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Pokemon 5th Edition - Gen I & II
Pokemon 5th Edition - Gen I & II
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
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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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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.
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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.
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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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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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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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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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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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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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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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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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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Bulbasaur
Small Grass/Poison Type | Level 1 | SR 1/2
Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking
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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
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
Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Water, Ground, Rock
Resistances: Bug, Fire, Grass, Ice, Steel
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
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
Skills: Survival
Saving Throws: Constitution
Vulnerabilities: Grass, Electric
Resistances: Rock, Ground, Fire, Water, Ice, Steel
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
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
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
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
Skills: Acrobatics
Saving Throws: Dexterity, Charisma
Vulnerabilities: Fire, Electric, Ice, Rock, Flying
Resistances: Bug, Grass, Fighting
Immunities: Ground
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
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
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
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
Skills: Perception
Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground
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
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
Skills: Perception
Saving Throws: Dexterity
Vulnerabilities: Rock, Electric, Ice
Resistances: Bug, Grass
Immunities: Ghost, Ground
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
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
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
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
Skills: Perception
Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Fairy, Grass, Fighting, Bug, Poison
Starting Moves: Scratch, Growl 14 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
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
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
Skills: Perception
Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Fairy, Grass, Fighting, Bug, Poison
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
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
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
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
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
Skills: Stealth
Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Psychic, Rock
Resistances: Fighting, Bug, Fairy, Grass, Poison
Immunities: Ground
Senses Darkvision 60ft
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
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
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
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
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
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)
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
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
Skills: Insight
Saving Throws: Constitution, Wisdom
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Water, Steel
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
77
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Primeape
Medium Fighting Type | Level 5 | SR 6
Armor Class: 14
Hit Points: 48
Hit Dice: d10
Speed: 30ft. walking
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
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
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
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
81
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Alakazam
Medium Psychic Type | Level 10 | SR 12
Armor Class: 16
Hit Points: 94
Hit Dice: d12
Speed: 30ft. walking
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
Level 10: Submission, Vital Throw 20 (+5) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
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
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
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
85
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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
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
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
87
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Ponyta
Medium Fire Type | Level 1 | SR 1
Armor Class: 13
Hit Points: 18
Hit Dice: d8
Speed: 35ft. walking
Skills: Athletics
Saving Throws: Dexterity
Vulnerabilities: Ground, Water, Rock
Resistances: Fairy, Ice, Steel, Bug, Grass
Immunities: Fire
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
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
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
89
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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)
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
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
91
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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
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
Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Grass, Electric, Rock, Fighting
Resistances: Water, Ice
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
Skills: Stealth
Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Fighting, Fairy, Poison, Grass, Bug
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
Skills: Survival
Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Electric, Rock, Fighting
Resistances: Water, Ice
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
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)
Level 18: Destiny Bond, Nightmare 16 (+3) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 12 (+1)
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
Skills: Athletics
Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Fighting, Ice, Ground, Steel,
Water
Resistances: Flying, Normal, Rock, Fire
Immunities: Electric
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
97
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Hypno
Medium Psychic Type | Level 5 | SR 8
Armor Class: 14
Hit Points: 51
Hit Dice: d10
Speed: 30ft. walking
Moves Krabby
Starting Moves: Pound, Hypnosis, Disable, Confusion Small Water Type | Level 1 | SR 1/8
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
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
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
Skills: Stealth
Saving Throws: Constitution
Vulnerabilities: Ground
Resistances: Steel, Flying, Electric
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
Skills: Nature
Saving Throws: Dexterity
Vulnerabilities: Ghost, Ice, Fire, Dark, Flying, Poison,
Bug
Resistances: Fighting, Ground, Psychic, Grass,
Electric, Water
Armor Class: 11
Moves Hit Points: 17
Starting Moves: Barrage, Hypnosis, Reflect, Leech Hit Dice: d6
Seed, Stomp Speed: 25ft. walking
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
Moves
Starting Moves: Growl, Tail Whip, Bone Club,
Hitmonlee
Headbutt Medium Fighting Type | Level 5 | SR 7
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
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
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)
Skills: Deception
Saving Throws: Constitution
Vulnerabilities: Psychic, Ground
Resistances: Fighting, Fairy, Poison, Grass, Bug
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
Skills: Athletics
Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Water
Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric
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
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
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
Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
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
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
Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Electric, Grass
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
Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Fighting, Fire, Ice, Psychic, Steel, Water
Vulnerabilities: Bug, Dark, Electric, Ghost, Grass
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
Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Bug, Fighting, Grass
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Immunities: Ground
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
Skills: Athletics
Saving Throws: Constitution
Resistances: Electric, Flying, Steel
Vulnerabilities: Ground
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
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
Skills: Athletics
Saving Throws: Constitution
Resistances: Fighting, Grass, Ground
Vulnerabilities: Fire, Flying, Rock
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
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
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
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)
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
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
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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1/19/2019 Pokemon in 5th Edition D&D | GM Binder
Porygon
Small Normal Type | Level 1| SR 4
Armor Class: 13
Hit Points: 35
Hit Dice: d8
Speed: 20ft. walking | 20ft. flying (hovering)
Skills: Nature
Saving Throws: Constitution
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost
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
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
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
Skills: Survival
Saving Throws: Strength, Constitution
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost
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)
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
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
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
Skills: Arcana
Saving Throws: Wisdom
Resistances: Electric, Fire, Grass, Water
Vulnerabilities: Dragon, Fairy, Ice
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
Skills: Arcana
Saving Throws: Wisdom
Resistances: Bug, Fire, Fighting, Grass, Water
Vulnerabilities: Dragon, Fairy, Ice, Rock
Immunities: Ground
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
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
Skills: Nature
Saving Throws: Constitution
Resistances: Electric, Grass, Ground, Water
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
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
Skills: Nature
Saving Throws: Constitution
Resistances: Electric, Grass, Ground, Water
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
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
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
Skills: Athletics
Saving Throws: Dexterity
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities: Ground, Rock, Water
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
Skills: Athletics
Saving Throws: Dexterity, Strength
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities: Ground, Rock, Water
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)
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
Skills: Athletics
Saving Throws: Strength
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Grass, Electric
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
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
Level 2: Defense Curl, Quick Attack 13 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
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
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
Skills: Nature
Saving Throws: Dexterity
Resistances: Bug, Fighting, Grass
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Immunities: Ground
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
Skills: Stealth
Saving Throws: Dexterity
Resistances: Bug, Fairy, Fighting, Grass, Poison
Vulnerabilities: Fire, Flying, Psychic, Rock
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
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
Skills: Stealth
Saving Throws: Dexterity
Resistances: Fire, Flying, Ice, Steel, Water
Vulnerabilities: Grass, Ground
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)
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
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
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
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
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
Skills: Survival
Saving Throws: Constitution
Resistances: Electric, Flying, Steel
Vulnerabilities: Ground
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
Skills: Survival
Saving Throws: Constitution
Resistances: Electric, Flying, Steel
Vulnerabilities: Ground
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)
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
Skills: Acrobatics
Saving Throws: Constitution
Resistances: Bug, Dark, Fighting, Fire, Ice, Water
Vulnerabilities: Electric, Grass, Poison
Immunities: Dragon
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
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
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
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)
Skills: Nature
Saving Throws: Constitution
Resistances: Fighting, Grass, Water
Vulnerabilities: Fire, Flying, Ice, Poison, Rock
Immunities: Ground
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)
Skills: Nature
Saving Throws: Constitution
Resistances: Fighting, Grass, Water
Vulnerabilities: Fire, Flying, Ice, Poison, Rock
Immunities: Ground
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
Skills: Nature
Saving Throws: Constitution
Resistances: Electric, Grass, Ground, Water
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
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
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)
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
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
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
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)
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
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
Skills: Survival
Saving Throws: Wisdom, Constitution
Resistances: Fighting, Psychic
Vulnerabilities: Bug, Dark, Ghost
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
Skills: Athletics
Saving Throws: Dexterity
Resistances: Psychic
Vulnerabilities: Bug, Dark
Immunities: Ghost
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
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
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
Skills: Intimidation
Saving Throws: Charisma
Resistances: Bug, Dark, Fighting
Vulnerabilities: Poison, Steel
Immunities: Dragon
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
Skills: Intimidation
Saving Throws: Dexterity
Resistances: Bug, Fairy, Fighting, Fire, Ice Poison,
Steel, Water
Vulnerabilities: Electric, Ground, Psychic
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
Skills: Survival
Saving Throws: Constitution
Resistances: Normal, Poison
Vulnerabilities: Rock, Steel, Water
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
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
Skills: Athletics
Saving Throws: Strength
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost
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
Skills: Survival
Saving Throws: Constitution
Resistances: Bug, Fairy, Fire, Ice, Normal, Poison,
Steel
Vulnerabilities: Fighting, Ground, Rock, Water
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
Skills: Survival
Saving Throws: Constitution
Resistances: Poison
Vulnerabilities: Fire, Fighting, Grass, Steel, Water
Immunities: Electric
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)
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
Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Electric, Grass
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
Skills: Athetics
Saving Throws: Dexterity
Resistances: Bug, Fighting, Fire, Steel, Water
Vulnerabilities: Electric, Rock
Immunities: Ground
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
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
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
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
Skills: Nature
Saving Throws: Constitution
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost
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
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
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
Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Bug, Dark, Rock
Vulnerabilities: Fairy, Flying, Psychic
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
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
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
Skills: Athletics
Saving Throws: Constitution
Resistances: Electric, Flying, Steel
Vulnerabilities: Ground
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
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
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
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
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
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
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
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
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)
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
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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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
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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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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.