, 27, 28, 31, 32, 34, 35, 37, 38, 40, 44, 45, 48
HM: 04

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Graveler
Medium Rock/Ground Type | Level 5 | SR 6

Armor Class: 16
Hit Points: 50
Hit Dice: d8
Speed: 25ft. walking

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics, Survival


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

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP to
Golem
Large Rock/Ground Type | Level 10 | SR 12
0, it lowers it to 1HP instead.
Stone Veil: This Pokémon’s AC increases by 2 in Armor Class: 18
rocky terrain. Hit Points: 107
Evolution: Graveler can evolve into Golem at level 16 Hit Dice: d12
and above. Speed: 30ft. walking

Moves STR DEX CON INT WIS CHA


Starting Moves: Tackle, Defense Curl 18 (+4) 10 (+0) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 6: Magnitude, Rollout Skills: Athletics, Survival
Level 10: Rock Throw, Rock Slide Saving Throws: Constitution, Strength
Vulnerabilities: Ice, Ground, Steel, Fighting, Water,
Level 14: Self Destruct, Stone Edge Grass
Level 18: Earthquake, Double Edge, Explosion Resistances: Flying, Normal, Rock, Fire
Immunities: Electric
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 17, 20, 21, Sturdy: This Pokémon cannot be KO’d from full
26, 27, 28, 31, 32, 34, 35, 37, 38, 40, 44, 45, 48 health. If a move takes this Pokémon from full HP to
HM: 04 0, it lowers it to 1HP instead.
Stone Veil: This Pokémon’s AC increases by 2 in
rocky terrain.

Moves
Starting Moves: Tackle, Defense Curl, Magnitude,
Rock Throw, Rock Slide, Rollout
Level 14: Self Destruct, Stone Edge
Level 18: Earthquake, Double Edge, Explosion
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 15, 17, 20,
21, 26, 27, 28, 31, 32, 34, 35, 37, 38, 40, 44, 45,
48, 49
HM: 04

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Ponyta
Medium Fire Type | Level 1 | SR 1

Armor Class: 13
Hit Points: 18
Hit Dice: d8
Speed: 35ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)

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

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Flame Body: When hit by a melee attack, roll a d10. Rapidash
On a 10, the attacker is burned. Large Fire Type | Level 10 | SR 8
Evolution: Ponyta can evolve into Rapidash at level
16 and above. Armor Class: 16
Hit Points: 78
Moves Hit Dice: d10
Speed: 45ft. walking
Starting Moves: Tackle, Growl
Level 2: Tail Whip, Ember STR DEX CON INT WIS CHA
Level 6: Stomp, Flame Wheel 14 (+2) 18 (+4) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Level 10: Fire Blast, Take Down
Skills: Athletics
Level 14: Fire Spin, Agility
Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Ground, Water, Rock
Resistances: Fairy, Ice, Steel, Bug, Grass
TM: 02, 03, 06, 10, 11, 13, 17, 20, 21, 23, 27, 32,
Immunities: Fire
34, 35, 38, 39, 44, 45
Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Flame Body: When hit by a melee attack, roll a d10.
On a 10, the attacker is burned.

Moves
Starting Moves: Tackle, Growl, Fury Attack, Quick
Attack, Tail Whip, Ember,Stomp, Fire Blast, Take
Down
Level 14: Fire Spin, Agility
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 15, 17, 20, 21, 23, 27,
32, 34, 35, 38, 39, 44, 45

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Slowpoke
Medium Water/Psychic Type | Level 1 | SR 2

Armor Class: 14
Hit Points: 19
Hit Dice: d8
Speed: 15ft. walking | 25ft swimming

STR DEX CON INT WIS CHA


14 (+2) 8 (-1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills: Insight, History


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

Own Tempo: This Pokémon is immune to becoming


confused.
Evolution: Slowpoke can evolve into Slowbro at level
12 and above or Slowking at level 12 and above
while holding a King’s Rock.

Moves
Slowbro
Large Water/Psychic Type | Level 8 | SR 9
Starting Moves: Tackle
Level 2: Growl, Water Gun Armor Class: 16
Hit Points: 80
Level 6: Confusion, Disable Hit Dice: d10
Level 10: Headbutt Speed: 25ft. walking | 35ft swimming

Level 14: Amnesia, Psychic, Rain Dance


STR DEX CON INT WIS CHA
Level 18: Psych Up
15 (+2) 8 (-1) 18 (+4) 6 (-2) 14 (+2) 10 (+0)
Learnable Moves:
TM: 02, 03, 06, 07, 09, 10, 11, 13, 14, 16, 17, 18, Skills: Insight, History
20, 21, 23, 26, 27, 28, 29, 30, 31, 32, 34, 35, 38, Saving Throws: Constitution, Wisdom
39, 42, 44, 45, 50 Vulnerabilities: Dark, Grass, Electric, Ghost, Bug
HM: 03, 04, 05 Resistances: Fire, Ice, Steel, Fighting, Water, Psychic

Own Tempo: This Pokémon is immune to becoming


confused.

Moves
Starting Moves: Tackle, Growl, Water Gun, Confusion,
Disable
Level 10: Headbutt
Level 14: Amnesia, Rain Dance
Level 18: Psych Up, Psychic
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 26, 27, 28, 29, 30, 31, 32,
33, 34, 35, 38, 39, 42, 44, 45, 49, 50
HM: 03, 04, 05

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Magnemite
Medium Electric/Steel Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 18
Hit Dice: d6
Speed: 0ft. walking | 20ft flying (hovering)

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 10 (+0)

Skills: Insight, Acrobatics


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

Sturdy This Pokémon cannot be KO’d from full


Magneton
Medium Electric/Steel Type | Level 8 | SR 10
health. If a move takes this Pokémon from full HP to
0, it lowers to 1 HP instead.
Armor Class: 16
Magnet Pull: Steel opponents in battle with this Hit Points: 86
Pokémon may not switch out or flee. Hit Dice: d10
Evolution: Magnemite can evolve into Magneton at Speed: 0ft. walking | 30ft flying (hovering)
level 12 and above.
STR DEX CON INT WIS CHA
Moves 12 (+1) 14 (+2) 17 (+3) 8 (-1) 12 (+1) 10 (+0)
Starting Moves: Tackle, Supersonic
Skills: Insight, Acrobatics
Level 2: Thunder Shock, Thunder Wave Saving Throws: Constitution
Level 6: Light Screen, Spark Vulnerabilities: Fire, Fighting, Ground
Resistances: Psychic, Electric, Ice, Grass, Fairy,
Level 10: Screech, Bide Dragon, Normal, Rock, Bug
Level 14: Sonic Boom, Lock-On Immunities: Poison
Level 18: Zap Cannon
Sturdy This Pokémon cannot be KO’d from full
Learnable Moves: health. If a move takes this Pokémon from full HP to
TM: 03, 04, 06, 07, 10, 13, 17, 18, 20, 21, 25, 27, 0, it lowers to 1 HP instead.
32, 34, 35, 39, 44 Magnet Pull: Steel opponents in battle with this
HM: 05 Pokémon may not switch out or flee.

Moves
Starting Moves: Tackle, Supersonic, Thunder Shock,
Thunder Wave
Level 6: Light Screen, Spark
Level 10: Screech, Bide, Tri-Attack
Level 14: Sonic Boom, Lock-On
Level 18: Zap Cannon
Learnable Moves:
TM: 03, 04, 06, 07, 10, 13, 15, 17, 18, 20, 21, 25,
27, 32, 34, 35, 39, 44
HM: 05

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Farfetch’d
Farfetch d
Small Normal/Flying Type | Level 3 | SR 3

Armor Class: 12
Hit Points: 44
Hit Dice: d8
Speed: 25ft. walking | 30ft flying

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Skills: Perception, Intimidation


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

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight. Doduo
Small Normal/Flying Type | Level 1 | SR 1/2
Anger Point: After Suffering a critical it, this Pokémon
deals an extra 1d6 damage if its next attack hits.
Armor Class: 12
Hit Points: 17
Moves Hit Dice: d6
Starting Moves: Peck, Sand Attack, Leer, Fury Attack Speed: 30ft. walking

Level 6: Slash, False Swipe


STR DEX CON INT WIS CHA
Level 10: Swords Dance
9 (-1) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 14: Agility
Learnable Moves: Skills: Perception, Acrobatics
TM: 02, 03, 06, 09, 10, 11, 13, 17, 20, 21, 23, 27, Saving Throws: Dexterity
31, 32, 34, 35, 39, 43, 44, 45, 46, 47 Vulnerabilities: Rock, Ice, Electric
Resistances: Bug, Grass
HM: 01, 02 Immunities: Ground, Ghost

Quick Getaway: While this Pokémon is active, the


trainer automatically succeeds on their DEX roll to
run away.
Evolution: Doduo can evolve into Dodrio at level 12
and above.

Moves
Starting Moves: Peck, Growl
Level 2: Quick Attack, Rage
Level 6: Fury Attack, Pursuit
Level 10: Agility
Level 14: Swords Dance, Jump Kick
Level 18: Drill Peck, Thrash
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34,
35, 39, 44, 45, 46, 47
HM: 02

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Dodrio
Medium Normal/Flying Type | Level 8 | SR 7

Armor Class: 14
Hit Points: 64
Hit Dice: d10
Speed: 40ft. walking

STR DEX CON INT WIS CHA


12 (+1) 19 (+4) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Skills: Perception, Acrobatics


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

Early Bird: This Pokémon has advantage on rolls to


wake up from sleep.
Quick Getaway: While this Pokémon is active, the
Seel
Medium Water Type | Level 1 | SR 1/2
trainer automatically succeeds on their DEX roll to
run away.
Armor Class: 12
Hit Points: 17
Moves Hit Dice: d6
Starting Moves: Peck, Growl, Quick Attack, Rage, Tri Speed: 10ft. walking | 40ft swimming
Attack
Level 6: Fury Attack STR DEX CON INT WIS CHA
Level 10: Agility, Pursuit 10 (+0) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 12 (+1)
Level 14: Swords Dance, Jump Kick
Skills: Acrobatics
Level 18: Drill Peck, Thrash Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Grass, Electric
Resistances: Steel, Fire, Water, Ice
TM: 03, 06, 10, 11, 13, 15, 17, 20, 21, 27, 31, 32,
34, 35, 39, 44, 45, 46, 47 Thick Fat: This Pokémon takes quarter damage from
HM: 02 Fire and Ice type moves.
Evolution: Seel can evolve into Dewgong at level 12
and above.

Moves
Starting Moves: Headbutt
Level 2: Growl
Level 6: Rest, Bubble, Icy Wind
Level 10: Body Slam, Encore
Level 14: Aurora Beam, Take Down
Level 18: Ice Beam, Safeguard
Learnable Moves:
TM: 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27,
32, 34, 35, 44, 45
HM: 03, 06, 07

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Dewgong
Medium Water/Ice Type | Level 5 | SR 8

Armor Class: 14
Hit Points: 64
Hit Dice: d10
Speed: 15ft. walking | 50ft swimming

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 14 (+2)

Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Grass, Electric, Rock, Fighting
Resistances: Water, Ice

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.
Hydration: This Pokémon is unaffected by negative
Grimer
Small Poison Type | Level 1 | SR 1/2
status ailments during rainy conditions.
Armor Class: 11
Moves Hit Points: 19
Starting Moves: Headbutt, Growl Hit Dice: d6
Speed: 20ft. walking
Level 6: Rest, Bubble
Level 10: Body Slam, Encore STR DEX CON INT WIS CHA
Level 14: Aurora Beam, Take Down 14 (+2) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)
Level 18: Ice Beam, Safeguard
Learnable Moves: Skills: Stealth
Saving Throws: Constitution
TM: 02, 03, 06, 10, 13, 14, 15, 16, 17, 18, 20, 21, Vulnerabilities: Ground, Psychic
27, 32, 34, 35, 44, 45 Resistances: Fighting, Fairy, Poison, Grass, Bug
HM: 03, 06, 07
Poison Touch: When this Pokémon is hit with a
melee attack, roll a 1d4. On a result of 4, the attacker
takes 1d6 poison damage.
Sticky Touch: Held items cannot be stolen from this
Pokémon.
Evolution: Grimer can evolve into Mux at level 14 and
above.

Moves
Starting Moves: Pound
Level 2: Harden, Mud Slap
Level 6: Disable
Level 10: Minimize, Lick
Level 14: Screech, Sludge Bomb
Level 18: Acid Armor
Learnable Moves:
TM: 01, 03, 06, 07, 10, 11, 13, 17, 19, 20, 21, 25,
27, 31, 32, 33, 34, 36, 38, 41, 44, 45, 46, 48

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Muk
Large Poison Type | Level 10 | SR 9

Armor Class: 14
Hit Points: 97
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 8 (-1)

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

Poison Touch: When this Pokémon is hit with a


melee attack, roll a 1d4. On a result of 4, the attacker
takes 1d6 poison damage.
Sticky Touch: Held items cannot be stolen from this
Shellder
Small Water Type | Level 1 | SR 1/2
Pokémon.
Armor Class: 14
Moves Hit Points: 18
Starting Moves: Pound, Harden, Mud Slap, Disable, Hit Dice: d6
Minimize, Lick Speed: 5ft. walking | 15ft swimming

Level 14: Screech


STR DEX CON INT WIS CHA
Level 18: Acid Armor, Sludge Bomb
10 (+0) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves:
TM: 01, 03, 06, 07, 10, 11, 13, 15, 17, 19, 20, 21, Skills: Survival
25, 27, 31, 32, 33, 34, 35, 36, 38, 41, 44, 45, 46, Saving Throws: Constitution
48 Vulnerabilities: Grass, Electric
Resistances: Steel, Fire, Water, Ice

Shell Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.
Evolution: At level 10 and above, Shellder can evolve
into Cloyster with the help of a Water Stone.

Moves
Starting Moves: Tackle, Water Gun
Level 2: Withdraw
Level 6: Supersonic, Protect
Level 10: Leer, Clamp
Level 14: Aurora Beam, Whirlpool
Level 18: Hydro Pump, Ice Beam
Learnable Moves:
TM: 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27, 32,
34, 35, 39, 44, 45
HM: 03, 06

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Cloyster
Large Water/Ice Type | Level 8 | SR 10

Armor Class: 18
Hit Points: 72
Hit Dice: d12
Speed: 10ft. walking | 30ft swimming

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Skills: Survival
Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Electric, Rock, Fighting
Resistances: Water, Ice

Shell Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.

Moves
Gastly
Small Ghost/Poison Type | Level 1 | SR 1/2
Starting Moves: Tackle, Water Gun, Withdraw,
Supersonic, Protect Armor Class: 12
Hit Points: 17
Level 10: Leer, Clamp
Hit Dice: d6
Level 14: Aurora Beam Speed: 0ft. walking | 25ft flying (hovering)
Level 18: Hydro Pump, Whirlpool, Ice Beam
Learnable Moves: STR DEX CON INT WIS CHA
TM: 03, 06, 10, 13, 14, 15, 16, 17, 18, 20, 21, 27, 10 (+0) 10 (+0) 12 (+1) 6 (-2) 14 (+2) 12 (+1)
32, 34, 35, 39, 44, 45
HM: 03, 06 Skills: Stealth, Deception
Saving Throws: Constitution
Vulnerabilities: Ghost, Psychic, Dark
Resistances: Grass, Fairy, Bug, Poison
Immunities: Normal, Fighting, Ground

Intimidate: Once per combat, you can impose


disadvantage on an enemy attack roll of your choice.
Levitate: This Pokemon is immune to ground moves.
Evolution: Gastly can evolve into Haunter at level 10
and above.

Moves
Starting Moves: Hypnosis, Lick
Level 2: Leer, Spite
Level 6: Night Shade, Screech, Mean Look
Level 10: Confusion, Curse
Level 14: Dream Eater, Confuse Ray, Shadow Ball
Level 18: Destiny Bond, Nightmare
Learnable Moves:
TM: 03, 06, 07, 09, 10, 11, 13, 17, 18, 19, 20, 21,
25, 27, 29, 30, 32, 34, 35, 42, 44, 45, 46, 50

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Haunter
Medium Ghost/Poison Type | Level 5 | SR 4

Armor Class: 13
Hit Points: 45
Hit Dice: d10
Speed: 0ft. walking | 30ft flying (hovering)

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 13 (+1) 6 (-2) 14 (+2) 12 (+1)

Skills: Stealth, Deception


Saving Throws: Constitution
Vulnerabilities: Ghost, Psychic, Dark
Resistances: Grass, Fairy, Bug, Poison
Immunities: Normal, Fighting, Ground

Intimidate: Once per combat, you can impose


disadvantage on an enemy attack roll of your choice.
Levitate: This Pokemon is immune to ground moves.
Evolution: Haunter can evolve into Gengar at level 16 Gengar
and above. Medium Ghost/Poison Type | Level 10 | SR 11

Moves Armor Class: 15


Hit Points: 92
Starting Moves: Hypnosis, Lick, Leer, Spite Hit Dice: d12
Level 6: Night Shade, Screech, Mean Look Speed: 30ft. walking | 30ft flying (hovering)
Level 10: Confusion, Curse
Level 14: Dream Eater, Confuse Ray, Shadow Ball STR DEX CON INT WIS CHA

Level 18: Destiny Bond, Nightmare 16 (+3) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 12 (+1)

Learnable Moves: Skills: Stealth, Deception


TM: 03, 06, 07, 09, 10, 11, 13, 17, 18, 19, 20, 21, Saving Throws: Constitution, Charisma
25, 27, 29, 30, 32, 34, 35, 42, 44, 45, 46, 50 Vulnerabilities: Ghost, Psychic, Ground, Dark
Resistances: Grass, Fairy, Bug, Poison
Immunities: Normal, Fighting

Intimidate: Once per combat, you can impose


disadvantage on an enemy attack roll of your choice.

Moves
Starting Moves: Hypnosis, Lick, Leer, Nightshade,
Screech, Confusion, Mean Look, Curse, Spite
Level 14: Dream Eater, Confuse Ray
Level 18: Destiny Bond, Nightmare, Shadow Ball
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 15, 17,
18, 19, 20, 21, 25, 27, 29, 30, 32, 33, 34, 35, 41,
42, 44, 45, 46, 50
HM: 04

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Onix
Huge Rock/Ground Type | Level 5 | SR 10

Armor Class: 18
Hit Points: 65
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics
Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Fighting, Ice, Ground, Steel,
Water
Resistances: Flying, Normal, Rock, Fire
Immunities: Electric

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP to Drowzee
0, it lowers to 1HP instead. Small Psychic Type | Level 1 | SR 1
Burrower: This Pokémon can burrow underground,
traveling a distance equal to its walking speed before Armor Class: 12
re-emerging. Hit Points: 19
Hit Dice: d8
Evolution: At level 16 and above, Onix can evolve Speed: 25ft. walking
into Steelix if holding a Metal Coat.

Moves STR DEX CON INT WIS CHA


Starting Moves: Tackle, Harden, Bind, Rock Throw 10 (+0) 10 (+0) 12 (+1) 8 (-1) 14 (+2) 10 (+0)

Level 10: Rage, Slam, Curse, Iron Tail Skills: Insight, Persuasion
Level 14: Screech, Rock Slide, Dragon Breath Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Ghost, Dark
Level 18: Dig, Stone Edge, Double-Edge, Sandstorm Resistances: Fighting, Psychic
Learnable Moves:
Inner Focus: This Pokémon is immune to flinching.
TM: 02, 03, 05, 06, 08, 10, 11, 13, 17, 20, 21, 23,
26, 27, 28, 31, 32, 34, 35, 37, 44, 45 Insomnia: This Pokémon is immune to sleep.
HM: 04 Evolution: Drowzee can evolve into Hypno at level
10 and above.

Moves
Starting Moves: Pound, Hypnosis
Level 2: Disable, Confusion, Meditate
Level 6: Headbutt, Low Kick, Swagger
Level 10: Psybeam, Psywave, Psych Up
Level 14: Psychic, Future Sight
Learnable Moves:
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 17, 18, 20,
21, 27, 29, 30, 32, 33, 34, 35, 41, 42, 44, 45, 48,
50
HM: 05

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Hypno
Medium Psychic Type | Level 5 | SR 8

Armor Class: 14
Hit Points: 51
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 14 (+2) 10 (+0) 18 (+4) 10 (+0)

Skills: Insight, Persuasion


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

Inner Focus: This Pokémon is immune to flinching.


Insomnia: This Pokémon is immune to sleep.

Moves Krabby
Starting Moves: Pound, Hypnosis, Disable, Confusion Small Water Type | Level 1 | SR 1/8

Level 6: Headbutt, Low Kick, Meditate Armor Class: 13


Level 10: Psybeam, Psywave, Swagger, Psych Up Hit Points: 17
Hit Dice: d6
Level 14: Psychic, Future Sight Speed: 25ft. walking | 30ft Swimming
Learnable Moves:
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 18, STR DEX CON INT WIS CHA
20, 21, 27, 29, 30, 32, 33, 34, 35, 41, 42, 44, 45,
48, 50 14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 8 (-1)
HM: 05
Skills: Survival, Sleight of Hand
Saving Throws: Constitution
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Water, Steel

Shell Armor: This Pokémon is immune to Critical


Hits.
Evolution: Krabby can evolve into Kingler at level 10
and above.

Moves
Starting Moves: Bubble
Level 2: Leer
Level 6: Harden, Bubble Beam, Mud Slap
Level 10: Stomp, Vice Grip, Protect
Level 14: Slam, Guillotine
Learnable Moves:
TM: 03, 06, 08, 10, 13, 14, 16, 17, 18, 20, 21, 27,
31, 32, 34, 35, 44, 45, 46, 49
HM: 01, 03, 04. 06

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Kingler
Large Water Type | Level 5 | SR 6

Armor Class: 16
Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking | 30ft Swimming

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 8 (-1)

Skills: Survival, Sleight of Hand


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

Shell Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.

Moves
Voltorb
Small Electric Type | Level 1 | SR 1/2
Starting Moves: Bubble, Leer
Armor Class: 12
Level 6: Harden, Bubble Beam
Hit Points: 17
Level 10: Mud Slap, Stomp, Vice Grip Hit Dice: d6
Speed: 20ft. walking
Level 14: Slam, Guillotine, Protect
Learnable Moves:
STR DEX CON INT WIS CHA
TM: 03, 06, 08, 10, 13, 14, 15, 16, 17, 18, 20, 21,
27, 31, 32, 34, 35, 44, 45, 46, 49 10 (+0) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
HM: 01, 03, 04. 06
Skills: Stealth
Saving Throws: Constitution
Vulnerabilities: Ground
Resistances: Steel, Flying, Electric

Static: When this Pokémon is hit by a melee Attack,


roll a d4. On a result of 4, the attacker takes 1d6
electric damage.
Evolution: Voltorb can evolve into Electrode at level
12 and above.

Moves
Starting Moves: Tackle
Level 2: Leer, Spark
Level 6: Screech, Rollout
Level 10: Swift, Light Screen
Level 14: Self Destruct, Sonic Boom
Level 18: Explosion, Mirror Coat
Learnable Moves:
TM: 02, 03, 04, 06, 07, 10, 13, 17, 18, 20, 21, 25,
27, 32, 34, 35, 39, 44
HM: 05

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Electrode
Medium Electric Type | Level 8 | SR 7

Armor Class: 15
Hit Points: 64
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

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

Static: When this Pokémon is hit by a melee Attack,


roll a d4. On a result of 4, the attacker takes 1d6
electric damage. Exeggcute
Aftermath: This Pokémon deals damage to an Medium Grass/Psychic Type | Level 1 | SR 1
attacker equal to half of the damage received when
knocked out by a melee move. Armor Class: 12
Hit Points: 18
Moves Hit Dice: d8
Speed: 25ft. walking
Starting Moves: Tackle, Sonic Boom, Leer, Screech,
Spark
STR DEX CON INT WIS CHA
Level 10: Swift, Light Screen, Rollout
12 (+1) 16 (+3) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 14: Self Destruct
Level 18: Explosion, Mirror Coat Skills: Nature
Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Ghost, Ice, Fire, Dark, Flying, Poison,
TM: 02, 03, 04, 06, 07, 10, 13, 15, 17, 18, 20, 21, Bug
25, 27, 32, 34, 35, 39, 44 Resistances: Fighting, Ground, Psychic, Grass,
Electric, Water
HM: 05
Chlorophyll: Damage rolls for this Pokémon get an
additional +2during conditions of strong sunlight.
Evolution: At level 10 and above, Exeggcute can be
evolved into Exeggcutor with the help of a Leaf
Stone.

Moves
Starting Moves: Barrage, Hypnosis
Level 2: Reflect, Leech Seed
Level 6: Stun Spore, Poison Powder, Sleep Powder
Level 10: Confusion
Level 14: Solar Beam
Learnable Moves:
TM: 03, 04, 06, 09, 10, 11, 13, 17, 19, 20, 21, 22,
27, 29, 32, 34, 35, 36, 42, 44, 45, 46, 50
HM: 04, 05

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Exeggcutor
Medium Grass/Psychic Type | Level 5 | SR 7

Armor Class: 14
Hit Points: 46
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Nature
Saving Throws: Dexterity
Vulnerabilities: Ghost, Ice, Fire, Dark, Flying, Poison,
Bug
Resistances: Fighting, Ground, Psychic, Grass,
Electric, Water

Chlorophyll: Damage rolls for this Pokémon get an


Cubone
additional +2during conditions of strong sunlight. Small Ground Type | Level 1 | SR 1/4

Armor Class: 11
Moves Hit Points: 17
Starting Moves: Barrage, Hypnosis, Reflect, Leech Hit Dice: d6
Seed, Stomp Speed: 25ft. walking

Level 6: Stun Spore, Poison Powder


STR DEX CON INT WIS CHA
Level 10: Confusion, Sleep Powder
11 (+0) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)
Level 14: Solar Beam
Learnable Moves: Skills: Survival
TM: 03, 04, 06, 09, 10, 11, 13, 15, 17, 19, 20, 21, Saving Throws: Constitution
22, 27, 29, 32, 34, 35, 36, 42, 44, 45, 46, 50 Vulnerabilities: Grass, Water, Ice
Resistances: Rock, Poison
HM: 04, 05 Immunities: Electric

Battle Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.
Evolution: Cubone can evolve into Marowak at level
12 and above.

Moves
Starting Moves: Growl, Tail Whip, Bone Club
Level 2: Headbutt
Level 6: Leer, Focus Energy
Level 10: Bonemerang
Level 14: Rage, Thrash, Bone Rush
Level 18: Double-Edge
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 14, 16, 17, 20,
21, 23, 26, 27, 28, 31, 32, 34, 35, 37, 38, 41, 43,
44, 45, 46, 48
HM: 04

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Marowak
Medium Ground Type | Level 8 | SR 7

Armor Class: 15
Hit Points: 64
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Survival, Athletics


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

Battle Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.

Moves
Starting Moves: Growl, Tail Whip, Bone Club,
Hitmonlee
Headbutt Medium Fighting Type | Level 5 | SR 7

Level 6: Leer, Focus Energy Armor Class: 14


Level 10: Bonemerang Hit Points: 51
Hit Dice: d10
Level 14: Rage, Thrash Speed: 30ft. walking
Level 18: Double Edge, Bone-Rush
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 02, 03, 06, 08, 10, 11, 13, 14, 15, 16, 17, 15 (+2) 18 (+4) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
20, 21, 23, 26, 27, 28, 31, 32, 34, 35, 37, 38, 41,
43, 44, 45, 46, 48
Skills: Athletics, Acrobatics
HM: 04 Saving Throws: Strength, Dexterity
Vulnerabilities: Psychic, Flying, Fairy
Resistances: Dark, Rock, Bug

Guts: This Pokémon does and additional 1d6


damage on attacks when suffering from a negative
status effect.
Limber: This Pokémon is immune to paralysis.

Moves
Starting Moves: Double Kick, Mega Kick
Level 6: Rolling Kick, Jump Kick, Reversal
Level 10: Meditate, Focus Energy
Level 14: Hi Jump Kick, Foresight
Level 18: Reversal
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27,
31, 32, 34, 35, 39, 43, 44, 45, 46
HM: 04

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Hitmonchan
Medium Fighting Type | Level 5 | SR 7

Armor Class: 14
Hit Points: 51
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics, Acrobatics


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

Guts: This Pokémon does and additional 1d6


damage on attacks when suffering from a negative
status effect.
Inner Focus: This Pokémon is immune to flinching.

Moves
Starting Moves: Comet Punch, Counter
Lickitung
Level 6: Mega Punch, Agility, Pursuit Medium Normal Type | Level 5 | SR 7
Level 10: Ice Punch, Thunder Punch, Fire Punch
Level 14: Focus Energy, Mach Punch Armor Class: 14
Hit Points: 70
Level 18: Detect Hit Dice: d10
Learnable Moves: Speed: 30ft. walking
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27,
31, 32, 33, 34, 35, 39, 41, 43, 44, 45, 46, 48 STR DEX CON INT WIS CHA
HM: 04 16 (+3) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Perception
Saving Throws: Constitution
Vulnerabilities: Fighting
Immunities: Ghost

Own Tempo: This Pokémon is immune to becoming


confused.

Moves
Starting Moves: Lick, Supersonic
Level 6: Defense Curl, Rollout
Level 10: Wrap, Stomp, Disable
Level 14: Slam, Screech
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 25, 26, 27, 30, 31, 32, 33,
34, 35, 37, 38, 40, 41, 42, 44, 45, 46, 48, 50
HM: 01, 03, 04

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Koffing
Medium Poison Type | Level 1 | SR 1/2

Armor Class: 11
Hit Points: 18
Hit Dice: d6
Speed: 0ft. walking | 20ft flying (hovering)

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 8 (-1)

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

Poison Touch: When this Pokémon is hit with a


melee attack, roll a 1d6. On a result of 6, the attacker
takes 1d6 poison damage.
Levitate: This Pokemon is immune to ground moves.
Evolution: Koffing can evolve into Weezing at level
14 and above.
Weezing
Moves Large Poison Type | Level 10| SR 8
Starting Moves: Tackle
Armor Class: 13
Level 2: Smog, Smokescreen Hit Points: 87
Hit Dice: d10
Level 6: Sludge Speed: 0ft. walking | 30ft flying (hovering)
Level 10: Self Destruct, Sludge Bomb
Level 14: Haze, Explosion STR DEX CON INT WIS CHA
Level 18: Destiny Bond 12 (+1) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 8 (-1)
Learnable Moves:
Skills: Deception
TM: 03, 04, 06, 07, 10, 11, 13, 17, 20, 21, 25, 27, Saving Throws: Constitution
32, 34, 35, 36, 38, 44, 45, 46 Vulnerabilities: Psychic, Ground
Resistances: Fighting, Fairy, Poison, Grass, Bug

Poison Touch: When this Pokémon is hit with a


melee attack, roll a 1d6. On a result of 6, the attacker
takes 1d6 poison damage.
Levitate: This Pokemon is immune to ground moves.

Moves
Starting Moves: Tackle, Smog, Smokescreen
Level 6: Sludge
Level 10: Self Destruct
Level 14: Haze, Sludge Bomb
Level 18: Destiny Bond, Explosion
Learnable Moves:
TM: 03, 04, 06, 07, 10, 11, 13, 15, 17, 20, 21, 25,
27, 32, 34, 35, 36, 38, 44, 45, 46

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Rhyhorn
Large Ground/Rock Type | Level 5 | SR 5

Armor Class: 16
Hit Points: 45
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)

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

Sturdy: This Pokémon cannot be KO'd from full


health. If a move takes this Pokémon from full HP to
0, it lowers it to 1 HP instead. Rhydon
Large Ground/Rock Type | Level 10 | SR 12
Rock Head: This Pokémon takes no recoil damage.
Evolution: Rhyhorn can evolve into Rhydon at level Armor Class: 17
14 and above. Hit Points: 97
Hit Dice: d12
Speed: 40ft. walking
Moves
Starting Moves: Horn Attack, Tail Whip
STR DEX CON INT WIS CHA
Level 2: Fury Attack
19 (+4) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 6: Scary Face, Stomp
Level 10: Take Down Skills: Athletics
Saving Throws: Strength, Constitution
Level 14: Stone Edge, Earthquake Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Level 18: Megahorn, Horn Drill Water
Resistances: Fire, Flying, Normal, Poison, Rock
Learnable Moves: Immunities: Electric
TM: 02, 03, 04, 05, 06, 07, 08, 10, 11, 13, 14, 16,
17, 20, 21, 23, 25, 26, 27, 28, 31, 32, 34, 35, 37, Sturdy: This Pokémon cannot be KO'd from full
38, 44, 45 health. If a move takes this Pokémon from full HP to
HM: 04 0, it lowers it to 1 HP instead.
Rock Head: This Pokémon takes no recoil damage.

Moves
Starting Moves: Horn Attack, Tail Whip, Fury Attack,
Rage, Stomp, Take Down, Scary Face
Level 14: Stone Edge, Rock Slide
Level 18: Earthquake, Horn Drill, Megahorn
Learnable Moves:
TM: 01, 02, 03, 04, 05, 06, 07, 08, 10, 11, 13, 14,
15, 16, 17, 20, 21, 23, 25, 26, 27, 28, 31, 32, 34,
35, 37, 38, 41, 44, 45, 48, 49
HM: 03, 04

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Chansey
Medium Normal Type | Level 1 | SR 9

Armor Class: 13
Hit Points: 70
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 16 (+3)

Skills: Arcana, Medicine


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

Healer: As an action, this Pokémon can touch an ally


to restore a negative status effect.
Evolution: Chansey can evolve into Blissey at level 10
and above if its Loyalty level is +2 or higher. Tangela
Medium Grass Type | Level 1 | SR 4
Moves
Armor Class: 14
Starting Moves: Pound, Defense Curl, Growl Hit Points: 28
Hit Dice: d8
Level 2: Tail Whip, Refresh Speed: 30ft. walking
Level 6: Double Slap
Level 10: Soft-Boiled, Minimize STR DEX CON INT WIS CHA
Level 14: Take Down, Sing, Egg Bomb 14 (+2) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 18: Light Screen, Double-Edge
Learnable Moves: TM: 01, 02, 03, 04, 06, 07, 08, 09, Skills: Nature
10, 11, 13, 14, 15, 16, 17, 18, 20, 21, 22, 23, 25, Saving Throws: Constitution
27, 29, 30, 31, 32, 34, 35, 37, 38, 40, 42, 44, 45 Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water
HM: 04, 05
Chlorophyll: Damage rolls for this Pokémon get an
additional +2 during strong sunlight.
Leaf Guard: This Pokémon is immune to negative
status effects during strong sunlight.

Moves
Starting Moves: Constrict, Sleep Powder
Level 2: Vine Whip
Level 6: Absorb, Poison Powder, Bind
Level 10: Growth, Mega Drain
Level 14: Stun Spore, Giga Drain, Slam
Level 18: Ancient Power
Learnable Moves: TM: 02, 03, 06, 09, 10, 11, 12, 13,
15, 17, 19, 20, 21, 22, 27, 32, 34, 35, 36, 44, 45,
46
HM: 01, 05

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Kangaskhan
Large Normal Type | Level 5 | SR 8

Armor Class: 16
Hit Points: 60
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics, Intimidation, Perception


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

Inner Focus: This Pokémon is immune to flinching.


Scrappy This Pokémon's Normal and Fighting type
moves hit Ghost type Pokémon.
Horsea
Moves Tiny Water Type | Level 1 | SR 1/2
Starting Moves: Comet Punch, Leer, Tail Whip
Armor Class: 12
Level 6: Bite, Rage Hit Points: 17
Level 10: Mega Punch, Dizzy Punch Hit Dice: d6
Speed: 5ft. walking | 30ft. swimming
Level 14: Endure, Crunch
Level 18: Outrage, Reversal
STR DEX CON INT WIS CHA
Learnable Moves:
8 (-1) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 12 (+1)
TM: 01, 02, 03, 05, 06, 07, 08, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 25, 26, 27, 30, 31, 32, 33, Skills: Acrobatics
34, 35, 37, 38, 41, 44, 45, 48, 49 Saving Throws: Dexterity
HM: 03, 04 Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water

Sniper: On a critical hit made by this Pokémon, triple


the number of dice rolled instead of doubling them.
Evolution: Horsea can evolve into Seadra at level 12
and above.

Moves
Starting Moves: Bubble, Smokescreen
Level 2: Leer, Water Gun
Level 6: Twister, Focus Energy
Level 10: Bubble Beam
Level 14: Agility, Hydro Pump
Learnable Moves: TM: 02, 03, 06, 10, 13, 14, 16, 17,
18, 20, 21, 24, 27, 32, 34, 35, 39, 44, 45
HM: 03, 06, 07

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Seadra
Medium Water Type | Level 8 | SR 6

Armor Class: 15
Hit Points: 64
Hit Dice: d10
Speed: 5ft. walking | 40ft. swimming

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 12 (+1)

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

Sniper: On a critical hit made by this Pokémon, triple


the number of dice rolled instead of doubling them.
Evolution: Seadra can evolve into Kingdra at level 16
and above if holding a Dragon Scale.

Moves Goldeen
Starting Moves: Bubble, Smokescreen, Leer, Water Small Water Type | Level 1| SR 1/4
Gun
Level 6: Twister Armor Class: 12
Hit Points: 17
Level 10: Bubble Beam, Focus Energy Hit Dice: d6
Level 14: Agility Speed: 5ft. walking | 30ft. swimming

Level 18: Hydro Pump


STR DEX CON INT WIS CHA
Learnable Moves: TM: 02, 03, 06, 10, 13, 14, 15, 16,
17, 18, 20, 21, 24, 27, 32, 34, 35, 39, 44, 45 8 (-1) 14 (+2) 12 (+1) 6 (-2) 10 (+10) 12 (+1)
HM: 03, 06, 07
Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Electric, Grass

Water Veil: This Pokémon is immune to burning


Evolution: Goldeen can evolve into Seaking at level
12 and above.

Moves
Starting Moves: Peck, Tail Whip
Level 2: Supersonic, Horn Attack
Level 6: Flail, Fury Attack
Level 10: Agility, Waterfall
Level 14: Horn Drill, Megahorn
Learnable Moves:
TM: 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27, 32,
34, 35, 39, 44, 45
HM: 03, 07

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Seaking
Medium Water Type | Level 8| SR 8

Armor Class: 15
Hit Points: 64
Hit Dice: d10
Speed: 5ft. walking | 40ft. swimming

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 13 (+1)

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

Water Veil: This Pokémon is immune to burning


Swift Swim: This Pokémon's swim speed is doubled Staryu
in rainy conditions. Small Water Type | Level 1| SR 1/2

Moves Armor Class: 12


Hit Points: 16
Starting Moves: Peck, Tail Whip, Supersonic, Horn Hit Dice: d6
Attack Speed: 20ft. walking | 30ft. swimming
Level 6: Flail, Fury Attack
Level 10: Agility STR DEX CON INT WIS CHA
Level 14: Waterfall, Horn Drill 10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 12 (+1)
Level 18: Megahorn
Skills: Acrobatics
Learnable Moves: Saving Throws: Dexterity
TM: 03, 06, 10, 13, 14, 15, 16, 17, 18, 20, 21, 27, Resistances: Fire, Ice, Steel, Water
32, 34, 35, 39, 44, 45 Vulnerabilities: Electric, Grass
HM: 03, 07 Water Weight: Once per short rest, this Pokémon
gains temporary hit points equal to its level when
battling in coastal and swampy areas, or in rainy
conditions.
Evolution: Starting at level 10, Staryu can evolve into
Starmie with the help of a Water Stone.

Moves
Starting Moves: Tackle, Harden
Level 2: Water Gun
Level 6: Recover, Psywave, Rapid Spin
Level 10: Swift, Bubblebeam, Reflect
Level 14: Minimize, Confuse Ray, Psybeam
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 09, 10, 13, 14, 16, 17, 18, 20, 21,
25, 27, 29, 32, 34, 35, 39, 44, 45
HM: 03, 05, 06, 07

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Starmie
Medium Water/Psychic Type | Level 5| SR 6

Armor Class: 15
Hit Points: 40
Hit Dice: d10
Speed: 30ft. walking | 40ft. swimming

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 12 (+1)

Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Fighting, Fire, Ice, Psychic, Steel, Water
Vulnerabilities: Bug, Dark, Electric, Ghost, Grass

Water Weight: Once per short rest, this Pokémon


gains temporary hit points equal to its level when
battling in coastal and swampy areas, or in rainy
conditions. Mr. Mime
Medium Psychic/Fairy Type | Level 5| SR 6
Natural Cure: This Pokémon is cured of negative
status ailments upon returning to its Pokeball.
Armor Class: 14
Hit Points: 42
Moves Hit Dice: d8
Starting Moves: Tackle, Harden, Water Gun Speed: 30ft. walking

Level 6: Recover, Psywave


STR DEX CON INT WIS CHA
Level 10: Swift, Bubblebeam, Rapid Spin
10 (+0) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 14 (+2)
Level 14: Minimize, Confuse Ray, Reflect
Level 18: Hydro Pump, Psybeam Skills: Performance
Learnable Moves: Saving Throws: Charisma
Resistances: Fighting, Psychic
TM: 03, 06, 07, 09, 10, 13, 14, 15, 16, 17, 18, 20, Vulnerabilities: Ghost, Poison, Steel
21, 25, 27, 29, 32, 34, 35, 39, 44, 45 Immunities: Dragon
HM: 03, 05, 06, 07
Magic Guard: If this Pokémon is subjected to a move
that forces it to make a saving throw to take only half
damage, it instead takes no damage on a success.

Moves
Starting Moves: Barrier, Confusion
Level 6: Double Slap, Mimic
Level 10: Psywave, Encore, Light Screen
Level 14: Reflect, Psybeam, Substitute, Baton Pass
Level 18: Psychic, Safeguard
Learnable Moves:
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 20,
21, 22, 25, 27, 29, 30, 31, 32, 33, 34, 35, 41, 42,
44, 45, 46, 48, 50
HM: 05

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Scyther
Medium Bug/Flying Type | Level 5| SR 7

Armor Class: 16
Hit Points: 58
Hit Dice: d10
Speed: 30ft. walking | 30ft. flying

STR DEX CON INT WIS CHA


15 (+2) 15 (+2) 11 (+1) 6 (-2) 10 (+0) 14 (+2)

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

Steadfast: Once per long rest, if this Pokémon fails a


saving throw against a negative status effect, it can
choose to pass instead.
Evolution: Scyther can evolve into Scizor at level 14
and above if holding a Metal Coat. Jynx
Medium Ice/Psychic Type | Level 5| SR 7
Moves
Starting Moves: Quick Attack, Leer, Focus Energy Armor Class: 14
Hit Points: 60
Level 6: Pursuit, False Swipe, Agility Hit Dice: d10
Speed: 30ft. walking
Level 10: Wing Attack, Fury Cutter
Level 14: Slash, Razor Wind
STR DEX CON INT WIS CHA
Level 18: Double Team, Swords Dance
10 (+0) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 16 (+3)
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21, 27, Skills: Deception, Insight
32, 34, 35, 39, 43, 44, 45, 46, 47, 49 Saving Throws: Charisma
Resistances: Ice, Psychic
HM: 01
Vulnerabilities: Bug, Dark, Fire, Ghost, Rock, Steel

Magic Guard: If this Pokémon is subjected to a move


that forces it to make a saving throw to take only half
damage, it instead takes no damage on a success.

Moves
Starting Moves: Pound, Lick, Powder Snow
Level 6: Double Slap, Ice Punch
Level 10: Mean Look
Level 14: Body Slam, Perish Song
Level 18: Blizzard
Learnable Moves:
TM: 01, 02, 03, 06, 09, 10, 12, 13, 14, 15, 16, 17,
18, 20, 21, 27, 29, 30, 31, 32, 33, 34, 35, 42, 44,
45, 46, 50

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Electabuzz
Medium Electric Type | Level 5| SR 7

Armor Class: 14
Hit Points: 60
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

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

Static: When hit by a melee attack, roll a d10. On a


10, the attacker is paralyzed.
Vital Spirit: This Pokémon is immune to sleep

Moves Magmar
Medium Fire Type | Level 5| SR 7
Starting Moves: Quick Attack, Leer, Thunder Shock
Level 6: Swift, Thunder Wave Armor Class: 14
Level 10: Light Screen, Thunder Punch Hit Points: 60
Hit Dice: d10
Level 14: Discharge, Screech Speed: 30ft. walking
Level 18: Thunderbolt, Thunder
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 02, 03, 06, 07, 08, 10, 13, 15, 17, 18, 20, 15 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
21, 23, 25, 27, 29, 31, 32, 33, 34, 35, 39, 41, 43,
44, 45, 46, 48 Skills: Athletics
HM: 04, 05 Saving Throws: Constitution
Resistances: Bug, Grass, Fairy, Fire, Ice, Steel
Vulnerabilities: Ground, Rock, Water

Flame Body: When hit by a melee attack, roll a d10.


On a 10, the attacker is burned.
Vital Spirit: This Pokémon is immune to sleep

Moves
Starting Moves: Smog, Leer, Ember
Level 6: Smokescreen, Feint Attack
Level 10: Fire Spin, Confuse Ray
Level 14: Fire Punch, Sunny Day
Level 18: Flamethrower, Fire Blast
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21,
23, 27, 29, 31, 32, 34, 35, 38, 41, 43, 44, 45, 46,
48
HM: 04

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Pinsir
Medium Bug Type | Level 5| SR 7

Armor Class: 14
Hit Points: 60
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

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

Vital Spirit: This Pokémon is immune to sleep


Moxie: Upon causing an opponent to faint, this Tauros
Pokémon may immediately take another action. Large Normal Type | Level 5| SR 8

Moves Armor Class: 14


Hit Points: 70
Starting Moves: Vice Grip, Focus Energy, Bind Hit Dice: d10
Level 6: Seismic Toss, Harden Speed: 40ft. walking

Level 10: Vital Throw


STR DEX CON INT WIS CHA
Level 14: Submission, Swords Dance
16 (+3) 15 (+2) 16 (+3) 8 (-1) 8 (-1) 8 (-1)
Level 18: Thrash, Guillotine
Learnable Moves: Skills: Athletics, Intimidation
TM: 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21, 27, Saving Throws: Strength, Constitution
32, 34, 35, 44, 45, 46, 49 Resistances: None
Vulnerabilities: Fighting
HM: 01 Immunities: Ghost

Intimidate: Once per combat, this Pokémon may


impose disadvantage on an enemy attack of their
choice.
Anger Point: After suffering a critical hit, this
Pokémon deals an extra 1d6 damage if its next
attack hits.

Moves
Starting Moves: Tackle, Tail Whip, Rage, Horn Attack
Level 6: Scary Face, Pursuit
Level 10: Rest, Take Down
Level 14: Swagger, Thrash
Level 18: Double-Edge
Learnable Moves:
TM: 02, 03, 06, 07, 08, 10, 11, 13, 14, 15, 16, 17,
20, 21, 23, 25, 26, 27, 32, 34, 35, 38, 44, 45
HM: 03, 04

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Magikarp
Small Water Type | Level 1| SR 1/8

Armor Class: 10
Hit Points: 18
Hit Dice: d6
Speed: 5ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 15 (+2) 6 (-2) 8 (-1) 10 (+0)

Resistances: Fire, Ice, Steel, Water


Vulnerabilities: Electric, Grass

Evolution: Magikarp can evolve into Gyarados at level


10 and above. When it does, it gains an additional 10
points to apply towards Ability Score Improvements.

Moves
Starting Moves: Splash Gyarados
Large Water/Flying Type | Level 8| SR 11
Level 2: Tackle
Level 6: Flail Armor Class: 18
Hit Points: 72
Hit Dice: d12
Speed: 30ft. walking | 40ft. swimming | 30ft. flying

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics, Intimidation


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

Intimidate Once per combat, this Pokémon may


impose disadvantage on an enemy attack of their
choice.
Moxie: Upon causing an opponent to faint, this
Pokémon may immediately take another action.

Moves
Starting Moves: Bite, Thrash, Leer
Level 10: Twister, Scary Face
Level 14: Dragon Rage, Crunch
Level 18: Hyrdo Pump, Rain Dance, Hyper Beam
Learnable Moves:
TM: 02, 03, 05, 06, 07, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 24, 25, 27, 32, 34, 35, 37, 38, 44, 45
HM: 03, 04, 06, 07

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Lapras
Large Water/Ice Type | Level 5| SR 8

Armor Class: 14
Hit Points: 70
Hit Dice: d10
Speed: 25ft. walking | 50ft. swimming

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 12 (+1) 6 (-2) 12 (+1) 14 (+2)

Skills: Survival, Persuasion


Saving Throws: Dexterity, Charisma
Resistances: Water, Ice
Vulnerabilities: Grass, Fighting, Electric, Rock
Immunities: Fire

Water Absorb Water type moves do not damage this


Pokémon. Instead, half of any water damage taken is
absorbed, restoring the Pokémon's HP.
Shell Armor: This Pokémon is immune to the extra
damage from a critical hit.
Hydration: This Pokémon is immune to negative
status effects during rainy conditions.

Moves
Starting Moves: Sing, Growl, Mist, Confuse Ray, Water
Gun
Level 6: Body Slam
Level 10: Rain Dance, Perish Song Ditto
Level 14: Ice Beam, Safeguard Small Normal Type | Level 5| SR 4
Level 18: Hydro Pump
Armor Class: 10
Learnable Moves: Hit Points: 40
TM: 02, 03, 06, 07, 08, 10, 13, 14, 15, 16, 17, 18, Hit Dice: d8
20, 21, 23, 24, 25, 27, 29, 32, 34, 35, 42, 44, 45, Speed: 25ft. walking
50
HM: 03, 04, 06 STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 13 (+2) 11 (+0) 11 (+0) 11 (+0)

Skills: Deception, Insight


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

Limber This Pokémon is immune to paralysis.


Imposter: This Pokémon can use Transform as a
bonus action.

Moves
Starting Moves: Transform

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Eevee
Small Normal Type | Level 1| SR 1/2

Armor Class: 11
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 15 (+2)

Skills: Perception, Investigation


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

Quick Getaway While this Pokémon is active, a


trainer automatically succeeds on their DEX check to
flee from battle. Vaporeon
Medium Water Type | Level 5| SR 6
Evolution: At a minimum of level 8, Eeeve can evolve
into Vaporeon with a Water Stone, Jolteon with a
Thunder Stone, Flareon with a Fire Stone, Espeon Armor Class: 14
during the day with a loyalty level of +2 or higher, or Hit Points: 40
Umbreon at night with a loyalty level of +2 or higher. Hit Dice: d10
Speed: 40ft. walking | 30ft. swimming
Moves
Starting Moves: Tackle, Growl, Tail Whip STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 16 (+3) 6 (-2) 10 (+0) 14 (+2)
Level 2: Sand Attack
Level 6: Quick Attack, Bite, Swift Skills: Perception, Investigation
Level 10: Refresh, Take Down, Charm Saving Throws: Dexterity, Charisma
Resistances: Fire, Ice, Steel, Water
Level 14: Baton Pass, Double-Edge Vulnerabilities: Electric, Grass
Learnable Moves: Immunities: Water
TM: 02, 03, 06, 10, 11, 13, 17, 18, 20, 21, 23, 27, Water Absorb Water type moves do not damage this
30, 31, 32, 34, 35, 39, 43, 44, 45 Pokémon. Instead, half of any water damage taken is
absorbed, restoring the Pokémon's HP.
Aqua Camoflage: This Pokémon can cast Invisibility at
will while under water.

Moves
Starting Moves: Tackle, Water Gun, Tail Whip, Growl,
Sand Attack
Level 6: Quick Attack, Bubble
Level 10: Aurora Beam
Level 14: Acid Armor, Haze
Level 18: Hydro Pump
Learnable Moves: TM: 02, 03, 05, 06, 10, 11, 13, 14,
15, 16, 17, 18, 20, 21, 23, 27, 30, 31, 32, 34, 35,
39, 43, 44, 45
HM: 03, 06, 07

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Jolteon
Medium Lightning Type | Level 5| SR 6

Armor Class: 14
Hit Points: 40
Hit Dice: d10
Speed: 40ft. walking

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 14 (+2)

Skills: Perception, Investigation


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

Quick Feet Once per combat, this Pokémon can dash


as a bonus action
Flareon
Medium Fire Type | Level 5| SR 6
Volt Absorb: Electric type moves do not damage this
Pokémon. Instead, half of any electric damage taken Armor Class: 14
is absorbed, restoring the Pokémon's HP. Hit Points: 40
Hit Dice: d10
Moves Speed: 40ft. walking
Starting Moves: Tackle, Growl, Tail Whip, Thunder
Shock, Sand Attack STR DEX CON INT WIS CHA
Level 6: Quick Attack, Double Kick 15 (+2) 15 (+2) 11 (+0) 6 (-2) 10 (+0) 14 (+2)
Level 10: Pin Missile, Agility
Skills: Perception, Investigation
Level 14: Thunder Wave, Discharge Saving Throws: Dexterity, Charisma
Level 18: Thunder Resistances: Bug, Fairy, Grass, Ice, Steel
Vulnerabilities: Ground, Rock, Water
Learnable Moves: Immunities: Fire
TM: 02, 03, 05, 06, 07, 10, 11, 13, 15, 17, 18, 20,
21, 23, 25, 27, 30, 31, 32, 34, 35, 39, 43, 44, 45 Flash Fire This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire-
HM: 05 type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Guts: This Pokémon rolls an additional 1d6 to add to
damage when suffering from a negative status effect.

Moves
Starting Moves: Tackle, Growl, Tail Whip, Ember, Sand
Attack
Level 6: Quick Attack, Bite
Level 10: Fire Spin, Scary Face
Level 14: Smog
Level 18: Fire Blast
Learnable Moves:
TM: 02, 03, 05, 06, 07, 10, 11, 13, 15, 17, 18, 20,
21, 23, 27, 30, 31, 32, 34, 35, 38, 39, 43, 44, 45

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Porygon
Small Normal Type | Level 1| SR 4

Armor Class: 13
Hit Points: 35
Hit Dice: d8
Speed: 20ft. walking | 20ft. flying (hovering)

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 12 (+1)

Skills: Nature
Saving Throws: Constitution
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost

Download: Once per combat, this Pokémon can


choose a different damage type for one of their
normal attacks. Omanyte
Small Water/Rock Type | Level 1| SR 2
Evolution: Porygon can evolve into Porygon2 at level
10 and above if it is holding an Up-Grade.
Armor Class: 14
Hit Points: 28
Moves Hit Dice: d8
Starting Moves: Tackle, Conversion, Sharpen Speed: 15ft. walking | 30ft. swimming

Level 2: Psybeam
STR DEX CON INT WIS CHA
Level 6: Agility, Recover
13 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 10: Discharge, Lock-On
Level 14: Tri-Attack, Magic Coat Skills: Survival
Level 18: Zap Cannon Saving Throws: Constitution
Resistances: Fire, Flying, Ice, Normal, Poison
Learnable Moves: Vulnerabilities: Electric, Fighting, Grass, Ground
TM: 03, 06, 07, 09, 10, 11, 13, 14, 15, 16, 17, 18,
20, 21, 23, 25, 27, 29, 32, 34, 35, 39, 42, 44, 46, Shell Armor: This Pokémon is immune to the extra
50 damage from a critical hit.
HM: 05 Evolution: Omanyte can evolve into Omastar at level
14 and above.

Moves
Starting Moves: Constrict, Withdraw
Level 2: Bite
Level 6: Water Gun
Level 10: Leer, Rollout
Level 14: Ancient Power, Protect
Level 18: Hydro Pump
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 13, 14, 16, 17, 18, 20,
21, 27, 32, 34, 35, 37, 44, 45, 46
HM: 03, 06

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Omastar
Medium Water/Rock Type | Level 10| SR 12

Armor Class: 16
Hit Points: 115
Hit Dice: d12
Speed: 25ft. walking | 40ft. swimming

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills: Survival, Intimidation


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

Shell Armor: This Pokémon is immune to the extra


damage from a critical hit.
Swift Swim: This Pokémon's swim speed is doubled
during rainy conditions.
Kabuto
Moves Small Water/Rock Type | Level 1| SR 2
Starting Moves: Spike Cannon, Constrict, Withdraw,
Bite, Water Gun, Rollout, Leer Armor Class: 14
Hit Points: 28
Level 14: Protect Hit Dice: d8
Level 18: Ancient Power, Hydro Pump Speed: 25ft. walking | 30ft. swimming
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17, 18, STR DEX CON INT WIS CHA
20, 21, 27, 32, 34, 35, 37, 44, 45, 46 12 (+1) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
HM: 03, 06
Skills: Survival
Saving Throws: Constitution
Resistances: Fire, Flying, Ice, Normal, Poison
Vulnerabilities: Electric, Fighting, Grass, Ground

Shell Armor: This Pokémon is immune to the extra


damage from a critical hit.
Evolution: Kabuto can evolve into Kabutops at level
14 and above.

Moves
Starting Moves: Scratch, Harden
Level 2: Absorb
Level 6: Leer
Level 10: Sand Attack, Endure
Level 14: Mega Drain
Level 18: Ancient Power
Learnable Moves:
TM: 03, 04, 06, 08, 10, 13, 14, 16, 17, 18, 19, 20,
21, 27, 32, 34, 35, 37, 44, 45, 46

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Kabutops
Medium Water/Rock Type | Level 10| SR 12

Armor Class: 16
Hit Points: 115
Hit Dice: d12
Speed: 30ft. walking | 40ft. swimming

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills: Survival, Intimidation


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

Shell Armor: This Pokémon is immune to the extra


damage from a critical hit.
Swift Swim: This Pokémon's swim speed is doubled
during rainy conditions.
Aerodactyl
Large Rock/Flying Type | Level 10 | SR 11
Moves
Starting Moves: Slash, Scratch, Harden, Absorb, Leer, Armor Class: 16
Sand Attack, Endure Hit Points: 102
Hit Dice: d12
Level 14: Mega Drain Speed: 15ft. walking | 50ft. flying
Level 18: Ancient Power
Learnable Moves: STR DEX CON INT WIS CHA
TM: 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17, 18, 18 (+4) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
19, 20, 21, 27, 32, 34, 35, 37, 44, 45, 46, 49
HM: 01, 03, 06 Skills: Perception, Investigation
Saving Throws: Strength, Constitution
Resistances: Bug, Fire, Flying, Normal, Poison
Vulnerabilities: Electric, Ice, Rock, Steel, Water
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.

Moves
Starting Moves: Wing Attack, Supersonic, Bite, Scary
Face, Roar, Agility, Ancient Power
Level 14: Crunch, Take Down
Level 18: Hyper Beam, Rock Slide
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 13, 15, 17, 18, 20, 21,
23, 24, 26, 27, 32, 34, 35, 37, 38, 39, 43, 44, 45,
47
HM: 02

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Snorlax
Large Normal Type | Level 10| SR 12

Armor Class: 16
Hit Points: 132
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


19 (+4) 8 (-1) 20 (+5) 6 (-2) 12 (+1) 10 (+0)

Skills: Survival
Saving Throws: Strength, Constitution
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost

Immunity This Pokémon is immune to becoming


poisoned.
Thick Fat: This Pokémon takes quarter damage from
Fire and Ice type moves.

Moves
Starting Moves: Tackle, Amnesia, Lick, Body Slam, Articuno
Rest Large Ice/Flying Type | Level 15 | SR 15
Level 14: Snore, Rollout, Sleep Talk
Armor Class: 19
Level 18: Belly Drum, Crunch Hit Points: 164
Learnable Moves: Hit Dice: d12
Speed: 20ft. walking | 60ft. flying
TM: 01, 02, 03, 04, 06, 07, 08, 09, 10, 11, 13, 14,
15, 16, 17, 18, 20, 21, 22, 25, 26, 27, 29, 30, 31,
32, 33, 34, 35, 37, 38, 40, 41, 44, 45, 48 STR DEX CON INT WIS CHA
HM: 03, 04 14 (+4) 16 (+3) 18 (+2) 6 (-2) 14 (+2) 16 (+3)

Skills: Arcana, Insight, Intimidation


Saving Throws: Dexterity, Constitution
Resistances: Bug, Grass
Vulnerabilities: Electric, Fire, Rock, Steel
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Snow Cloak: This Pokémon's AC is increased by 2 in
snowy conditions.

Moves
Starting Moves: Gust, Powder Snow, Mist, Ancient
Power, Agility, Reflect, Ice Beam
Level 18: Blizzard
Learnable Moves:
TM: 03, 05, 06, 08, 10, 11, 13, 14, 15, 16, 17, 18,
20, 21, 27, 31, 32, 34, 35, 37, 39, 43, 44, 47
HM: 02

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Zapdos
Large Electric/Flying Type | Level 15 | SR 15

Armor Class: 19
Hit Points: 155
Hit Dice: d12
Speed: 20ft. walking | 60ft. flying

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 16 (+3)

Skills: Arcana, Insight, Intimidation


Saving Throws: Dexterity, Strength
Resistances: Bug, Fighting, Flying, Grass, Steel
Vulnerabilities: Ice, Rock
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Static: When this Pokémon is hit by a melee attack,
roll a d4. On a result of 4, the attacker takes 1d6
electric damage.
Moltres
Large Fire/Flying Type | Level 15 | SR 15
Moves
Starting Moves: Peck, Thunder Shock, Thunder Wave, Armor Class: 19
Detect, Ancient Power, Agility, Discharge, Rain Hit Points: 177
Dance, Light Screen, Drill Peck Hit Dice: d12
Level 18: Thunder, Zap Cannon Speed: 20ft. walking | 60ft. flying

Learnable Moves:
STR DEX CON INT WIS CHA
TM: 03, 05, 06, 07, 08, 10, 11, 13, 15, 17, 18, 20,
21, 25, 27, 31, 32, 34, 35, 37, 39, 43, 44, 47 16 (+3) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 16 (+3)
HM: 02, 05
Skills: Arcana, Insight, Intimidation
Saving Throws: Constitution, Strength
Resistances: Bug, Fighting, Fire, Grass
Vulnerabilities: Electric, Rock, Steel, Water
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Flame Body: When hit by a melee attack, roll a d10.
On a result of 10, the attacker is burned.

Moves
Starting Moves: Wing Attack, Ember, Fire Spin,
Agility, Endure, Ancient Power, Flamethrower,
Safeguard, Sunny Day
Level 18: Solar Beam, Sky Attack
Learnable Moves:
TM: 03, 05, 06, 08, 10, 11, 13, 15, 17, 18, 20, 21,
27, 31, 32, 34, 35, 37, 38, 39, 43, 44, 47
HM: 02

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Dratini
Small Dragon Type | Level 1| SR 1

Armor Class: 13
Hit Points: 20
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

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

Shed Skin: If this Pokémon is affected by a negative


status effect, they can roll a d4 at the end of each of
their turns. On a result of 4, they are cured of that
effect. Dragonair
Medium Dragon Type | Level 8| SR 7
Evolution: Dratini can evolve into Dragonair at level
10 and above.
Armor Class: 15
Hit Points: 74
Moves Hit Dice: d10
Starting Moves: Wrap, Leer Speed: 30ft. walking | 30ft. flying

Level 2: Thunder Wave


STR DEX CON INT WIS CHA
Level 6: Twister, Slam
16 (+3) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)
Level 10: Dragon Rage, Agility
Level 14: Safeguard, Outrage Skills: Arcana
Level 18: Hyper Beam Saving Throws: Wisdom
Resistances: Electric, Fire, Grass, Water
Learnable Moves: Vulnerabilities: Dragon, Fairy, Ice
TM: 02, 03, 06, 07, 10, 13, 14, 16, 17, 18, 20, 21,
23, 24, 25, 27, 32, 34, 35, 38, 39, 43, 44, 45 Shed Skin: If this Pokémon is affected by a negative
status effect, they can roll a d4 at the end of each of
HM: 03, 07 their turns. On a result of 4, they are cured of that
effect.
Multiscale: The first attack to damage this Pokémon
from full health does so at half damage.
Evolution: Dragonair can evolve into Dragonite at
level 16 and above.

Moves
Starting Moves: Wrap, Leer, Thunder Wave, Twister
Level 10: Slam, Agility
Level 14: Safeguard, Dragon Rage, Outrage
Level 18: Hyper Beam
Learnable Moves: TM: 02, 03, 06, 07, 10, 13, 14, 16,
17, 18, 20, 21, 23, 24, 25, 27, 32, 34, 35, 38, 39,
43, 44, 45
HM: 03, 07

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Dragonite
Large Flying/Dragon Type | Level 12| SR 14

Armor Class: 18
Hit Points: 126
Hit Dice: d12
Speed: 30ft. walking | 40ft. flying

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 14 (+2)

Skills: Arcana
Saving Throws: Wisdom
Resistances: Bug, Fire, Fighting, Grass, Water
Vulnerabilities: Dragon, Fairy, Ice, Rock
Immunities: Ground

Inner Focus: This Pokémon is immune to flinching


Multiscale: The first attack to damage this Pokémon
from full health does so at half damage.

Moves
Starting Moves: Wing Attack, Fire Punch, Thunder
Punch, Wrap, Leer, Thunder Wave, Twister, Dragon
Mewtwo
Rage, Slam, Agility, Safeguard, Outrage Large Psychic Type | Level 20 | SR 15

Level 18: Hyper Beam Armor Class: 22


Learnable Moves: Hit Points: 237
Hit Dice: d12
TM: 01, 02, 03, 06, 07, 08, 10, 13, 14, 15, 16, 17, Speed: 30ft. walking | 40ft. flying
18, 20, 21, 23, 24, 25, 27, 31, 32, 33, 34, 35, 37,
38, 39, 43, 44, 45, 47, 48, 49
HM: 02, 03, 04, 06, 07 STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 20 (+5) 16 (+3) 18 (+4)

Skills: Arcana, Insight, History, Religion


Saving Throws: Intelligence, Wisdom
Resistances: Fighting, Psychic
Vulnerabilities: Bug, Ghost

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.

Moves
Starting Moves: Psywave, Confusion, Disable,
Safeguard, Swift, Future Sight, Psych Up, Recover,
Psychic, Barrier, Amnesia, Mist
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 22, 23, 25, 27, 29, 30, 31, 32,
33, 34, 35, 38, 39, 41, 42, 43, 44, 48, 50
HM: 04, 05

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Mew
Small Psychic Type | Level 20 | SR 15

Armor Class 24
Hit Points 197
Hit Dice d12
Speed 30ft. walking | 50ft. flying

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 14 (+2) 16 (+3) 20 (+5) 20 (+5)

Skills: Arcana, Insight, History, Religion


Saving Throws: Intelligence, Wisdom
Resistances: Fighting, Psychic
Vulnerabilities: Bug, Ghost

Synchronize: If this Pokémon is burned, paralyzed, or


poisoned, its attacker receives the negative status
effect as well if not immune.
Chikorita
Small Grass Type | Level 1 | SR 1/2
Moves
Starting Moves: Pound, Transform, Mega Punch, Armor Class 12
Metronome, Psychic, Barrier, Ancient Power, Hit Points 16
Amnesia, Baton Pass Hit Dice d6
Speed 30ft. walking
Learnable Moves:
All TMs and HMs
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 12 (+1)

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

Leaf Guard: This Pokémon is immune to negative


status effects during strong sunlight.
Evolution: Chikorita can evolve into Bayleef at level 8
and above.

Moves
Starting Moves: Tackle, Growl
Level 2: Razor Leaf, Poison Powder
Level 6: Synthesis, Reflect
Level 10: Sweet Scent, Light Screen
Level 14: Body Slam
Level 18: Solar Beam
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
23, 27, 31, 32, 34, 35, 43, 44, 45
HM: 01, 05

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Bayleef
Medium Grass Type | Level 5| SR 5

Armor Class 14
Hit Points 40
Hit Dice d8
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

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

Leaf Guard: This Pokémon is immune to negative


status effects during strong sunlight.
Evolution: Bayleef can evolve into Meganium at level
16 and above.

Moves
Starting Moves: Tackle, Growl, Razor Leaf, Poison
Powder
Level 6: Synthesis
Meganium
Large Grass Type | Level 10| SR 11
Level 10: Sweet Scent, Reflect
Level 14: Body Slam, Light Screen Armor Class 17
Level 18: Solar Beam Hit Points 87
Hit Dice d12
Learnable Moves: Speed 30ft. walking
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
23, 27, 31, 32, 34, 35, 43, 44, 45, 49
STR DEX CON INT WIS CHA
HM: 01, 04, 05
16 (+3) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

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

Leaf Guard: This Pokémon is immune to negative


status effects during strong sunlight.

Moves
Starting Moves: Tackle, Growl, Razor Leaf, Poison
Powder, Synthesis, Sweet Scent, Reflect
Level 14: Light Screen
Level 18: Solar Beam, Body Slam
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21,
22, 23, 27, 31, 32, 34, 35, 43, 44, 45, 49
HM: 01, 04, 05

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Cyndaquil
Small Fire Type | Level 1 | SR 1/2

Armor Class 13
Hit Points 16
Hit Dice d6
Speed 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)

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

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Quilava
Medium Fire Type | Level 5 | SR 5
Evolution: Cyndaquil can evolve into Quilava at level
8 and above. Armor Class 15
Hit Points 40
Moves Hit Dice d8
Speed 30ft. walking
Starting Moves: Tackle, Leer
Level 2: Smokescreen, Ember STR DEX CON INT WIS CHA
Level 6: Defense Curl, Quick Attack 13 (+1) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 10: Swift, Flame Wheel, Flamethrower
Skills: Athletics
Level 14: Rollout, Double Edge Saving Throws: Dexterity
Learnable Moves: Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities: Ground, Rock, Water
TM: 02, 03, 04, 06, 10, 11, 13, 17, 20, 21, 23, 27,
28, 31, 32, 34, 35, 38, 39, 40, 43, 44, 45
Flash Fire: This Pokémon takes no damage from fire.
HM: 01 Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Evolution: Quilava can evolve into Typhlosion at level
16 and above.

Moves
Starting Moves: Tackle, Leer, Smokescreen, Ember
Level 6: Defense Curl, Quick Attack
Level 10: Swift, Flame Wheel
Level 14: Flamethrower, Rollout
Level 18: Double Edge
Learnable Moves:
TM: 02, 03, 04, 05, 06, 08, 10, 11, 13, 17, 20, 21,
23, 27, 28, 31, 32, 34, 35, 38, 39, 40, 43, 44, 45,
49
HM: 01, 04

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Typhlosion
Large Fire Type | Level 10 | SR 11

Armor Class 17
Hit Points 87
Hit Dice d12
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 10 (+0)

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

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.

Moves
Totodile
Small Water Type | Level 1 | SR 1/2
Starting Moves: Tackle, Leer, Smokescreen, Ember,
Defense Curl, Quick Attack, Swift, Flame Wheel Armor Class 14
Level 14: Rollout Hit Points 18
Hit Dice d6
Level 18: Double Edge, Flamethrower Speed 30ft. walking | 20ft. swimming
Learnable Moves:
TM: 01, 02, 03, 04, 05, 06, 08, 10, 11, 13, 15, 17, STR DEX CON INT WIS CHA
20, 21, 23, 26, 27, 28, 31, 32, 34, 35, 38, 39, 40,
41, 43, 44, 45, 48, 49 12 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

HM: 01, 04 Skills: Athletics


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

Sheer Force: This Pokémon deals an additional 1d6


damage while poisoned, burned, confused, or
paralyzed.
Evolution: Totodile can evolve into Croconaw at level
8 and above

Moves
Starting Moves: Scratch, Leer
Level 2: Water Gun, Rage
Level 6: Bite, Scary Face
Level 10: Flail, Slash, Crunch
Level 14: Screech, Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21,
23, 27, 28, 31, 32, 33, 34, 35, 43, 44, 45
HM: 01, 03, 06

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Croconaw
Medium Water Type | Level 5 | SR 5

Armor Class 16
Hit Points 50
Hit Dice d8
Speed 30ft. walking | 25ft. swimming

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)

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

Sheer Force: This Pokémon deals an additional 1d6


damage while poisoned, burned, confused, or
paralyzed.
Evolution: Croconaw can evolve into Feraligatr at
level 16 and above.

Moves Feraligatr
Starting Moves: Scratch, Leer, Water Gun, Rage Large Water Type | Level 10 | SR 11
Level 6: Bite, Scary Face
Armor Class 18
Level 10: Flail
Hit Points 102
Level 14: Screech, Slash Hit Dice d12
Speed 30ft. walking | 30ft. swimming
Level 18: Crunch, Hydro Pump
Learnable Moves:
STR DEX CON INT WIS CHA
TM: 01, 02, 03, 06, 08, 10, 13, 14, 16, 17, 18, 20,
21, 23, 27, 28, 31, 32, 33, 34, 35, 43, 44, 45, 49 18 (+4) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
HM: 01, 03, 04, 06
Skills: Athletics
Saving Throws: Strength, Constitution
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Grass, Electric

Sheer Force: This Pokémon deals an additional 1d6


damage while poisoned, burned, confused, or
paralyzed.

Moves
Starting Moves: Scratch, Leer, Water Gun, Rage, Bite,
Scary Face, Flail
Level 14: Screech, Slash
Level 18: Crunch, Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 43, 44,
45, 49
HM: 01, 03, 04, 06

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Sentret
Small Normal Type | Level 1 | SR 1/8

Armor Class 12
Hit Points 16
Hit Dice d6
Speed 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Skills: Acrobatics, Perception


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

Frisk: Upon entering a battle, a single opponent’s


held item is revealed, if it has one.
Furret
Quick Getaway: While this Pokémon is active, a Medium Normal Type | Level 5 | SR 5
trainer automatically succeeds on their DEX roll to
run away.
Armor Class 14
Evolution: Sentret can evolve into Furret at level 7 Hit Points 40
and above. Hit Dice d8
Speed 35ft. walking
Moves
Starting Moves: Scratch, Foresight STR DEX CON INT WIS CHA

Level 2: Defense Curl, Quick Attack 13 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Level 6: Fury Swipes Skills: Acrobatics, Perception


Level 10: Slam, Rest Saving Throws: Dexterity
Resistances: None
Level 14: Amnesia, Baton Pass Vulnerabilities: Fighting
Learnable Moves: Immunities: Ghost
TM: 01, 02, 03, 04, 06, 10, 11, 13, 17, 20, 21, 23,
Frisk: Upon entering a battle, a single opponent’s
27, 28, 30, 31, 32, 33, 34, 35, 39, 40, 41, 43, 44,
held item is revealed, if it has one.
45, 46, 48, 49
HM: 01, 03 Quick Getaway: While this Pokémon is active, a
trainer automatically succeeds on their DEX roll to
run away.

Moves
Starting Moves: Scratch, Foresight, Defense Curl,
Quick Attack, Fury Swipes
Level 10: Slam
Level 14: Rest, Amnesia
Level 18: Baton Pass
Learnable Moves:
TM: 01, 02, 03, 04, 06, 10, 11, 13, 15, 17, 20, 21,
23, 27, 28, 30, 31, 32, 33, 34, 35, 39, 40, 41, 43,
44, 45, 46, 48, 49
HM: 01, 03, 04

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Hoothoot
Small Normal/Flying Type | Level 1 | SR 1/8

Armor Class 11
Hit Points 16
Hit Dice d6
Speed 15ft. walking | 25ft. flying

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (+0) 6 (-2) 14 (+2) 10 (+0)

Skills: Perception, Insight


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

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Insomnia: This Pokémon is immune to sleep
Evolution: Hoothoot can evolve into Noctowl at level
8 and above. Noctowl
Medium Normal/Flying Type | Level 5 | SR 4
Moves
Starting Moves: Tackle, Growl, Foresight Armor Class 13
Hit Points 40
Level 2: Hypnosis, Peck Hit Dice d8
Level 6: Confusion Speed 20ft. walking | 30ft. flying

Level 10: Take Down, Reflect


STR DEX CON INT WIS CHA
Level 14: Dream Eater
11 (+0) 16 (+3) 10 (+0) 6 (-2) 16 (+3) 10 (+0)
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34, Skills: Perception, Insight
35, 39, 42, 43, 44, 45, 46, 47, 50 Saving Throws: Wisdom
HM: 02, 05 Resistances: Bug, Grass
Vulnerabilities: Electric, Ice, Rock
Immunities: Ghost, Ground

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Insomnia: This Pokémon is immune to sleep

Moves
Starting Moves: Tackle, Growl, Foresight, Hypnosis,
Peck, Confusion
Level 6: Confusion
Level 10: Take Down, Sky Attack
Level 14: Reflect, Dream Eater
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34,
35, 39, 42, 43, 44, 45, 46, 47, 50
HM: 02, 05

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Ledyba
Tiny Bug/Flying Type | Level 1 | SR 1/8

Armor Class 11
Hit Points 17
Hit Dice d6
Speed 25ft. walking | 25ft. flying

STR DEX CON INT WIS CHA


8 (-1) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

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

Swarm: This Pokémon does an additional 1d6


damage on attacks when it has 10% or less of its
maximum health.
Ledian
Medium Bug/Flying Type | Level 5 | SR 5
Early Bird: This Pokémon has advantage on rolls to
wake from sleep. Armor Class 14
Evolution: Ledyba can evolve into Ledian at level 8 Hit Points 45
and above. Hit Dice d8
Speed 30ft.. walking | 30ft. flying

Moves
STR DEX CON INT WIS CHA
Starting Moves: Tackle
10 (+0) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 12 (+1)
Level 2: Supersonic, Swift
Level 6: Light Screen, Reflect, Mach Punch Skills: Nature
Saving Throws: Dexterity
Level 10: Comet Punch, Agility Resistances: Bug, Fighting, Grass
Level 14: Baton Pass, Double-Edge Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Immunities: Ground
Learnable Moves:
TM: 01, 02, 03, 04, 06, 10, 11, 12, 13, 17, 19, 20, Swarm: This Pokémon does an additional 1d6
21, 22, 27, 28, 32, 33, 34, 35, 39, 41, 44, 45, 46 damage on attacks when it has 10% or less of its
HM: 05 maximum health.
Early Bird: This Pokémon has advantage on rolls to
wake from sleep.

Moves
Starting Moves: Tackle, Supersonic, Swift, Light
Screen, Reflect
Level 10: Comet Punch, Mach Punch
Level 14: Agility, Baton Pass
Level 18: Double-Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 10, 11, 12, 13, 15, 17, 19,
20, 21, 22, 27, 28, 32, 33, 34, 35, 39, 41, 44, 45,
46
HM: 05

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Spinarak
Tiny Bug/Poison Type | Level 1 | SR 1/8

Armor Class 11
Hit Points 17
Hit Dice d6
Speed 25ft. walking

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

Skills: Stealth
Saving Throws: Dexterity
Resistances: Bug, Fairy, Fighting, Grass, Poison
Vulnerabilities: Fire, Flying, Psychic, Rock

Swarm: This Pokémon does an additional 1d6


damage on attacks when it has 10% or less of its
maximum health. Ariados
Medium Bug/Poison Type | Level 5 | SR 5
Sniper: On a critical hit made by this Pokémon, triple
the number of dice rolled instead of doubling them.
Armor Class 14
Evolution: Spinarak can evolve into Ariados at level 9 Hit Points 45
and above. Hit Dice d8
Speed 35ft.. walking
Moves
Starting Moves: Poison Sting, String Shot STR DEX CON INT WIS CHA
Level 2: Constrict, Absorb 12 (+1) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 8 (-1)
Level 6: Scary Face
Skills: Stealth
Level 10: Nightshade, Fury Swipes, Spider Web Saving Throws: Dexterity
Level 14: Agility, Pin Missile Resistances: Bug, Fairy, Fighting, Grass, Poison
Vulnerabilities: Fire, Flying, Psychic, Rock
Level 18: Psychic
Learnable Moves: Swarm: This Pokémon does an additional 1d6
damage on attacks when it has 10% or less of its
TM: 03, 06, 10, 11, 13, 17, 19, 20, 21, 22, 27, 28, maximum health.
29, 32, 34, 35, 36, 44, 45, 46
Sniper: On a critical hit made by this Pokémon, triple
HM: 05
the number of dice rolled instead of doubling them.

Moves
Starting Moves: Poison Sting, String Shot, Constrict,
Absorb
Level 6: Scary Face
Level 10: Nightshade, Spider Web
Level 14: Fury Swipes, Pin Missile
Level 18: Psychic, Agility
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 22, 27,
28, 29, 32, 34, 35, 36, 44, 45, 46
HM: 05

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Crobat
Medium Poison/Flying Type | Level 10 | SR 11

Armor Class 16
Hit Points 102
Hit Dice d12
Speed 15ft. walking | 40ft. flying

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 15 (+2) 6 (-2) 12 (+1) 8 (-1)

Skills: Stealth
Saving Throws: Dexterity, Constitution
Resistances: Bug, Fighting, Grass, Poison
Vulnerabilities: Electric, Ice, Psychic, Rock
Immunities: Ground Chinchou
Tiny Water/Electric Type | Level 1 | SR 1/8
Inner Focus: This Pokémon is immune to flinching.
Infiltrator: This Pokémon bypasses Light Screen and Armor Class 11
Reflect Hit Points 17
Hit Dice d6
Speed 5ft. walking | 20ft. swimming
Moves
Starting Moves: Leech Life, Supersonic, Bite, Wing
Attack, Confuse Ray, Swift, Super Fang STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 14: Baton Pass, Mean Look
Level 18: Double-Edge, Haze Skills: Stealth
Learnable Moves: Saving Throws: Dexterity
Resistances: Fire, Flying, Ice, Steel, Water
TM: 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 27, 32, Vulnerabilities: Grass, Ground
34, 35, 39, 43, 44, 45, 46, 47
HM: 02 Volt Absorb: Electric type moves do not damage this
Pokémon. Instead, half of any electric damage taken
is absorbed, restoring the Pokémon's HP.
Water Absorb: This Pokémon does not take water
damage. Instead, it absorbs half the damage taken
and converts it to hit points.
Evolution: Chinchou can evolve into Lanturn at level
10 and above.

Moves
Starting Moves: Bubble, Supersonic
Level 2: Thunder Wave
Level 6: Water Gun, Confuse Ray
Level 10: Bubblebeam, Spark
Level 14: Flail, Take Down
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 17, 18, 20, 21, 25, 27, 32,
34, 35, 44, 45
HM: 03, 05, 06, 07

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Lanturn
Medium Water/Electric Type | Level 8 | SR 6

Armor Class 13
Hit Points 64
Hit Dice d8
Speed 10ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 15 (+2) 6 (-2) 12(+1) 10 (+0)

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

Volt Absorb: Electric type moves do not damage this


Pokémon. Instead, half of any electric damage taken
is absorbed, restoring the Pokémon's HP.
Water Absorb: This Pokémon does not take water
damage. Instead, it absorbs half the damage taken
and converts it to hit points.

Moves
Starting Moves: Bubble, Supersonic, Thunder Wave,
Water Gun Pichu
Tiny Electric Type | Level 1 | SR 1/8
Level 10: Spark, Confuse Ray
Level 14: Flail, Bubblebeam Armor Class 12
Level 18: Hydro Pump, Take Down Hit Points 16
Hit Dice d6
Learnable Moves: Speed 25ft. walking
TM: 03, 06, 07, 10, 13, 15, 17, 18, 20, 21, 25, 27,
32, 34, 35, 44, 45
STR DEX CON INT WIS CHA
HM: 03, 05, 06, 07
8 (-1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Skills: Acrobatics, Persuasion


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

Evolution: Pichu can evolve into Pikachu at level 3


and above if its Loyalty level is +2 or higher.

Moves
Starting Moves: Thundershock, Charm
Level 2: Tail Whip
Level 6: Sweet Kiss, Thunderwave
Learnable Moves:
TM: 02, 03, 04, 06, 07, 10, 13, 17, 18, 20, 21, 23,
25, 27, 31, 32, 34, 35, 39, 40, 43, 44, 45
HM: 05

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Cleffa
Tiny Fairy Type | Level 1 | SR 1/8

Armor Class 11
Hit Points 16
Hit Dice d6
Speed 25ft. walking

STR DEX CON INT WIS CHA


7 (-1) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 15 (+2)

Skills: Persuasion, Insight


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

Evolution: Cleffa can evolve into Clefairy at level 3


and above if its Loyalty level is +2 or higher.

Moves
Starting Moves: Pound, Charm
Level 2: Encore, Sing
Igglybuff
Level 6: Sweet Kiss Tiny Normal/Fairy Type | Level 1 | SR 1/8
Learnable Moves:
TM: 02, 03, 04, 06, 07, 09, 10, 11, 13, 16, 17, 18, Armor Class 11
20, 21, 22, 23, 27, 29, 30, 31, 32, 34, 35, 38, 40, Hit Points 16
42, 43, 44, 45, 50 Hit Dice d6
Speed 25ft. walking
HM: 05

STR DEX CON INT WIS CHA


7 (-1) 12 (+1) 10 (+0) 8 (-1) 10 (+0) 14 (+2)

Skills: Persuasion, Insight


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

Evolution: Igglybuff can evolve into Jigglypuff at level


3 and above if its Loyalty level is +2 or higher.

Moves
Starting Moves: Sing, Pound
Level 2: Charm, Defense Curl
Level 6: Sweet Kiss
Learnable Moves:
TM: 02, 03, 04, 06, 07, 09, 10, 11, 13, 16, 17, 18,
20, 21, 22, 27, 29, 30, 31, 32, 34, 35, 38, 40, 42,
43, 44, 45, 50
HM: 05

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Togepi
Small Fairy Type | Level 1 | SR 1/8

Armor Class 11
Hit Points 17
Hit Dice d6
Speed 25ft. walking

STR DEX CON INT WIS CHA


8 (-1) 10 (+0) 12 (+1) 6 (-2) 12 (+1) 14 (+2)

Skills: Persuasion, Arcana


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

Super Luck: This Pokémon scores a critical hits on


19s and 20s.
Serene Grace: The DC to avoid a negative status
Togetic
effect from this Pokémon is increased by 1. Small Fairy/Flying Type | Level 5 | SR 4
Evolution: Togepi can evolve into Togetic at level 9
and above. Armor Class 13
Hit Points 45
Hit Dice d8
Moves Speed30ft. walking
Starting Moves: Growl, Charm
Level 2: Metronome STR DEX CON INT WIS CHA
Level 6: Sweet Kiss, Encore 10 (+0) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 16 (+3)
Level 10: Ancient Power, Safe Guard
Skills: Persuasion, Arcana
Level 14: Baton Pass, Double Edge Saving Throws: Wisdom, Charisma
Resistances: Bug, Dark, Fighting, Grass
Learnable Moves:
Vulnerabilities: Electric, Ice, Poison, Rock, Steel
TM: 02, 03, 04, 06, 07, 08, 09, 10, 11, 13, 17, 18, Immunities: Dragon, Ground
20, 21, 22, 27, 29, 30, 31, 32, 34, 35, 38, 39, 40,
42, 43, 44, 45 Super Luck: This Pokémon scores a critical hits on
HM: 05 19s and 20s.
Serene Grace: The DC to avoid a negative status
effect from this Pokémon is increased by 1.

Moves
Starting Moves: Growl, Charm, Metronome
Level 6: Sweet Kiss, Encore
Level 10: Ancient Power
Level 14: Baton Pass, Safe Guard
Level 18: Double Edge
Learnable Moves:
TM: 02, 03, 04, 06, 07, 08, 09, 10, 11, 13, 15, 17,
18, 20, 21, 22, 27, 29, 30, 31, 32, 34, 35, 38, 39,
40, 42, 43, 44, 45
HM: 02, 05

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Natu
Tiny Psychic/Flying Type | Level 1 | SR 1/8

Armor Class 12
Hit Points 16
Hit Dice d6
Speed 20ft. walking

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 11 (+0) 6 (-2) 13 (+1) 10 (+0)

Skills: Insight, Perception


Saving Throws: Wisdom
Resistances: Fighting, Grass, Psychic
Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
Immunities: Ground

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Evolution: Natu can evolve into Xatu at level 9 and Xatu
above. Medium Psychic/Flying Type | Level 5 | SR 5

Moves Armor Class 14


Hit Points 40
Starting Moves: Peck, Leer
Hit Dice d8
Level 2: Teleport Speed 25ft. walking | 30ft. Flying
Level 6: Nightshade
Level 10: Future Sight STR DEX CON INT WIS CHA
Level 14: Steel Wing, Psychic 10 (+0) 14 (+2) 12 (+1) 8 (-1) 16 (+3) 10 (+0)
Learnable Moves: Skills: Insight, Perception
TM: 03, 06, 09, 10, 11, 13, 17, 19, 20, 21, 22, 27, Saving Throws: Wisdom
29, 32, 34, 35, 39, 42, 43, 44, 45, 46, 50 Resistances: Fighting, Grass, Psychic
Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
HM: 05 Immunities: Ground

Synchronize: If this Pokémon is burned, paralyzed, or


poisoned, its attacker receives the negative status
effect as well if not immune.
Early Bird: This Pokémon has advantage on rolls to
wake from sleep.

Moves
Starting Moves: Peck, Leer, Teleport
Level 6: Nightshade
Level 10: Future Sight
Level 14: Steel Wing
Level 18: Psychic
Learnable Moves:
TM: 03, 06, 09, 10, 11, 13, 15, 17, 19, 20, 21, 22,
27, 29, 32, 34, 35, 39, 42, 43, 44, 45, 46, 50
HM: 02, 05

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Mareep
Small Electric Type | Level 1 | SR 1/2

Armor Class 12
Hit Points 17
Hit Dice d6
Speed 25ft. walking

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 12 (+1)

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

Static: When this Pokémon is hit by a melee attack,


roll a d4. On a result of 4, the attacker takes 1d6
electric damage.
Evolution: Mareep can evolve into Flaaffy at level 7 Flaaffy
and above. Medium Electric Type | Level 5 | SR 4

Moves Armor Class 14


Hit Points 45
Starting Moves: Tackle, Growl
Hit Dice d8
Level 2: Thunder Wave Speed 30ft. walking
Level 6: Thundershock, Cotton Spore
Level 10: Take Down, Confuse Ray STR DEX CON INT WIS CHA
Level 14: Light Screen, Thunder 12 (+1) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 12 (+1)
Learnable Moves: Skills: Survival
TM: 02, 03, 06, 07, 10, 13, 17, 18, 20, 21, 23, 25, Saving Throws: Constitution
27, 32, 34, 35, 39, 40, 44, 45 Resistances: Electric, Flying, Steel
Vulnerabilities: Ground
HM: 05
Static: When this Pokémon is hit by a melee attack,
roll a d4. On a result of 4, the attacker takes 1d6
electric damage.
Evolution: Flaaffy can evolve into Ampharos at level
14 and above.

Moves
Starting Moves: Tackle, Growl, Thunder Wave
Level 6: Thundershock, Cotton Spore
Level 10: Confuse Ray
Level 14: Light Screen, Take Down
Level 18: Thunder
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 10, 13, 17, 18, 20, 21,
23, 25, 27, 32, 34, 35, 39, 40, 41, 44, 45
HM: 04, 05

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Ampharos
Large Electric Type | Level 10 | SR 11

Armor Class 17
Hit Points 97
Hit Dice d12
Speed 30ft. walking

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 12 (+1)

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

Static: When this Pokémon is hit by a melee attack,


roll a d4. On a result of 4, the attacker takes 1d6
electric damage.

Moves
Starting Moves: Tackle, Growl, Thunder Wave,
Thundershock, Cotton Spore, Confuse Ray
Bellossom
Level 14: Light Screen Medium Grass Type | Level 10 | SR 10
Level 18: Take Down, Thunder
Armor Class 14
Learnable Moves:
Hit Points 109
TM: 01, 02, 03, 06, 07, 08, 10, 13, 15, 17, 18, 20, Hit Dice d12
21, 23, 25, 27, 32, 34, 35, 39, 40, 41, 44, 45 Speed 30ft. walking
HM: 04, 05
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 15 (+2)

Skills: Nature, Performance


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

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during conditions of strong sunlight.
Healer: As an action, this Pokémon can touch an ally
to restore a negative status effect.

Moves
Starting Moves: Mega Drain, Sweet Scent, Stun Spore,
Sunny Day
Level 14: Petal Dance
Level 18: Solar Beam
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22,
27, 32, 34, 35, 44, 45
HM: 01, 05

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Marill
Small Water/Fairy Type | Level 1 | SR 1/2

Armor Class 12
Hit Points 17
Hit Dice d6
Speed 25ft. walking | 25ft. swimming

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

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

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.
Evolution: Marill can evolve into Azumarill at level 9
and above.

Moves
Azumarill
Medium Water/Fairy Type | Level 5 | SR 5
Starting Moves: Tackle, Water Gun
Level 2: Tail Whip, Bubble Armor Class 14
Hit Points 45
Level 6: Defense Curl, Rollout Hit Dice d8
Level 10: Bubble Beam, Rain Dance Speed 30ft. walking | 30ft. swimming

Level 14: Double-Edge, Hydro Pump


STR DEX CON INT WIS CHA
Learnable Moves:
12 (+1) 13 (+1) 16 (+3) 6 (-2) 12 (+1) 12 (+1)
TM: 01, 02, 03, 04, 06, 10, 13, 14, 16, 17, 18, 20,
21, 23, 27, 31, 32, 33, 34, 35, 39, 40, 44, 45
Skills: Acrobatics
HM: 03, 06, 07 Saving Throws: Constitution
Resistances: Bug, Dark, Fighting, Fire, Ice, Water
Vulnerabilities: Electric, Grass, Poison
Immunities: Dragon

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.

Moves
Starting Moves: Tackle, Water Gun, Tail Whip, Bubble
Level 6: Defense Curl
Level 10: Rollout, Rain Dance
Level 14: Double-Edge, Bubble Beam
Level 18: Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 27, 31, 32, 33, 34, 35, 39, 40, 44,
45
HM: 03, 04, 06, 07

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Sudowoodo
Medium Rock Type | Level 5 | SR 7

Armor Class 15
Hit Points 55
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Nature, Survival


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

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP to
0, it lowers to 1 HP instead.

Moves Politoed
Starting Moves: Slam, Flail, Low Kick Medium Water Type | Level 10 | SR 11
Level 6: Rock Throw, Mimic
Armor Class 15
Level 10: Feint Attack, Rock Slide Hit Points 104
Level 14: Stone Edge Hit Dice d12
Speed 30ft. walking |30ft. swimming
Level 18: Double-Edge
Learnable Moves:
STR DEX CON INT WIS CHA
TM: 01, 02, 03, 04, 06, 08, 09, 10, 11, 13, 17, 20,
21, 26, 27, 28, 31, 32, 33, 34, 35, 37, 40, 41, 44, 14 (+2) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
45, 46, 48
Skills: Athletics
HM: 04 Saving Throws: Strength
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Grass, Electric

Water Absorb: This Pokémon does not take water


damage. Instead, it absorbs half the damage taken
and converts it to hit points.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.

Moves
Starting Moves: Hypnosis, Double Slap, Bubble Beam,
Perish Song
Level 14: Swagger, Rain Dance
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 13, 14, 15, 16, 17, 18,
20, 21, 26, 27, 29, 31, 32, 33, 34, 35, 40, 43, 44,
45, 46
HM: 03, 04, 06, 07

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Hoppip
Tiny Grass/Flying Type | Level 1 | SR 1/8

Armor Class 11
Hit Points 17
Hit Dice d6
Speed 20ft. walking | 20ft. flying (hovering)

STR DEX CON INT WIS CHA


8 (-1) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Skills: Nature
Saving Throws: Constitution
Resistances: Fighting, Grass, Water
Vulnerabilities: Fire, Flying, Ice, Poison, Rock
Immunities: Ground

Leaf Guard: This Pokémon is immune to negative


status effects during strong sunlight.
Infiltrator: This Pokémon bypasses Light Screen and
Skiploom
Medium Grass/Flying Type | Level 5 | SR 3
Reflect
Evolution: Hoppip can evolve into Skipbloom at level Armor Class 13
8 and above. Hit Points 45
Hit Dice d8
Moves Speed 20ft. walking | 30ft. flying (hovering)
Starting Moves: Splash
STR DEX CON INT WIS CHA
Level 2: Synthesis, Tail Whip, Tackle
10 (+0) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 12 (+1)
Level 6: Poison Powder, Stun Spore
Level 10: Sleep Powder, Leech Seed Skills: Nature
Level 14: Mega Drain, Cotton Spore Saving Throws: Constitution
Resistances: Fighting, Grass, Water
Level 18: Giga Drain Vulnerabilities: Fire, Flying, Ice, Poison, Rock
Learnable Moves: Immunities: Ground
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, Leaf Guard: This Pokémon is immune to negative
27, 32, 34, 35, 40, 44, 45 status effects during strong sunlight.
HM: 05
Infiltrator: This Pokémon bypasses Light Screen and
Reflect.
Evolution: Skiploom can evolve into Jumpbluff at
level 12 and above.

Moves
Starting Moves: Splash, Synthesis, Tail Whip, Tackle
Level 6: Poison Powder
Level 10: Stun Spore, Leech Seed
Level 14: Mega Drain, Sleep Powder
Level 18: Giga Drain, Cotton Spore
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
27, 32, 34, 35, 40, 44, 45
HM: 05

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Jumplufff
Medium Grass/Flying Type | Level 10 | SR 10

Armor Class 15
Hit Points 97
Hit Dice d10
Speed 25ft. walking | 30ft. flying (hovering)

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 12 (+1)

Skills: Nature
Saving Throws: Constitution
Resistances: Fighting, Grass, Water
Vulnerabilities: Fire, Flying, Ice, Poison, Rock
Immunities: Ground

Leaf Guard: This Pokémon is immune to negative


status effects during strong sunlight. Aipom
Infiltrator: This Pokémon bypasses Light Screen and Small Normal Type | Level 1 | SR 3
Reflect.
Armor Class 15
Moves Hit Points 28
Hit Dice d8
Starting Moves: Splash, Synthesis, Tail Whip, Tackle, Speed 30ft. walking
Poison Powder, Stun Spore, Leech Seed
Level 14: Mega Drain, Sleep Powder STR DEX CON INT WIS CHA
Level 18: Giga Drain, Cotton Spore 10 (+0) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 12 (+1)
Learnable Moves:
Skills: Acrobatics, Sleight of Hand
TM: 02, 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, Saving Throws: Dexterity
22, 27, 32, 34, 35, 40, 44, 45 Resistances: None
HM: 05 Vulnerabilities: Fighting
Immunities: Ghost

Skill Link: On combo moves like Fury Swipes, Comet


Punch, etc., this Pokémon is guaranteed to hit at
least twice.
Quick Getaway: While this Pokémon is active, a
trainer automatically succeeds on their DEX roll to
run away.

Moves
Starting Moves: Scratch, Tail Whip
Level 2: Sand Attack
Level 6: Baton Pass, Fury Swipes
Level 10: Swift, Agility
Level 14: Screech, Triple Kick
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 10, 11, 13, 17, 20, 21,
23, 25, 27, 30, 31, 32, 33, 34, 35, 39, 40, 41, 42,
43, 44, 45, 46, 48, 49, 50
HM: 01, 04

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Sunkern
Tiny Grass Type | Level 1 | SR 1/8

Armor Class 11
Hit Points 18
Hit Dice d6
Speed 15ft. walking

STR DEX CON INT WIS CHA


8 (-1) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

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

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Evolution: Starting at level 8, Sunkern can evolve into
Sunflora with the help of a Sun Stone.

Moves Sunflora
Medium Grass Type | Level 5 | SR 7
Starting Moves: Absorb, Growth
Level 2: Leech Seed Armor Class 14
Hit Points 50
Level 6: Mega Drain Hit Dice d10
Level 10: Razor Leaf, Giga Drain Speed 25ft. walking
Level 14: Synthesis, Sunny Day
Level 18: Solar Beam, Double Edge STR DEX CON INT WIS CHA
Learnable Moves: 12 (+1) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 14 (+2)
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27,
Skills: Nature
32, 34, 35, 36, 44, 45
Saving Throws: Constitution
HM: 01, 05 Resistances: Electric, Grass, Ground, Water
Vulnerabilities: Bug, Fire, Flying, Ice, Poison

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Chlorophyll: Damage rolls for this Pokémon get an
additional +2 during conditions of strong sunlight.

Moves
Starting Moves: Absorb, Growth, Pound, Leech Seed
Level 6: Mega Drain
Level 10: Sunny Day
Level 14: Synthesis, Giga Drain, Petal Dance
Level 18: Solar Beam, Double Edge
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22,
27, 32, 34, 35, 36, 44, 45
HM: 01, 05

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Yanma
Medium Bug/Flying Type | Level 5 | SR 8

Armor Class 15
Hit Points 58
Hit Dice d10
Speed 15ft. walking | 40ft. flying (hovering)

STR DEX CON INT WIS CHA


10 (+0) 20 (+5) 14 (+2) 6 (-2) 12 (+1) 12 (+1)

Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Bug, Fighting, Grass
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Immunities: Ground
Wooper
Compound Eyes: Once per combat, this Pokémon Small Water/Ground Type | Level 1 | SR 1/2
may roll an attack with advantage.
Armor Class 12
Frisk: Upon entering a battle, a single opponent’s Hit Points 17
held item is revealed, if it has one. Hit Dice d6
Speed 20ft. walking | 20ft. swimming
Moves
Starting Moves: Tackle, Foresight, Quick Attack STR DEX CON INT WIS CHA
Level 6: Double Team, Sonic Boom, Hypnosis 10 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 11 (+0)
Level 10: Detect, Supersonic, Uproar
Skills: Survival
Level 14: Pursuit, Ancient Power Saving Throws: Constitution
Level 18: Wing Attack, Screech Resistances: Fire, Poison, Rock, Steel
**Vulnerabilities:**Grass
Learnable Moves: Immunities: Electric
TM: 02, 03, 06, 10, 11, 13, 17, 19, 20, 21, 22, 27,
32, 34, 35, 39, 43, 44, 45, 46 Water Absorb: This Pokémon does not take water
damage. Instead, it absorbs half the damage taken
HM: 05 and converts it to hit points.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Evolution: Wooper can evolve into Quagsire at level
9 and above.

Moves
Starting Moves: Tackle, Water Gun
Level 2: Mud Slap
Level 6: Slam
Level 10: Amnesia, Rain Dance
Level 14: Earthquake, Haze
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 17, 18, 20, 21,
23, 26, 27, 28, 31, 32, 33, 34, 35, 36, 37, 40, 44,
45
HM: 03, 05, 06

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Quagsire
Large Water/Ground Type | Level 5 | SR 7

Armor Class 16
Hit Points 45
Hit Dice d10
Speed 30ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 11 (+0)

Skills: Survival, Athletics


Saving Throws: Constitution, Strength
Resistances: Fire, Poison, Rock, Steel
Vulnerabilities: Grass
Immunities: Electric

Water Absorb: This Pokémon does not take water


damage. Instead, it absorbs half the damage taken
and converts it to hit points.
Damp: This Pokémon is unaffected by Self Destruct Espeon
and Explosion moves. Medium Psychic Type | Level 5 | SR 6

Moves Armor Class 14


Hit Points 40
Starting Moves: Tackle, Water Gun, Mud Slap Hit Dice d10
Speed 30ft. walking
Level 6: Slam
Level 10: Amnesia, Rain Dance
STR DEX CON INT WIS CHA
Level 14: Haze
11 (+0) 14 (+2) 12 (+1) 6 (-2) 16 (+3) 12 (+1)
Level 18: Earthquake
Learnable Moves: Skills: Insight, Persuation
TM: 01, 02, 03, 04, 06, 08, 10, 13, 15, 17, 18, 20, Saving Throws: Wisdom
21, 23, 26, 27, 28, 31, 32, 33, 34, 35, 36, 37, 40, Resistances: Fighting, Psychic
44, 45 Vulnerabilities: Bug, Dark, Ghost

HM: 03, 04, 05, 06 Synchronize: If this Pokémon is burned, paralyzed, or


poisoned, its attacker receives the negative status
effect as well if not immune.
Inner Focus: The Pokémon is immune to flinching.

Moves
Starting Moves: Tackle, Confusion, Tail Whip, Sand
Attack
Level 6: Quick Attack, Swift
Level 10: Psybeam, Future Sight
Level 14: Psych Up, Morning Sun
Level 18: Psychic
Learnable Moves:
TM: 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 18, 20,
21, 23, 27, 29, 30, 31, 32, 34, 35, 39, 42, 43, 44,
45, 50
HM: 01, 05

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Umbreon
Medium Dark Type | Level 5 | SR 6

Armor Class 14
Hit Points 40
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 14 (+2) 6 (-2) 15 (+2) 12 (+1)

Skills: Stealth, Deception


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

Synchronize: If this Pokémon is burned, paralyzed, or


poisoned, its attacker receives the negative status
effect as well if not immune.
Inner Focus: The Pokémon is immune to flinching. Murkrow
Medium Dark/Flying Type | Level 5 | SR 8
Moves
Armor Class 14
Starting Moves: Tackle, Pursuit, Tail Whip, Sand Hit Points 50
Attack Hit Dice d10
Speed 25ft. walking | 30ft. Flying
Level 6: Quick Attack, Confuse Ray
Level 10: Feint Attack, Screech
STR DEX CON INT WIS CHA
Level 14: Mean Look
12 (+1) 16 (+3) 13 (+1) 6 (-2) 16 (+3) 8 (-1)
Level 18: Moonlight
Learnable Moves: Skills: Insight, Deception
TM: 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 18, 20, Saving Throws: Wisdom, Dexterity
21, 23, 27, 29, 30, 31, 32, 34, 35, 39, 42, 43, 44, Resistances: Dark, Ghost, Grass
45, 50 Vulnerabilities: Electric, Fairy, Ice, Rock
Immunities: Ground, Psychic
HM: 01, 05
Insomnia: This Pokémon is immune to sleep.
Super Luck: This Pokémon scores a critical hits on
19s and 20s.

Moves
Starting Moves: Peck, Pursuit
Level 6: Haze, Wing Attack
Level 10: Nightshade
Level 14: Feint Attack, Mean Look
Level 18: Steel Wing
Learnable Moves:
TM: 03, 06, 09, 10, 11, 13, 16, 17, 20, 21, 27, 30,
31, 32, 34, 35, 39, 42, 43, 44, 45, 46, 47, 50
HM: 02

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Slowking
Large Water/Psychic Type | Level 8 | SR 9

Armor Class 16
Hit Points 80
Hit Dice d10
Speed 30ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 16 (+2) 10 (+0) 16 (+3) 10 (+0)

Skills: Insight, History


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

Own Tempo: This Pokémon is immune to becoming


confused.

Moves
Starting Moves: Tackle, Growl, Hidden Power, Curse,
Water Gun, Disable, Confusion Misdreavus
Level 10: Headbutt Small Ghost Type | Level 5 | SR 6
Level 14: Amnesia, Swagger
Armor Class 14
Level 18: Psychic, Psych Up Hit Points 52
Learnable Moves: Hit Dice d8
Speed 30ft. flying (hovering)
TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 26, 27, 28, 29, 30, 31, 32,
33, 34, 35, 38, 39, 42, 44, 45, 49, 50 STR DEX CON INT WIS CHA
HM: 03, 04, 05, 06 8 (-1) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 12 (+1)

Skills: Stealth, Deception


Saving Throws: Wisdom, Charisma
Resistances: Bug, Poison
Vulnerabilities: Dark, Ghost
Immunities: Fighting, Ground, Normal

Levitate: This Pokémon is immune to Ground moves.

Moves
Starting Moves: Growl, Psywave, Spite, Thief
Level 6: Confuse Ray, Mean Look
Level 10: Psybeam
Level 14: Pain Split
Level 18: Perish Song
Learnable Moves:
TM: 02, 03, 06, 07, 09, 10, 11, 13, 17, 18, 20, 21,
25, 27, 29, 30, 32, 34, 35, 39, 40, 42, 44, 45, 46,
50
HM: 05

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Unown
Tiny Psychic Type | Level 1 | SR 1

Armor Class 14
Hit Points 20
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


8 (+0) 14 (+2) 12 (+1) 6 (-2) 16 (+3) 10 (+0)

Skills: Arcana, History


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

Levitate: This Pokémon is immune to Ground moves.

Moves
Starting Moves: Hidden Power

Wobbuffet
Medium Psychic Type | Level 5 | SR 9

Armor Class 15
Hit Points 70
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 20 (+5) 6 (-2) 14 (+2) 10 (+0)

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

Shadow Tag: If this Pokémon is active, an opponent


cannot flee or be switched out.

Moves
Starting Moves: Counter, Mirror Coat, Safe Guard,
Destiny Bond

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Girafarig
Medium Normal/Psychic Type | Level 5 | SR 4

Armor Class 13
Hit Points 48
Hit Dice d8
Speed 40ft. walking

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics
Saving Throws: Dexterity
Resistances: Psychic
Vulnerabilities: Bug, Dark
Immunities: Ghost

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Inner Focus: This Pokémon is immune to flinching.
Pineco
Small Bug Type | Level 1 | SR 1
Moves
Starting Moves: Growl, Tackle, Confusion Armor Class 13
Hit Points 25
Level 6: Stomp, Psybeam Hit Dice d8
Level 10: Agility Speed 15ft. walking
Level 14: Crunch, Baton Pass
Level 18: Psychic STR DEX CON INT WIS CHA
Learnable Moves: 9 (-1) 12 (+1) 17 (+3) 6 (-2) 10 (+0) 10 (+0)
TM: 02, 03, 06, 07, 08, 09, 10, 11, 13, 17, 20, 21,
23, 25, 27, 29, 30, 31, 32, 34, 35, 39, 42, 44, 45, Skills: Nature, Survival
46, 50 Saving Throws: Constitution
Resistances: Fighting, Grass, Ground
HM: 04 Vulnerabilities: Fire, Flying, Rock

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP to
0, it lowers to 1 HP instead.
Evolution: Pineco can evolve into Forretress at level
12 and above.

Moves
Starting Moves: Tackle, Protect
Level 2: Self Destruct
Level 6: Take Down, Rapid Spin
Level 10: Bide, Spikes
Level 14: Explosion, Double Edge
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 11, 12, 13, 17, 19, 20,
21, 22, 27, 32, 34, 35, 40, 44, 45
HM: 04

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Forretress
Medium Bug/Steel Type| Level 8 | SR 11

Armor Class 18
Hit Points 93
Hit Dice d12
Speed 25ft. walking

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 20 (+5) 6 (-2) 12 (+1) 10 (+0)

Skills: Nature, Survival


Saving Throws: Constitution, Strength
Resistances: Bug, Dragon, Fairy, Grass, Ice, Normal,
Psychic, Steel
Dunsparce
Vulnerabilities: Fire Small Normal Type | Level 1 | SR 1
Immunities: Poison
Armor Class 13
Sturdy: This Pokémon cannot be KO’d from full Hit Points 20
health. If a move takes this Pokémon from full HP to Hit Dice d8
0, it lowers to 1 HP instead. Speed 30ft. walking | 30ft. flying (hovering)
Shell Armor: This Pokémon is immune to the extra
damage from a critical hit. STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
Moves
Starting Moves: Tackle, Protect, Self Destruct Skills: Acrobatics, Perception
Saving Throws: Dexterity
Level 6: Take Down, Rapid Spin Resistances: None
Vulnerabilities: Fighting
Level 10: Bide Immunities: Ghost
Level 14: Spikes, Double Edge
Level 18: Explosion Serene Grace: The DC to avoid a negative status
effect from this Pokémon is increased by 1.
Learnable Moves:
Quick Getaway: While this Pokémon is active, a
TM: 02, 03, 04, 06, 08, 10, 11, 12, 13, 15, 17, 19, trainer automatically succeeds on their DEX roll to
20, 21, 22, 27, 32, 34, 35, 40, 44, 45 run away.
HM: 04 Burrower: This Pokémon can burrow underground,
traveling a distance equal to its walking speed before
emerging.

Moves
Starting Moves: Rage, Defense Curl
Level 2: Rollout, Spite
Level 6: Pursuit, Screech, Mud Slap
Level 10: Ancient Power, Body Slam
Level 14: Take Down, Dig, Double-Edge, Glare
Level 18: Flail, Endure
Learnable Moves:
TM: 02, 03, 04, 06, 07, 08, 09, 10, 11, 13, 17, 18,
20, 21, 22, 23, 25, 27, 28, 31, 32, 34, 35, 40, 42,
44, 46, 50
HM: 04

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Gligar
Small Ground/Flying Type | Level 1 | SR 3

Armor Class 14
Hit Points 22
Hit Dice d8
Speed 30ft. walking | 30ft. flying

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Skills: Acrobatics, Stealth


Saving Throws: Dexterity
Resistances: Bug, Fighting, Poison
Vulnerabilities: Ice, WAter
Immunities: Electric, Ground

Immunity: This Pokémon is immune to becoming


poisoned.
Hyper Cutter: This Pokémon’s attack roll modifier
Steelix
cannot be decreased by an opponent’s moves. Huge Steel/Ground Type | Level 10 | SR 14

Moves Armor Class 19


Hit Points 127
Starting Moves: Poison Sting, Sand Attack Hit Dice d12
Speed 40ft. walking
Level 2: Harden
Level 6: Quick Attack, Fury Cutter
STR DEX CON INT WIS CHA
Level 10: Feint Attack, Slash
20 (+5) 8 (-1) 18 (+4) 6 (-2) 12 (+10) 10 (+0)
Level 14: Screech, Swords Dance
Level 18: Guillotine Skills: Athletics
Saving Throws: Strength, Constitution
Learnable Moves:
Resistances: Bug, Dragon, Fighting, Flying, Normal,
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 23, 27, Psychic, Rock, Steel
32, 34, 35, 36, 37, 39, 43, 44, 45, 46, 49 Vulnerabilities: Fighting, Fire, Ground, Water
Immunities: Electric, Poison
HM: 01, 04
Sturdy: This Pokémon cannot be KO’d from full
health. If a move takes this Pokémon from full HP to
0, it lowers to 1 HP instead.
Burrower: This Pokémon can burrow underground,
traveling a distance equal to its walking speed before
re-emerging.

Moves
Starting Moves: Tackle, Harden, Bind, Curse, Rock
Throw, Rage, Dragon Breath
Level 14: Screech, Sandstorm, Slam, Stone Edge
Level 18: Dig, Rock Slide, Crunch, Double Edge
Learnable Moves:
TM: 02, 03, 04, 05, 06, 08, 10, 11, 13, 15, 17, 20,
21, 23, 24, 26, 27, 28, 31, 32, 34, 35, 37, 40, 44,
45
HM: 01, 04

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Snubbull
Small Fairy Type | Level 1 | SR 1/4

Armor Class 11
Hit Points 16
Hit Dice d6
Speed 30ft. walking

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Skills: Intimidation
Saving Throws: Charisma
Resistances: Bug, Dark, Fighting
Vulnerabilities: Poison, Steel
Immunities: Dragon

Quick Getaway: While this Pokémon is active, a


trainer automatically succeeds on their DEX roll to Granbull
run away. Medium Fairy Type | Level 5 | SR 5
Intimidate: Once per combat, this Pokémon can
impose disadvantage on an enemy attack. Armor Class 14
Hit Points 40
Evolution: Snubbull can evolve into Granbull at level Hit Dice d8
10 and above. Speed 35ft. walking

Moves STR DEX CON INT WIS CHA


Starting Moves: Tackle, Charm, Tail Whip
14 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 12 (+1)
Level 2: Scary Face, Bite
Level 6: Lick, Headbutt Skills: Intimidation
Saving Throws: Charisma, Dexterity
Level 10: Roar, Rage Resistances: Bug, Dark, Fighting
Level 14: Crunch Vulnerabilities: Poison, Steel
Immunities: Dragon
Learnable Moves:
TM: 01, 02, 03, 05, 06, 07, 08, 10, 11, 13, 17, 18, Quick Getaway: While this Pokémon is active, a
20, 21, 25, 27, 30, 31, 32, 33, 34, 35, 36, 40, 41, trainer automatically succeeds on their DEX roll to
43, 44, 45, 46, 48 run away.
HM: 04 Quick Feet: When suffering from a negative status
effect, this Pokémon’s speed increases by 15ft.

Moves
Starting Moves: Tackle, Charm, Tail Whip, Scary Face,
Bite
Level 6: Lick
Level 10: Roar, Headbutt
Level 14: Rage
Level 18: Crunch, Outrage
Learnable Moves:
TM: 01, 02, 03, 05, 06, 07, 08, 10, 11, 13, 15, 17,
18, 20, 21, 25, 27, 30, 31, 32, 33, 34, 35, 36, 40,
41, 43, 44, 45, 46, 48
HM: 04

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Qwilfish
Small Water/Poison Type | Level 1 | SR 1/2

Armor Class 14
Hit Points 20
Hit Dice d6
Speed 5ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Intimidation
Saving Throws: Dexterity
Resistances: Bug, Fairy, Fighting, Fire, Ice Poison,
Steel, Water
Vulnerabilities: Electric, Ground, Psychic

Intimidate: Once per combat, this Pokémon can


impose disadvantage on an enemy attack.
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the
Scizor
Medium Bug/Steel Type| Level 10 | SR 12
target is poisoned.

Armor Class 18
Moves Hit Points 105
Starting Moves: Tackle, Water Gun Hit Dice d12
Speed 30ft. walking | 30ft. flying
Level 2: Destiny Bond, Spikes, Poison Sting
Level 6: Harden, Minimize, Bubble
STR DEX CON INT WIS CHA
Level 10: Amnesia, Rain Dance
17 (+3) 20 (+() 13 (+1) 6 (-2) 10 (+0) 8 (-1)
Level 14: Rollout, Pin Missile, Take Down
Level 18: Hydro Pump Skills: Acrobatics, Intimidation
Saving Throws: Dexterity, Strength
Learnable Moves: Resistances: Bug, Dragon, Fairy, Grass, Ice, Normal,
TM: 02, 03, 04, 06, 10, 13, 14, 16, 17, 18, 20, 21, Psychic, Steel
27, 32, 34, 35, 36, 39, 40, 44, 45 Vulnerabilities: Fire
Immunities: Poison
HM: 03, 06, 07
Steadfast: Once per long rest, if this Pokémon fails a
saving throw against a negative status effect, it can
choose to pass instead.
Swarm: This Pokémon does an additional 1d6
damage on attacks when it has 10% or less of its
maximum health.

Moves
Starting Moves: Quick Attack, Leer, Focus Energy,
Pursuit, Agility,
Level 14: Spikes, Double Edge
Level 18: Swords Dance, Razor Wind
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21, 27,
32, 34, 35, 37, 39, 43, 44, 45, 46, 47, 49
HM: 01, 04

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Shuckle
Medium Bug/Rock Type| Level 5 | SR 9

Armor Class 16
Hit Points 70
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 20 (+5) 6 (-2) 10 (+0) 10 (+0)

Skills: Survival
Saving Throws: Constitution
Resistances: Normal, Poison
Vulnerabilities: Rock, Steel, Water

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP to
0, it lowers to 1 HP instead.
Gluttony: This Pokémon must eat its held berry when
it falls below ½ of its maximum HP. Heracross
Medium Bug/Fighting Type| Level 5 | SR 9
Moves
Starting Moves: Withdraw, Constrict, Bide, Wrap Armor Class 16
Hit Points 70
Level 6: Safeguard, Rollout Hit Dice d10
Speed 30ft. walking | 15ft. flying
Level 10: Rest, Rock Throw
Level 14: Rock Slide
STR DEX CON INT WIS CHA
Level 18: Stone Edge
20 (+5) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 11, 13, 17, 20, 21, 26, Skills: Athletics
27, 28, 31, 32, 34, 35, 36, 37, 40, 44, 45 Saving Throws: Strength
Resistances: Bug, Dark, Flying, Grass, Ground
HM: 04, 05 Vulnerabilities: Fairy, Fire, Flying, Psychic

Swarm: This Pokémon does an additional 1d6


damage on attacks when it has 10% or less of its
maximum health.
Moxie: Upon causing an opponent to faint, this
Pokémon may immediately take another action.

Moves
Starting Moves: Tackle, Leer, Horn Attack, Endure
Level 6: Counter
Level 10: Fury Attack
Level 14: Pin Missile, Take Down
Level 18: Mega Horn, Reversal
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 26, 27,
32, 34, 35, 43, 44, 45, 46, 49
HM: 01, 04

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Sneasel
Medium Dark/Ice Type | Level 5 | SR 8

Armor Class 15
Hit Points 66
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 12 (+1) 6 (-2) 12 (+1) 12 (+1)

Skills: Stealth, Deception


Saving Throws: Dexterity
Resistances: Dark, Ghost, Ice
Vulnerabilities: Bug, Fairy, Fighting, Fire, Rock, Steel
Immunities: Psychic

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.
Teddiursa
Small Normal Type | Level 1 | SR 1/2
Inner Focus: The Pokémon is immune to flinching.
Armor Class 12
Moves Hit Points 17
Hit Dice d6
Starting Moves: Scratch, Leer Speed 25ft. walking
Level 6: Quick Attack, Feint Attack
Level 10: Fury Swipes, Agility STR DEX CON INT WIS CHA
Level 14: Beat Up, Screech 12 (+1) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 12 (+1)
Level 18: Slash Skills: Persuation, Medicine
Learnable Moves: Saving Throws: Charisma
Resistances: None
TM: 01, 02, 03, 06, 08, 09, 10, 13, 14, 16, 17, 18, Vulnerabilities: Fighting
20, 21, 23, 27, 28, 30, 31, 32, 33, 34, 35, 39, 40, Immunities: Ghost
42, 43, 44, 45, 46, 49, 50
HM: 01, 03, 04 Pick Up: If an opponent uses an expendable held
item in battle, this Pokémon gains a copy of it if it is
not currently holding an item.
Evolution: Teddiursa can evolve into Ursaring at level
12 and above.

Moves
Starting Moves: Scratch, Lick
Level 2: Fury Swipes
Level 6: Feint Attack, Sweet Scent
Level 10: Slash, Charm
Level 14: Rest, Snore, Thrash
Learnable Moves:
TM: 01, 02, 03, 04, 05, 06, 07, 08, 10, 11, 13, 17,
20, 21, 26, 27, 28, 31, 32, 33, 34, 35, 39, 40, 41,
44, 45, 46, 48, 49
HM: 01, 04

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Ursaring
Large Normal Type | Level 8 | SR 9

Armor Class 16
Hit Points 64
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics
Saving Throws: Strength
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost

Pick Up: If an opponent uses an expendable held


item in battle, this Pokémon gains a copy of it if it is
not currently holding an item.
Slugma
Small Fire Type | Level 1 | SR 1/2
Moves
Starting Moves: Scratch, Lick, Fury Swipes, Feint Armor Class 11
Attack Hit Points 18
Level 10: Sweet Scent, Slash, Charm Hit Dice d6
Speed 20ft. walking
Level 14: Rest, Snore, Scary Face
Level 18: Thrash
STR DEX CON INT WIS CHA
Learnable Moves:
12 (+1) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
TM: 01, 02, 03, 04, 05, 06, 07, 08, 10, 11, 13, 15,
17, 20, 21, 26, 27, 28, 31, 32, 33, 34, 35, 39, 40, Skills: Survival
41, 44, 45, 46, 48, 49 Saving Throws: Constitution
HM: 01, 04 Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities: Ground, Rock, Water

Flame Body: On melee attacks made by this


Pokémon, roll a d10 on a hit. On a result of a 10, the
target is burned.
Magma Armor: This Pokémon is immune to freezing.
Evolution: Slugma can evolve into Magcargo at level
14 and above.

Moves
Starting Moves: Smog
Level 2: Ember
Level 6: Rock Throw, Harden
Level 10: Ancient Power, Rock Slide
Level 14: Amnesia, Body Slam, Recover
Level 18: Flamethrower
Learnable Moves:
TM: 03, 04, 06, 08, 10, 11, 13, 17, 20, 21, 27, 31,
32, 34, 35, 38, 40, 44, 45

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Magcargo
Medium Fire/Rock Type | Level 10 | SR 8

Armor Class 15
Hit Points 87
Hit Dice d10
Speed 25ft. walking

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 10 (+0)

Skills: Survival
Saving Throws: Constitution
Resistances: Bug, Fairy, Fire, Ice, Normal, Poison,
Steel
Vulnerabilities: Fighting, Ground, Rock, Water

Flame Body: On melee attacks made by this


Pokémon, roll a d10 on a hit. On a result of a 10, the
target is burned.
Swinub
Magma Armor: This Pokémon is immune to freezing. Small Ice/Ground Type | Level 1 | SR 1/4

Moves Armor Class 13


Hit Points 17
Starting Moves: Smog, Ember, Rock Throw, Harden,
Hit Dice d6
Ancient Power
Speed 20ft. walking
Level 14: Rock Slide, Amnesia, Body Slam
Level 18: Flamethrower, Recover STR DEX CON INT WIS CHA
Learnable Moves: 9 (-1) 12 (+1) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
TM: 02, 03, 04, 06, 08, 10, 11, 13, 17, 20, 21, 27,
31, 32, 34, 35, 38, 40, 44, 45 Skills: Survival
Saving Throws: Constitution
HM: 04 Resistances: Poison
Vulnerabilities: Fire, Fighting, Grass, Steel, Water
Immunities: Electric

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.
Evolution: Swinub can evolve into Piloswine at level
14 and above.

Moves
Starting Moves: Tackle
Level 2: Powder Snow, Mud Slap
Level 6: Endure
Level 10: Icy Wind, Take Down
Level 14: Mist, Earthquake, Flail
Level 18: Amnesia, Blizzard
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 13, 14, 16, 17, 18, 20,
21, 26, 27, 31, 32, 34, 35, 40, 43, 44, 45
HM: 04

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Piloswine
Medium Ice/Ground Type | Level 8 | SR 7

Armor Class 15
Hit Points 64
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills: Survival
Saving Throws: Constitution
Resistances: Poison
Vulnerabilities: Fire, Fighting, Grass, Steel, Water
Immunities: Electric

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.

Moves
Starting Moves: Fury Attack, Ancient Power, Peck, Corsola
Powder Snow, Mud Slap Small Water/Rock Type | Level 1 | SR 1/2
Level 10: Endure, Icy Wind, Take Down
Armor Class 12
Level 14: Mist, Earthquake, Flail Hit Points 19
Level 18: Amnesia, Blizzard, Thrash Hit Dice d6
Speed 15ft. walking | 25ft. swimming
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 13, 14, 15, 16, 17, 18,
20, 21, 26, 27, 31, 32, 34, 35, 40, 43, 44, 45 STR DEX CON INT WIS CHA
HM: 04 8 (-1) 13 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Survival, Stealth


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

Natural Cure: This Pokémon is cured of any status


ailment when returned to its Pokéball.

Moves
Starting Moves: Tackle, Harden
Level 2: Bubble
Level 6: Recover, Bubblebeam
Level 10: Spike Cannon, Ancient Power
Level 14: Endure, Mirror Coat
Level 18: Flail
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 11, 13, 17, 18, 20, 21,
26, 27, 29, 31, 32, 34, 35, 37, 40, 44, 45
HM: 03, 04, 06

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Remoraid
Small Water Type | Level 1 | SR 1

Armor Class 11
Hit Points 16
Hit Dice d6
Speed 5ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 11 (+0) 6 (-2) 10 (+0) 10 (+0)

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

Sniper: On a critical hit made by this Pokémon, triple


the number of dice rolled instead of doubling them.
Evolution: Remoraid can evolve into Octillery at level
9 and above. Octillery
Small Water Type | Level 5 | SR 6
Moves
Starting Moves: Water Gun Armor Class 14
Hit Points 40
Level 2: Lock-On Hit Dice d10
Level 6: Psybeam, Focus Energy Speed 20ft. walking | 30ft. swimming

Level 10: Bubblebeam, Aurora Beam


STR DEX CON INT WIS CHA
Level 14: Ice Beam, Hydro Pump
13 (+1) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 18: Hyper Beam
Learnable Moves: Skills: Acrobatics
TM: 03, 06, 10, 13, 15, 17, 18, 20, 21, 27, 31, 32, Saving Throws: Dexterity
34, 35, 39, 40, 44, 45, 46 Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Electric, Grass
HM: 03, 06
Sniper: On a critical hit made by this Pokémon, triple
the number of dice rolled instead of doubling them.
Suction Cups: This Pokémon cannot be forced out of
battle by an opponent’s moves.

Moves
Starting Moves: Water Gun, Lock-On, Octazooka,
Constrict
Level 6: Psybeam, Focus Energy
Level 10: Bubblebeam
Level 14: Ice Beam, Aurora Beam
Level 18: Hyper Beam, Hydro Pump
Learnable Moves:
TM: 03, 06, 10, 13, 15, 17, 18, 20, 21, 27, 31, 32,
34, 35, 39, 40, 44, 45, 46
HM: 03, 06

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Delibird
Small Ice/Flying Type | Level 1 | SR 1/4

Armor Class 11
Hit Points 16
Hit Dice d6
Speed 30ft. walking | 10ft. flying

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Skills: Acrobatics, Survival


Saving Throws: Dexterity
Resistances: Bug, Grass
Vulnerabilities: Electric, Fire, Rock, Steel
Immunities: Ground

Vital Spirit: This Pokémon is immune to sleep. Mantine


Large Water/Flying Type | Level 5 | SR 8
Moves
Armor Class 15
Starting Moves: Present
Hit Points 62
Level 10: Drill Peck Hit Dice d10
Speed 5ft. walking | 30ft. swimming | 30ft. flying
Learnable Moves:
TM: 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27,
31, 32, 34, 35, 39, 43, 44, 45, 46 STR DEX CON INT WIS CHA
HM: 02 12 (+1) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

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

Water Absorb: This Pokémon does not take water


damage. Instead, it absorbs half the damage taken
and converts it to hit points.
Water Veil: This Pokémon is immune to burning.
Swift Swim: This Pokémon's speed is doubled during
rain.

Moves
Starting Moves: Tackle, Bubble, Supersonic,
Bubblebeam, Confuse Ray
Level 6: Wing Attack, Headbutt
Level 10: Take Down, Psybeam
Level 14: Agility
Level 18: Hydro Pump
Learnable Moves:
TM: 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27,
31, 32, 34, 35, 39, 44, 45
HM: 03, 06, 07

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Skarmory
Medium Steel/Flying Type | Level 5 | SR 9

Armor Class 16
Hit Points 68
Hit Dice d10
Speed 30ft. walking | 40ft. flying

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Athetics, Perception


Saving Throws: Strength, Dexterity
Resistances: Bug, Dragon, Fairy, Flying, Grass,
Normal, Psychic, Steel
Vulnerabilities: Electric, Fire
Immunities: Ground, Poison
Houndour
Small Dark/Fire Type | Level 1 | SR 1/2
Keen Eye: This Pokémon ignores disadvantage when
it relates to sight. Armor Class 12
Hit Points 17
Sturdy: This Pokémon cannot be KO’d from full Hit Dice d6
health. If a move takes this Pokémon from full HP to Speed 30ft. walking
0, it lowers to 1 HP instead.

Moves STR DEX CON INT WIS CHA


Starting Moves: Leer, Peck, Sand Attack, Metal Claw 11 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Level 6: Fury Attack, Swift Skills: Stealth, Athletics


Level 10: Spikes, Agility Saving Throws: Dexterity
Resistances: Dark, Fire, Ghost, Grass, Ice, Steel
Level 14: Steel Wing, Slash Vulnerabilities: Fighting, Ground, Rock, WAter
Learnable Moves: Immunities: Psychic

TM: 02, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34, Early Bird: This Pokémon has advantage on rolls to
35, 37, 39, 43, 44, 45, 46, 47 wake from sleep.
HM: 01, 02
Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Evolution: Houndour can evolve into Houndoom at
level 10 and above.

Moves
Starting Moves: Leer, Tackle
Level 2: Bite, Ember
Level 6: Roar
Level 10: Smog, Feint Attack
Level 14: Beat Up, Crunch
Level 18: Flamethrower
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 11, 13, 17, 20, 21, 22,
23, 27, 30, 31, 32, 34, 35, 36, 38, 39, 42, 43, 44,
45, 45, 50

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Houndoom
Medium Dark/Fire Type | Level 5 | SR 6

Armor Class 15
Hit Points 45
Hit Dice d10
Speed 40ft. walking

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Stealth, Athletics


Saving Throws: Dexterity
Resistances: Dark, Fire, Ghost, Grass, Ice, Steel
Vulnerabilities: Fighting, Ground, Rock, WAter
Immunities: Psychic

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire- Kingdra
type move, or in open flames, the Pokémon’s next Medium Water/Dragon Type | Level 10 | SR 11
damage roll gets a +5.
Armor Class 16
Moves Hit Points 97
Starting Moves: Leer, Tackle, Bite Hit Dice d12
Speed 10ft. walking | 40ft. swimming
Level 6: Roar
Level 10: Smog STR DEX CON INT WIS CHA
Level 14: Beat Up, Feint Attack 13 (+1) 18 (+4) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 18: Flamethrower, Crunch
Skills: Acrobatics
Learnable Moves: Saving Throws: Dexterity
TM: 02, 03, 05, 06, 08, 10, 11, 13, 15, 17, 20, 21, Resistances: Fire, Steel, Water
22, 23, 27, 30, 31, 32, 34, 35, 36, 38, 39, 42, 43, Vulnerabilities: Dragon, Fairy
44, 45, 45, 50
HM: 04 Sniper: On a critical hit made by this Pokémon, triple
the number of dice rolled instead of doubling them.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Swift Swim: This Pokémon's speed is doubled during
rain.

Moves
Starting Moves: Bubble, Smokescreen, Leer, Water
Gun, Twister, Focus Energy
Level 14: Bubblebeam, Agility
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 10, 13, 15, 17, 18, 20, 21, 27, 31, 32,
34, 35, 39, 40, 44, 45, 46
HM: 03, 06

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Phanpy
Small Ground Type | Level 1 | SR 1/4

Armor Class 12
Hit Points 17
Hit Dice d6
Speed 20ft. walking

STR DEX CON INT WIS CHA


12 (+1) 10 (+1) 13 (+1) 6 (-2) 10 (+0) 12 (+1)

Skills: Athletics, Survival


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

Sand Veil: This Pokémon's AC increases by 2 in


desert terrain.
Donphan
Large Ground Type | Level 5 | SR 8
Pick Up: If an opponent uses an expendable held
item in battle, this Pokémon gains a copy of it if it is Armor Class 17
not currently holding an item. Hit Points 45
Evolution: Phanpy can evolve into Donphan at level 9 Hit Dice d10
and above. Speed 30ft. walking

Moves STR DEX CON INT WIS CHA


Starting Moves: Tackle, Growl, Defense Curl 18 (+4) 10 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 2: Flail Skills: Athletics, Survival
Level 6: Rollout, Endure Saving Throws: Strength
Resistances: Poison, Rock
Level 10: Slam, Take Down Vulnerabilities: Grass, Ice, Water
Level 14: Charm, Double Edge Immunities: Electric
Learnable Moves:
Sand Veil: This Pokémon's AC increases by 2 in
TM: 02, 03, 04, 05, 06, 08, 10, 11, 13, 17, 20, 21, desert terrain.
26, 27, 31, 32, 34, 35, 37, 40, 44, 45
Sturdy: This Pokémon cannot be KO’d from full
HM: 04 health. If a move takes this Pokémon from full HP to
0, it lowers to 1 HP instead.

Moves
Starting Moves: Tackle, Growl, Defense Curl, Fury
Attack, Horn Attack, Flail
Level 6: Rollout, Endure, Rapid Spin
Level 10: Slam, Take Down, Magnitude
Level 14: Scary Face,
Level 18: Double Edge
Learnable Moves:
TM: 02, 03, 04, 05, 06, 08, 10, 11, 13, 15, 17, 20,
21, 26, 27, 31, 32, 34, 35, 37, 40, 44, 45
HM: 04

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Porygon2
Medium Normal Type | Level 5 | SR 10

Armor Class 16
Hit Points 79
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 12 (+1)

Skills: Nature
Saving Throws: Constitution
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost

Download: Once per combat, this Pokémon can


choose a different damage type for one of their
normal attacks.

Moves
Stantler
Medium Normal Type | Level 5 | SR 5
Starting Moves: Tackle, Conversion, Conversion 2,
Defense Curl, Sharpen Armor Class 14
Level 6: Psybeam Hit Points 45
Hit Dice d8
Level 10: Recover Speed 35ft. walking
Level 14: Lock-On, Zap Cannon
Level 18: Tri-Attack, Hyper Beam STR DEX CON INT WIS CHA
Learnable Moves: 13 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
TM: 03, 06, 07, 09, 10, 11, 13, 14, 15, 16, 17, 18,
20, 21, 23, 25, 27, 29, 32, 34, 35, 39, 40, 42, 44, Skills: Athletics, Intimidation
46, 50 Saving Throws: Dexterity
Resistances: None
HM: 05 Vulnerabilities: Fighting
Immunities: Ghost

Intimidate: Once per combat, this Pokémon can


impose disadvantage on an enemy attack.
Frisk: Upon entering a battle, a single opponent’s
held item is revealed, if it has one.

Moves
Starting Moves: Tackle, Leer, Hypnosis
Level 6: Stomp
Level 10: Sand Attack, Take Down
Level 14: Confuse Ray
Learnable Moves:
TM: 02, 03, 05, 06, 09, 10, 11, 13, 17, 18, 20, 21,
26, 27, 29, 31, 32, 34, 35, 39, 42, 43, 44, 45, 46,
50
HM: 05

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Smeargle
Medium Normal Type | Level 1 | SR 1/2

Armor Class 12
Hit Points 18
Hit Dice d8
Speed 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 6 (-2) 12 (+1) 12 (+1)

Skills: Performance, Sleight of Hand


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

Own Tempo: This Pokémon is immune to becoming


confused.

Moves
Starting Moves: Sketch
Level 2: Sketch, Sketch
Level 6: Sketch, Sketch Tyrogue
Level 10: Sketch, Sketch Small Fighting Type | Level 1 | SR 1/2
Level 14: Sketch, Sketch
Level 18: Sketch, Sketch Armor Class 12
Hit Points 17
Hit Dice d6
Speed 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

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

Vital Spirit: This Pokémon is immune to sleeping.


Evolution: Starting at level 8, Tyrogue can evolve into
Hitmonchan if its STR is higher than its DEX,
Hitmonlee if its DEX is higher than its STR, or
Hitmontop if its STR is equal to its DEX.

Moves
Starting Moves: Tackle
Level 2: Foresight, Low Kick
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27, 31,
32, 34, 35, 39, 43, 44, 45, 46
HM: 04

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Hitmontop
Medium Fighting Type | Level 5 | SR 7

Armor Class 14
Hit Points 51
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 13 (+1) 6 (-2) 12 (+0) 10 (+0)

Skills: Acrobatics, Intimidation


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

Intimidate: Once per combat, this Pokémon can


impose disadvantage on an enemy attack.

Moves Smoochum
Starting Moves: Rolling Kick, Pursuit, Focus Energy, Small Ice/Psychic Type | Level 1 | SR 1
Quick Attack
Level 6: Rapid Spin, Counter Armor Class 11
Hit Points 24
Level 10: Agility Hit Dice d8
Level 14: Triple Kick, Detect Speed 25ft. walking
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27, 28, STR DEX CON INT WIS CHA
31, 32, 34, 35, 39, 43, 44, 45, 46 8 (-1) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
HM: 04
Skills: Deception, Insight
Saving Throws: Charisma
Resistances: Ice, Psychic
Vulnerabilities: Bug, Fire, Ghost, Rock

Hydration: This Pokémon is immune to negative


status effects during rain.
Evolution: Smoochum evolves into Jynx at level 8 if it
has a Loyalty level of +2 or higher..

Moves
Starting Moves: Pound
Level 2: Lick, Sweet Kiss
Level 6: Powder Snow, Confusion
Level 10: Sing, Mean Look
Level 14: Psychic, Perish Song
Level 18: Blizzard
Learnable Moves:
TM: 01, 03, 06, 09, 10, 12, 13, 14, 16, 17, 18, 20,
21, 27, 29, 30, 31, 32, 33, 34, 35, 42, 44, 45, 46,
50

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Elekid
Small Electric Type | Level 1 | SR 1

Armor Class 11
Hit Points 24
Hit Dice d8
Speed 25ft. walking

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

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

Vital Spirit: This Pokémon is immune to sleep.


Evolution: Elekid evolves into Electabuzz at level 8 if
it has a Loyalty level of +2 or higher.

Moves
Starting Moves: Quick Attack, Leer Magby
Level 2: Thunder Shock, Low Kick Small Fire Type | Level 1 | SR 1
Level 6: Swift
Armor Class 11
Level 10: Thunderwave, Light Screen Hit Points 24
Level 14: Thunder Punch, Screech, Thunderbolt Hit Dice d8
Speed 25ft. walking
Level 18: Thunder
Learnable Moves: TM: 01, 02, 03, 06, 07, 10, 13, 17,
18, 20, 21, 25, 27, 29, 31, 32, 33, 34, 35, 39, 41, STR DEX CON INT WIS CHA
43, 44, 45, 46, 48 12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
HM: 05
Skills: Athletics
Saving Throws: Constitution
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities: Ground, Rock, Water

Vital Spirit: This Pokémon is immune to sleep.


Evolution: Magby evolves into Magmar at level 8 if it
has a Loyalty level of +2 or higher..

Moves
Starting Moves: Smog, Leer
Level 2: Ember, Smokescreen
Level 6: Feint Attack
Level 10: Fire Spin
Level 14: Confuse Ray, Fire Punch, Sunny Day
Level 18: Flamethrower, Fire Blast
Learnable Moves:
TM: 01, 02, 03, 06, 10, 11, 13, 17, 20, 21, 23, 27,
29, 31, 32, 34, 35, 38, 41, 43, 44, 45, 46, 48

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Miltank
Large Normal Type | Level 5 | SR 6

Armor Class 14
Hit Points 60
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 14 (+2) 6 (-2) 12 (+0) 10 (+0)

Skills: Athletics, Survival


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

Scrappy: This Pokémon’s Normal and Fighting moves


can hit Ghost type Pokémon.
Thick Fat: This Pokémon takes quarter damage from
Fire and Ice type moves. Blissey
Large Normal Type | Level 10 | SR 13
Moves
Starting Moves: Tackle, Growl, Defense Curl, Stomp Armor Class 16
Hit Points 133
Level 6: Milk Drink, Bide Hit Dice d12
Level 10: Rollout, Body Slam Speed 30ft. walking
Level 14: Heal Bell
Learnable Moves: STR DEX CON INT WIS CHA

TM: 01, 02, 03, 04, 06, 07, 08, 09, 10, 11, 12, 13, 14 (+2) 10 (+0) 18 (+4) 6 (-2) 12 (+0) 16 (+3)
14, 15, 16, 17, 18, 20, 21, 23, 25, 26, 27, 30, 31,
32, 33, 34, 35, 37, 40, 41, 44, 45, 48 Skills: Arcana, Persuasion
Saving Throws: Wisdom, Charisma
HM: 03, 04 Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost

Healer: As an action, this Pokémon can touch an ally


to restore a negative status effect.
Serene Grace: The DC to avoid a negative status
effect from this Pokémon is increased by 1.

Moves
Starting Moves: Defense Curl, Pound, Growl, Tail
Whip, Double Slap, Soft-Boiled, Minimize, Body Slam
Level 14: Sing, Take Down
Level 18: Light Screen, Egg Bomb, Double Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 08, 09, 10, 11, 12, 13,
14, 15, 16, 17, 18, 20, 21, 23, 25, 26, 27, 30, 31,
32, 33, 34, 35, 37, 40, 41, 44, 45, 48
HM: 03, 04

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Raikou
Large Electric Type | Level 15 | SR 15

Armor Class 18
Hit Points 162
Hit Dice d12
Speed 50ft. walking

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

Skills: Acrobatics, Intimidation


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

Inner Focus: This Pokémon is immune to flinching.


Pressure: Moves targeting this Pokémon cost 1
additional PP.

Moves
Starting Moves: Bite, Leer, Thunder Shock, Roar,
Quick Attack, Spark, Reflect, Rain Dance
Level 18: Crunch, Thunder Entei
Large Fire Type | Level 15 | SR 15
Learnable Moves:
TM: 02, 03, 05, 06, 07, 08, 09, 10, 11, 13, 15, 17, Armor Class 18
18, 20, 21, 23, 25, 27, 28, 31, 32, 34, 35, 37, 39, Hit Points 167
43, 44 Hit Dice d12
HM: 01, 04, 05 Speed 50ft. walking

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 12 (+1)

Skills: Athletics, Intimidation


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

Inner Focus: This Pokémon is immune to flinching.


Pressure: Moves targeting this Pokémon cost 1
additional PP.

Moves
Starting Moves: Bite, Leer, Sacred Fire, Roar, Fire Spin,
Ember, Flamethrower
Level 18: Swagger, Fire Blast
Learnable Moves:
TM: 02, 03, 05, 06, 08, 09, 10, 11, 13, 15, 17, 18,
20, 21, 22, 23, 27, 28, 31, 32, 34, 35, 37, 38, 39,
43, 44
HM: 01, 04, 05

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Suicune
Large Water Type | Level 15 | SR 15

Armor Class 18
Hit Points 162
Hit Dice d12
Speed 50ft. walking

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 12 (+1)

Skills: Athletics, Intimidation


Saving Throws: Dexterity, Constitution
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Grass, Electric Larvitar
Small Rock/Ground Type | Level 1 | SR 1
Inner Focus: This Pokémon is immune to flinching.
Pressure: Moves targeting this Pokémon cost 1 Armor Class 12
additional PP. Hit Points 20
Hit Dice d8
Speed 30ft. walking
Moves
Starting Moves: Bite, Leer, Bubblebeam, Roar, Rain
Dance, Gust, Aurora Beam, Mist STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 18: Mirror Coat, Hydro Pump, Blizzard
Learnable Moves: Skills: Athletics
TM: 02, 03, 05, 06, 08, 09, 10, 11, 13, 14, 15, 16, Saving Throws: Strength
17, 18, 20, 21, 23, 27, 28, 31, 32, 34, 35, 37, 39, Resistances: Fire, Flying, Normal, Poison, Rock
43, 44 Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Water
HM: 01, 03, 06, 07 Immunities: Electric

Guts: This Pokémon rolls an addition 1d6 to add to


damage when suffering from a negative status effect.
Sand Veil: This Pokémon’s AC increases by 2 in
desert terrain.
Burrower: This Pokémon can burrow underground,
traveling a distance equal to its walking speed before
re-emerging.
Evolution: Larvitar can evolve into Pupitar at level 10
or above.

Moves
Starting Moves: Bite, Leer
Level 2: Sand Attack, Screech
Level 6: Rock Slide, Scary Face
Level 10: Thrash, Sandstorm, Crunch
Level 14: Earthquake, Stone Edge
Level 18: Hyper Beam
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 15, 17, 18, 20, 21, 26,
27, 28, 31, 32, 34, 35, 37, 43, 44, 45

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Pupitar
Medium Rock/Ground Type | Level 8 | SR 8

Armor Class 16
Hit Points 81
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics, Survival


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

Shed Skin: If this Pokémon is affected by a negative


status ailment, they can roll a d4 at the end of each Tyranitar
of their turns. On a result of 4, they are cured. Large Rock/Dark Type | Level 10 | SR 13
Evolution: Pupitar can evolve into Tyranitar at level
16 or above. Armor Class 18
Hit Points 116
Hit Dice d12
Moves Speed 30ft. walking
Starting Moves: Bite, Leer, Sand Attack, Screech, Rock
Slide, Scary Face
STR DEX CON INT WIS CHA
Level 10: Thrash, Sandstorm 18 (+4) 14 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 14: Crunch, Earthquake, Stone Edge
Level 18: Hyper Beam Skills: Athletics, Survival
Saving Throws: Constitution, Strength
Learnable Moves: Resistances: Dark, Fire, Flying, Ghost, Normal, Poison
TM: 02, 03, 06, 10, 11, 13, 15, 17, 18, 20, 21, 26, Vulnerabilities: Bug, Fairy, Fighting, Grass, Ground,
27, 28, 31, 32, 34, 35, 37, 43, 44, 45 Steel, Water
Immunities: Psychic

Sand Stream: A constant Sandstorm covers the


battlefield when this Pokémon is in combat. This
Pokémon may use the move Sandstorm as a bonus
action.
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.

Moves
Starting Moves: Bite, Leer, Sand Attack, Screech, Rock
Slide, Scary Face, Thrash, Sandstorm
Level 14: Crunch, Stone Edge
Level 18: Hyper Beam, Earthquake
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 11, 13, 15, 17, 18,
20, 21, 23, 24, 26, 27, 28, 31, 32, 34, 35, 37, 38,
43, 44, 45, 48, 49, 50
HM: 01, 03, 04

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Lugia
Huge Psychic/Flying Type | Level 20 | SR 15

Armor Class 22
Hit Points 226
Hit Dice d12
Speed 30ft. walking | 60ft. flying

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 18 (+4) 10 (+0) 16 (+3) 16 (+3)

Skills: Arcana, Insight, Acrobatics


Saving Throws: Wisdom, Strength
Resistances: Fighting, Grass, Psychic
Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
Immunities: Ground

Pressure: Moves targeting this Pokémon cost 1


additional PP.
Multiscale: The first attack to damage this Pokémon
from full health does so at half damage.

Moves Ho-Oh
Starting Moves: Whirlwind, Gust, Rain Dance, Hydro Huge Fire/Flying Type | Level 20 | SR 15
Pump, Aeroblast, Ancient Power, Recover, Safeguard,
Future Sight, Sky Attack
Armor Class 22
Learnable Moves: Hit Points 226
Hit Dice d12
TM: 02, 03, 05, 06, 07, 08, 09, 10, 11, 13, 14, 15,
Speed 30ft. walking | 60ft. flying
16, 17, 18, 19, 20, 21, 23, 24, 25, 26, 27, 29, 30,
31, 32, 34, 35, 37, 39, 42, 43, 44, 47, 50
HM: 02, 03, 04, 06, 07 STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 10 (+0) 16 (+3) 16 (+3)

Skills: Arcana, Insight, Acrobatics


Saving Throws: Wisdom, Strength
Resistances: Bug, Fairy, Fighting, Fire, Grass, Steel
Vulnerabilities: Electric, Rock, Water
Immunities: Ground

Pressure: Moves targeting this Pokémon cost 1


additional PP.
Multiscale: The first attack to damage this Pokémon
from full health does so at half damage.

Moves
Starting Moves: Whirlwind, Gust, Sunny Day, Fire
Blast, Sacred Fire, Ancient Power, Recover,
Safeguard, Future Sight, Sky Attack
Learnable Moves:
TM: 03, 05, 06, 07, 08, 09, 10, 11, 13, 15, 17, 18,
19, 20, 21, 22, 24, 25, 26, 27, 29, 30, 31, 32, 34,
35, 37, 38, 39, 42, 43, 44, 47, 50
HM: 02, 04, 05

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Celebi
Medium Psychic,Grass Type | Level 20 | SR 15

Armor Class 20
Hit Points 175
Hit Dice d12
Speed 30ft. walking | 30ft. flying

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)

Skills: Arcana, Nature, Medicine


Saving Throws: Wisdom, Dexterity
Resistances: Electric, Fighting, Grass, Ground,
Psychic, WAter
Vulnerabilities: Bug, Dark, Fire, Flying, Ghost, Ice,
Poison
Immunities: Ground

Natural Cure: This Pokémon is cured of all status


ailments upon switching out.

Moves
Starting Moves: Leech Seed, Confusion, Recover,
Heal Bell, Safeguard, Ancient Power, Baton Pass,
Future Sight, Perish Song
Learnable Moves:
TM: 03, 06, 09, 10, 11, 12, 13, 15, 17, 18, 19, 20,
21, 22, 27, 29, 30, 31, 32, 34, 35, 37, 39, 40, 42,
43, 44, 50
HM: 05

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12. 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 1,440 1,840
2 40 80 160 360 560 880 1,440 1,840 2,320
3 80 160 360 560 880 1,440 1,840 2,320 3,120
4 160 360 560 880 1,440 1,840 2,320 3,120 4,000
5 360 560 880 1,440 1,840 2,320 3,120 4,000 4,720
6 560 880 1,440 1,840 2,320 3,120 4,000 4,720 5,760
7 880 1,440 1,840 2,320 3,120 4,000 4,720 5,760 6,720
8 1,440 1,840 2,320 3,120 4,000 4,720 5,760 6,720 8,000
9 1,840 2,320 3,120 4,000 4,720 5,760 6,720 8,000 9,200
10 2,320 3,120 4,000 4,720 5,760 6,720 8,000 9,200 10,400
11 3,120 4,000 4,720 5,760 6,720 8,000 9,200 10,400 11,200
12 4,000 4,720 5,760 6,720 8,000 9,200 10,400 11,200 11,800
13 4,720 5,760 6,720 8,000 9,200 10,400 11,200 11,800 12,400
14 5,760 6,720 8,000 9,200 10,400 11,200 11,800 12,400 13,200
15 6,720 8,000 9,200 10,400 11,200 11,800 12,400 13,200 14,400
16 8,000 9,200 10,400 11,200 11,800 12,400 13,200 14,400 15,600
17 9,200 10,400 11,200 11,800 12,400 13,200 14,400 15,600 16,800
18 10,400 11,200 11,800 12,400 13,200 14,400 15,600 16,800 18,400
19 11,200 11,800 12,400 13,200 14,400 15,600 16,800 18,400 20,000
20 11,800 12,400 13,200 14,400 15,600 16,800 18,400 20,000 21,600

Level :: SR 7 8 9 10 11 12 13 14 15
1 2,320
2 3,120
3 4,000
4 4,720
5 5,760 6,720 8,000 9,200 10,400
6 6,720 8,000 9,200 10,400 11,200
7 8,000 9,200 10,400 11,200 11,800
8 9,200 10,400 11,200 11,800 12,400
9 10,400 11,200 11,800 12,400 13,200
10 11,200 11,800 12,400 13,200 14,400 15,600 16,800 18,400
11 11,800 12,400 13,200 14,400 15,600 16,800 18,400 20,000
12 12,400 13,200 14,400 15,600 16,800 18,400 20,000 21,600
13 13,200 14,400 15,600 16,800 18,400 20,000 21,600 23,600
14 14,400 15,600 16,800 18,400 20,000 21,600 23,600 25,600
15 15,600 16,800 18,400 20,000 21,600 23,600 25,600 28,000 30,400
16 16,800 18,400 20,000 21,600 23,600 25,600 28,000 30,400 32,800
17 18,400 20,000 21,600 23,600 25,600 28,000 30,400 32,800 36,000
18 20,000 21,600 23,600 25,600 28,000 30,400 32,800 36,000 40,000
19 21,600 23,600 25,600 28,000 30,400 32,800 36,000 40,000 45,000
20 23,600 25,600 28,000 30,400 32,800 36,000 40,000 45,000 50,000

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Pokémon List by Base Species Rating


SR 1/8 SR 8
Chinchou, Cleffa, Hoothoot, Hoppip, Igglybuff, Krabby, Arbok, Beedrill, Chansey, Dewgong, Donphan, Golduck,
Ledyba, Magikarp, Natu, Pichu, Pidgey, Poliwag, Rattata, Hypno, Jynx, Kangaskhan, Lapras, Magcargo, Mantine,
Sentret, Spearow, Spinarak, Sunkern, Swinub, Togepi, Murkrow, Pidgeot, Pupitar, Rapidash, Seaking, Shuckle,
Venonat, Weedle, Zubat Sneasel, Tauros, Weezing, Yanma
SR 1/4 SR 9
Abra, Bellsprout, Cubone, Delibird, Goldeen, Magnemite, Arcanine, Heracross, Muk, Onix, Skarmory, Slowbro,
Meowth, Nidoran ♀, Nidoran ♂, Paras, Phanpy, Pikachu, Slowking, Ursaring, Victreebel, Wobbuffet
Snubbull
SR 10
SR 1/2 Bellossom, Cloyster, Jumpluff, Machamp, Magneton,
Bulbasaur, Charmander, Chikorita, Corsola, Cyndaquil, Nidoking, Porygon2, Vileplume
Diglett, Doduo, Eevee, Ekans, Gastly, Geodude, Grimer,
Growlithe, Horsea, Houndour, Koffing, Machop, Mankey, SR 11
Mareep, Marill, Oddish, Psyduck, Qwilfish, Sandshrew, Seel, Aerodactyl, Alakazam, Ampharos, Blastoise, Charizard,
Shellder, Slugma, Smeargle, Squirtle, Staryu, Teddiursa, Crobat, Feraligatr, Forretress, Gengar, Gyarados, Kabutops,
Tentacool, Totodile, Tyrogue, Voltorb, Vulpix, Wooper Kingdra, Meganium, Nidoqueen, Politoed, Poliwrath,
Typhlosion, Venusaur
SR 1
Clefairy, Dratini, Drowzee, Dunsparce, Elekid, Exeggcute, SR 12
Jigglypuff, Larvitar, Magby, Pineco, Ponyta, Remoraid, Golem, Omastar, Rhydon, Scizor, Snorlax
Smoochum, Unown
SR 13
SR 2 Blissey, Tyranitar
Kabuto, Kakuna, Metapod, Omanyte, Slowpoke,
SR 14
SR 3 Dragonite, Steelix
Aipom, Farfetch'd, Gligar, Gloom, Pidgeotto, Poliwhirl,
Skiploom, Weepinbell SR 15
Articuno, Celebi, Entei, Ho-oh, Lugia, Mew, Mewtwo, Moltres,
SR 4 Raikou, Suicune, Zapdos
Croconaw, Ditto, Fearow, Flaaffy, Girafarig, Haunter,
Machoke, Nidorina, Nidorino, Noctowl, Porygon, Raticate,
Tangela, Togetic
SR 5
Ariados, Bayleef, Charmeleon, Furret, Golbat, Granbull,
Ivysaur, Kadabra, Ledian, Quilava, Rhyhorn, Stantler,
Wartortle, Xatu
SR 6
Azumarill, Dugtrio, Espeon, Flareon, Graveler, Houndoom,
Jolteon, Kingler, Lanturn, Miltank, Misdreavus, Mr. Mime,
Ninetales, Octillery, Parasect, Persian, Primeape, Starmie,
Umbreon, Vaporeon, Wigglytuff
SR 7
Butterfree, Clefable, Dodrio, Dragonair, Electabuzz,
Electrode, Exeggutor, Hitmonchan, Hitmonlee, Hitmontop,
Lickitung, Magmar, Marowak, Piloswine, Pinsir, Quagsire,
Raichu, Sandslash, Scyther, Seadra, Sudowoodo, Sunflora,
Tentacruel, Venomoth

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Alphabetical Index of Pokémon


Pokémon (Page #)
Abra (p.81) Dratini (p.123) Houndoom (p.164) Miltank (p.170) Qwilfish (p.155)
Aerodactyl (p.120) Drowzee (p.97) Houndour (p.163) Misdreavus (p.149) Raichu (p.62)
Aipom (p.144) Dugtrio (p.75) Hypno (p.98) Moltres (p.122) Raikou (p.171)
Alakazam (p.82) Dunsparce (p.152) Igglybuff (p.136) Mr. Mime (p.110) Rapidash (p.88)
Ampharos (p.140) Eevee (p.116) Ivysaur (p.50) Muk (p.94) Raticate (p.59)
Arbok (p.61) Ekans (p.61) Jigglypuff (p.69) Murkrow (p.148) Rattata (p.59)
Arcanine (p.79) Electabuzz (p.112) Jolteon (p.117) Natu (p.138) Remoraid (p.161)
Ariados (p.133) Electrode (p.100) Jumpluff (p.144) Nidoking (p.66) Rhydon (p.105)
Articuno (p.121) Elekid (p.169) Jynx (p.111) Nidoqueen (p.65) Rhyhorn (p.105)
Azumarill (p.141) Entei (p.171) Kabuto (p.119) Nidoran♀ (p.64) Sandshrew (p.63)
Bayleef (p.126) Espeon (p.147) Kabutops (p.120) Nidoran♂ (p.65) Sandslash (p.63)
Beedrill (p.57) Exeggcute (p.100) Kadabra (p.81) Nidorina (p.64) Scizor (p.155)
Bellossom (p.140) Exeggutor (p.101) Kakuna (p.56) Nidorino (p.66) Scyther (p.111)
Bellsprout (p.84) Farfetch'd (p.91) Kangaskhan (p.107) Ninetales (p.68) Seadra (p.108)
Blastoise (p.54) Fearow (p.60) Kingdra (p.164) Noctowl (p.131) Seaking (p.109)
Blissey (p.170) Feraligatr (p.129) Kingler (p.99) Octillery (p.161) Seel (p.92)
Bulbasaur (p.50) Flaaffy (p.139) Koffing (p.104) Oddish (p.71) Sentret (p.130)
Butterfree (p.55) Flareon (p.117) Krabby (p.98) Omanyte (p.118) Shellder (p.94)
Caterpie (p.54) Forretress (p.152) Lanturn (p.135) Omastar (p.119) Shuckle (p.156)
Celebi (p.175) Furret (p.130) Lapras (p.115) Onix (p.97) Skarmory (p.163)
Chansey (p.106) Gastly (p.95) Larvitar (p.172) Paras (p.72) Skiploom (p.143)
Charizard (p.52) Gengar (p.96) Ledian (p.132) Parasect (p.73) Slowbro (p.89)
Charmander (p.51) Geodude (p.86) Ledyba (p.132) Persian (p.76) Slowking (p.149)
Charmeleon (p.52) Girafarig (p.151) Lickitung (p.103) Phanpy (p.165) Slowpoke (p.89)
Chikorita (p.125) Gligar (p.153) Lugia (p.174) Pichu (p.135) Slugma (p.158)
Chinchou (p.134) Gloom (p.71) Machamp (p.83) Pidgeot (p.58) Smeargle (p.167)
Clefable (p.67) Golbat (p.70) Machoke (p.83) Pidgeotto (p.58) Smoochum (p.168)
Clefairy (p.67) Goldeen (p.108) Machop (p.82) Pidgey (p.57) Sneasel (p.157)
Cleffa (p.136) Golduck (p.77) Magby (p.169) Pikachu (p.62) Snorlax (p.121)
Cloyster (p.95) Golem (p.87) Magcargo (p.159) Piloswine (p.160) Snubbull (p.154)
Corsola (p.160) Granbull (p.154) Magikarp (p.114) Pineco (p.151) Spearow (p.60)
Crobat (p.134) Graveler (p.87) Magmar (p.112) Pinsir (p.113) Spinarak (p.133)
Croconaw (p.129) Grimer (p.93) Magnemite (p.90) Politoed (p.142) Squirtle (p.53)
Cubone (p.101) Growlithe (p.78) Magneton (p.90) Poliwag (p.79) Stantler (p.166)
Cyndaquil (p.127) Gyarados (p.114) Mankey (p.77) Poliwhirl (p.80) Starmie (p.110)
Delibird (p.162) Haunter (p.96) Mantine (p.162) Poliwrath (p.80) Staryu (p.109)
Dewgong (p.93) Heracross (p.156) Mareep (p.139) Ponyta (p.88) Steelix (p.153)
Diglett (p.74) Hitmonchan (p.103) Marill (p.141) Porygon (p.118) Sudowoodo (p.142)
Ditto (p.115) Hitmonlee (p.102) Marowak (p.102) Porygon2 (p.166) Suicune (p.172)
Dodrio (p.92) Hitmontop (p.168) Meganium (p.126) Primeape (p.78) Sunflora (p.145)
Doduo (p.91) Ho-Oh (p.174) Meowth (p.75) Psyduck (p.76) Sunkern (p.145)
Donphan (p.165) Hoothoot (p.131) Metapod (p.55) Pupitar (p.173) Swinub (p.159)
Dragonair (p.123) Hoppip (p.143) Mew (p.125) Quagsire (p.147) Tangela (p.106)
Dragonite (p.124) Horsea (p.107) Mewtwo (p.124) Quilava (p.127) Tauros (p.113)

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Alphabetical Index of Pokémon


Pokémon (Page #)
Teddiursa (p.157)
Tentacool (p.85)
Tentacruel (p.86)
Togepi (p.137)
Togetic (p.137)
Totodile (p.128)
Typhlosion (p.128)
Tyranitar (p.173)
Tyrogue (p.167)
Umbreon (p.148)
Unown (p.150)
Ursaring (p.158)
Vaporeon (p.116)
Venomoth (p.74)
Venonat (p.73)
Venusaur (p.51)
Victreebel (p.85)
Vileplume (p.72)
Voltorb (p.99)
Vulpix (p.68)
Wartortle (p.53)
Weedle (p.56)
Weepinbell (p.84)
Weezing (p.104)
Wigglytuff (p.69)
Wobbuffet (p.150)
Wooper (p.146)
Xatu (p.138)
Yanma (p.146)
Zapdos (p.122)
Zubat (p.70)

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Character Sheets
Digital Trainer/Pokemon Excel Sheet
Easy Trainer and Pokemon character sheet that fills in most information for you automatically.
https://drive.google.com/open?id=1gaUL3MJhLNE_FpLiL8fye48ZqQxXM6YbYTpU2nsFLEM
Hard Copy Pokemon Editable PDF
For those of you that prefer paper.
https://www.dropbox.com/s/b3ywvad3vttjefd/Pokemon%20Char%20Sheet%20v2%20Editable.pdf?dl=0

DM Pokemon Creator Tool


A tool to help DMs quickly create encounters with selected pokemon. Supports evolution and trainer bonding/loyalty.
https://drive.google.com/open?id=1OnzxKwcSPH996tipzBcIXs8lllgy1GIYaCdoakYe-8E

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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 Pokemon Advancement Pokedex 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 POKEMON!!!
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
Pokedex can only be used on conscious Pokemon 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 Pokemon can be switched at any time
Newly switched Pokemon 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 better
Burrowing added to Onix, Sandshrew, Sandslash Some TM costs changed as a result
Pokeslot advancement changed around to include 2 slots
at level 1, Character Advancement table updated. 6/4/2018
Max SR Control added to Trainer Table Added Trainer/Pokemon Character Sheet and DM
Pokemon Builder excel files.
4/13/18
New Trainer Features added 7/11/2018
Removed "Defeat Saving Throws" Having no remaining Voltorb move list updated
Pokémon results in you losing half your money and you Several move changes for balancing
must use a revive or immediately find a Pokécenter Paralysis effect changed to be more similar to games. 25%
Psychic TM increase cost chance of no movement.
Added Pokémon Nature Section to increase variety of Afew minor resistance/vulnerability corrects for Pokemon
Pokémon stats. like Jigglypuff, Starmie, and other.
4/15/18 12/17/2018
Added Pokemon Character Sheet Multiple type/move fixes
4/17/18 12/21/2018
Leech Seed damage decreased and move updated in Update to Pokémon Leveling chart (STAB bonus
Bulbasaur stat block adjusted/New Move at level 18, not 17)
Pokemon Tracker once per long rest Added List of Pokemon by SR
Updated PokeMentor first ability to includ TM under
4/18/18 $3500
Changed Pokeslots to start at 3 and end at 6. Player Added an additional 10 ASI points to Magikarp's evolve.
Advancement table reworked. Updated Slam damage to be greater than Tackle
Added link to Subreddit r/Pokemon5e
4/21/18 Updated AC Up and Smooth Facade feats for balancing
Move List and Pokemon Blocks switched
Included Ether and Max Ether items 12/22/2018
Changes to Burning and Flinched Uproar move was missing. Added.

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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
1/19/2019 Pokemon in 5th Edition D&D | GM Binder

Changelog (cont.)
12/23/2018
Added alphabetical list of Pokemon with page numbers to
Appendix.
Changed Trainer Hit Dice to d8 to match "Commoner"
Removed useless Pokeball tool proficiency
Removed "Struggle" constraint for Trainer actions
Gave ALL Trainers Proficiency in Animal Handling.
Changed Pokemon Collector class level 2 bonus.
DC formula changed to catch Pokemon
12/27/2018
Several proofreading fixes, ability/moves clarifying
changes.
Totodile line Sheer Force ability changed.
Added Discord link (https://discord.gg/DA9gQAa)
12/28/2018
Updated Pokemon Experience charts for all levels.
Trainers/Pokemon were gaining levels quicker than
anticipated.
Reworked Poke Mentor and Pokemon Collector paths for
balancing against other paths.
12/30/2018
Added 1 to Battle Dice and Skill Dice in Trainer Paths
Formatting fixes after switching to GM Binder
Psyduck and Golduck incorrectly marked as
Water/Psychic. Changed to just Water.
1/3/2019
Removed +10 bonus to starter HP. Added 10 HP to every
Pokemon's stat block.\pagebreakNum
Updated damage for all moves to be more similar to power
level.
Updated "Challeng Rating" to "Species Rating" (SR) to
avoid confusion with 5e CR rules.
1/10/2019
Typo/Stat Block fixes
Updated "flinched" status
Added Damage Increase description in Pokemon leveling
chapter
Updated language about STAB

This is unofficial Fan Content and is not approved/endorsed by © © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc. 182/182
https://www.gmbinder.com/documents/print/-LUrRwTD-vU_jRb1csfc
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.

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