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Hoenn Pokedex Version 5E: By: @pirategonzalez
Hoenn Pokedex Version 5E: By: @pirategonzalez
Version 5e
By: @PirateGonzalez
PirateGonzalezGames.com
Sceptile
Medium plant, ambition: to raise trees
Skills Stealth +3 Calm. The pokemon has advantage on saving throws against
Damage Vulnerabilities fire fear effects.
Senses passive Perception 11 Actions
Languages Pokemon Multiattack. The pokemon makes two Leaf Blade attacks.
Challenge 1/4 (50 XP)
Leaf Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Calm. The pokemon has advantage on saving throws against target. Hit: 13 (2d8 + 4) slashing damage.
fear effects.
Actions Bullet Seed. Ranged Weapon Attack: +7 to hit, range 30/60 ft.,
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. one target. Hit: 22 (4d10) piercing damage.
Hit: 4 (1d6 + 1) bludgeoning damage.
Leaf Storm (Recharge 5-6). The pokemon summons a storm
of sharp leaves at a point within 60 feet. All creatures within
10 feet of the point must make a DC 15 Dexterity saving
throw, taking 22 (4d10) slashing damage on a failed save, or
half as much damage on a successful one.
Grovyle
Small plant, ambition: to fly between trees
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1) 18 (+4) 16 (+3) 16 (+3) 6 (-2) 16 (+3) 14 (+2)
Skills Athletics +3
Damage Vulnerabilities cold
Damage Resistances fire
Senses passive Perception 12
Languages Pokemon
Challenge 1/2 (100 XP)
Blaze. When the pokemon’s current hit points are below half
of their maximum (22), they deal an extra 1d4 fire damage
on all attacks.
Actions
Double Kick. The pokemon makes two kick attacks.
Skills Athletics +4
Damage Resistances fire
Senses passive Perception 12
Languages Pokemon
Challenge 1/2 (100 XP)
Actions
Take Down. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 11 (2d8 + 2) bludgeoning damage.
Armor Class 11
Hit Points 5 (2d4)
Speed 30 ft.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) piercing damage.
Mightyena
Small monstrosity, ambition: to coordinate with the pack
Armor Class 11
Hit Points 42 (12d6)
Speed 35 ft.
Skills Perception +3
Damage Immunities psychic
Senses passive Perception 13
Languages Pokemon
Challenge 1/2 (100 XP)
Actions
Intimidating Roar. Each creature of the pokemon’s choice
that is within 30 feet of the pokemon and aware of it must
succeed on a DC 11 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success. If a creature’s saving throw is successful
or the effect ends for it, the creature is immune to the
pokemon’s Intimidating Roar for the next 24 hours.
Armor Class 11
Hit Points 2 (1d4)
Speed 20 ft., climb 5 ft.
Skills Perception +3
Senses passive Perception 13
Languages Pokemon
Challenge 1/8 (25 XP)
Wurmple
Tiny monstrosity, ambition: to eat leaves
Actions
Zigzag Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft., Armor Class 8
one creature. Hit: 4 (1d6 + 1) bludgeoning damage. Hit Points 3 (2d4 - 2)
Speed 10 ft., climb 5 ft.
Actions
Poison Sting. Melee Weapon Attack: +0 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage plus 2 (1d4) poison damage.
Skills Perception +4
Senses passive Perception 14
Languages Pokemon
Challenge 1/4 (50 XP)
Actions
Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) bludgeoning damage.
Reactions
Harden. The pokemon adds 2 to its AC against one attack
that would hit it. To do so, the pokemon must see the
attacker.
Beautifly
Small monstrosity, ambition: to collect pollen
Armor Class 12
Hit Points 56 (16d6)
Speed 10 ft., fly 30 ft.
Reactions
Harden. The pokemon adds 2 to its AC against one attack
that would hit it. To do so, the pokemon must see the
attacker.
Dustox
Small monstrosity, ambition: to search for food or light
Armor Class 12
Hit Points 56 (16d6)
Speed 10 ft., fly 30 ft.
Actions
Venoshock. Ranged Weapon Attack: +4 to hit, range 30/60 ft.,
one creature. Hit: 6 (1d8 + 2) poison damage. If the target is
poisoned, the damage increases by 4 (1d8).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 10 (+0) 8 (-1) 6 (-2) 10 (+0) 8 (-1) 16 (+3) 12 (+1) 12 (+1) 6 (-2) 12 (+1) 14 (+2)
Actions
Multiattack. The pokemon can make two flail attacks.
Lombre
Small monstrosity, ambition: to cause mischief at night
Armor Class 10
Hit Points 42 (12d6)
Speed 25 ft., swim 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 12 (+1)
Bide Attack (Requires Bide). Melee Weapon Attack: +2 to hit, Feint Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one
reach 5 ft., one creature. Hit: the target takes damage equal creature. Hit: 6 (1d6 + 3) bludgeoning damage.
to twice the damage the pokemon took since the end of
their last turn. Whirlwind. Ranged Weapon Attack: +6 to hit, range 60/120
ft., one creature. Hit: 22 (4d10) bludgeoning damage and the
target must succeed on a DC 14 Strength saving throw or
Reactions fall prone.
Harden. The pokemon adds 2 to its AC against one attack
that would hit it. To do so, the pokemon must see the
Leaf Storm (Recharge 5-6). The pokemon summons a storm
attacker.
of leaves at a point it can see within 60 feet. All creatures
within 10 feet of the point must make a DC 14 Dexterity
saving throw, taking 22 (4d10) slashing damage on a failed
save, or half as much damage on a successful one.
Nuzleaf
small plant, ambition: to play its flute
Actions
Multiattack. The pokemon can make two weapon attacks.
Reactions
Harden. The pokemon adds 2 to its AC against one attack
that would hit it. To do so, the pokemon must see the
attacker.
Armor Class 11
Hit Points 1 (4d4d - 12)
Speed 10 ft., fly 30 ft.
Actions
Peck. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage.
Swellow
Tiny monstrosity, ambition: to hunt for food
Armor Class 13
Hit Points 50 (20d4)
Speed 20 ft., fly 40 ft.
Skills Perception +3
Senses passive Perception 13
Languages Pokemon
Challenge 1 (200 XP)
Actions
Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 6 (1d6 + 3) piercing damage.
Armor Class 12
Hit Points 88 (16d6 + 32)
Speed 20 ft., fly 35 ft.
Wingull Actions
Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Tiny monstrosity, ambition: to hide its valuables creature. Hit: 5 (1d6 + 2) bludgeoning damage and if the
target is a Medium or smaller creature they are grappled
Armor Class 11 (escape DC 12).
Hit Points 30 (12d4)
Speed 10 ft., fly 30 ft. Brine. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one
creature. Hit: 7 (2d6) cold damage. If the target’s current
STR DEX CON INT WIS CHA hit points are less than half of their hit point maximum, the
4 (-3) 12 (+1) 10 (+0) 6 (-2) 12 (+1) 10 (+0) attack deals an extra 3 (1d6) cold damage.
Damage Vulnerabilities lightning Swallow. The pokemon makes one peck attack against a
Senses passive Perception 11 Small or smaller creature it is grappling. If the attack hits, the
Languages Pokemon target takes the peck’s damage, the target is swallowed, and
Challenge 1/8 (25 XP) the grapple ends. While swallowed, the creature is blinded
and restrained, and it has total cover against attacks and
Actions other effects outside the pokemon.
Wing Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., one If the pokemon takes 10 damage or more on a single turn
creature. Hit: 3 (1d4 + 1) bludgeoning damage. from a creature inside it, the pokemon must succeed on a
DC 15 Constitution saving throw at the end of that turn
Water Gun. Ranged Weapon Attack: +3 to hit, range 15/30 ft., or regurgitate all swallowed creatures, which fall prone in
one creature. Hit: 3 (1d6) cold damage. a space within 5 feet of the pokemon. If the pokemon dies,
a swallowed creature is no longer restrained by it and can
escape by using 10 feet of movement, exiting prone.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 10 (+0) 10 (+0) 6 (-2) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0) 10 (+0) 16 (+3) 12 (+1)
Emotion Sense. The pokemon can sense the emotions of Emotion Sense. The pokemon can sense the emotions of
creatures within 60 feet of it. creatures within 60 feet of it.
Saving Throws Wis +11 Moonblast (Recharge 5-6). The pokemon channels the power
Skills Insight +11 of the moon at a point within 100 feet. Each creature in a
Senses passive Perception 16 15-foot-radius, 100-foot-high cylinder centered on the point
Languages Pokemon, telepathy 60 ft. must make a DC 19 Dexterity saving throw, taking 31 (9d6)
Challenge 15 (13,000 XP) radiant damage on a failed save, or half as much damage on
a successful one.
Armor Class 11
Hit Points 40 (16d4)
Speed 20 ft.
Actions
Bubble. Ranged Weapon Attack: +2 to hit, range 10/30 ft.,
one creature. Hit: 3 (1d6) cold damage.
Masquerain
Tiny monstrosity, ambition: to scare enemies with an angry look
Armor Class 13
Hit Points 65 (26d4)
Speed 20 ft., fly 30 ft.
Actions
Scary Face. Each creature of the pokemon’s choice that is
within 30 feet of the pokemon and can see it must succeed
on a DC 11 Wisdom saving throw or become frightened for
1 minute. A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
If a creature’s saving throw is successful or the effect ends
for it, the creature is immune to the pokemon’s Scary Face
for the next 24 hours.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 8 (-1) 6 (-2) 10 (+0) 8 (-1) 20 (+5) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Yawn (Recharge 5-6). One creature that can see the pokemon
and is within 30 feet of it must succeed on a DC 10 Wisdom
saving throw or fall asleep for 1 minute. The target can
repeat the saving throw at the end of each of its turns, Slaking
waking up on a success. A sleeping target awakens if they Medium monstrosity, ambition: to move as litle as possible
take any damage.
Armor Class 13 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft.
Actions
Hammer Arm. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 13 (2d8 + 4) bludgeoning damage.
Reactions
Counter. When the pokemon takes damage from an attack or
spell, it can immediately make an attack against the attacker
or caster as a reaction if they are within reach. The pokemon
has a +7 to hit with this attack, and deals twice the amount
of damage it took from the triggering attack as bludgeoning
damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 8 (-1) 8 (-1) 22 (+6) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Senses blindsight 20 ft., darkvision 60 ft., passive Perception Saving Throws Dex +9
10 Skills Acrobatics +9
Languages Pokemon Senses darkvision 60 ft., passive Perception 11
Challenge 1/8 (25 XP) Languages Pokemon
Challenge 5 (1,800 XP)
Sunlight Sensitivity. While in sunlight, the pokemon has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. Evasion. If the pokemon is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage,
the pokemon instead takes no damage if it succeeds on the
Actions saving throw, and only half damage if it fails.
Scratch. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) slashing damage. Invisible Speed. If the pokemon flies 60 feet on its turn, it
becomes invisible until the start of its next turn. It loses this
invisibility if it becomes grappled, prone, restrained, stunned,
or unconscious.
Actions
Multiattack. The pokemon uses screech. It can make two
attacks.
Armor Class 10
Hit Points 7 (5d4 - 5)
Speed 20 ft.
Shedninja Actions
Pound. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Tiny undead, ambition: to collect souls creature. Hit: 2 (1d4) bludgeoning damage.
Armor Class 13 Cry (Recharge 5-6). The pokemon unleashes a powerful cry.
Hit Points 1 All creatures within 15 feet of the pokemon that can hear it
Speed 0 ft., fly 30 ft. (hover) must succeed on a DC 11 Constitution saving throw or take
5 (1d10) thunder damage.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 22 (+6) 6 (-2) 12 (+1) 10 (+0)
Actions
Multiattack. The pokemon makes two attacks.
Supersonic. Ranged Weapon Attack: +4 to hit, range 30/60 Hyper Voice. Ranged Weapon Attack: +4 to hit, range 30/90
ft., one creature. Hit: 7 (2d6) thunder damage and the target ft., one creature. Hit: 22 (4d10) thunder damage and the
must succeed on a DC 12 Strength saving throw or be target must succeed on a DC 14 Strength saving throw or be
knocked prone. knocked prone.
Shout (Recharge 5-6). The pokemon unleashes a powerful cry. Boomburst (Recharge 5-6). The pokemon unleashes an
All creatures within 20 feet of the pokemon that can hear it explosive shout. All creatures within 20 feet of the pokemon
must succeed on a DC 12 Constitution saving throw or take that can hear it must succeed on a DC 14 Constitution
11 (2d10) thunder damage. saving throw or take 22 (4d10) thunder damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 20 (+5) 6 (-2) 12 (+1) 10 (+0) 20 (+5) 10 (+0) 24 (+7) 6 (-2) 14 (+2) 10 (+0)
Actions
Multiattack. The pokemon makes two Arm Thrust attacks. Close Combat. At the start of its turn, the pokemon can gain
advantage on all melee weapon attack rolls during that turn,
Arm Thrust. Melee Weapon Attack: +5 to hit, reach 5 ft., one but attack rolls against it have advantage until the start of its
creature. Hit: 6 (1d6 + 3) bludgeoning damage. next turn.
Focus Energy. The pokemon focuses. The first attack it makes Endure. If damage reduces the pokemon to 0 hit points, it
before the end of its next turn has advantage. must make a Constitution saving throw with a DC of 5 +
the damage taken, unless the damage is psychic or from a
critical hit. On a success, the pokemon drops to 1 hit point
Reactions instead.
Knock Off. When the pokemon hits a creature with a melee
attack, it can attempt to disarm them as a reaction. The
target must succeed on a DC 13 Strength saving throw or Actions
drop an item they are holding. Multiattack. The pokemon makes 1d4 Force Palm attacks.
Reactions
Knock Off. When the pokemon hits a creature with a melee
attack, it can attempt to disarm them as a reaction. The
target must succeed on a DC 17 Strength saving throw or
drop an item they are holding.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 12 (+1) 6 (-2) 6 (-2) 8 (-1) 10 (+0) 10 (+0) 6 (-2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Reactions
Harden. The pokemon adds 2 to its AC against one attack
that would hit it. To do so, the pokemon must see the
attacker.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0) 10 (+0) 16 (+3) 10 (+0) 6 (-2) 12 (+1) 22 (+6)
Actions Fake Out (1/Turn). If the pokemon has a higher initiative than
Tackle. Melee Weapon Attack: +4 to hit, reach 5 ft., one another creature and hits them with an attack, the creature
creature. Hit: 4 (1d4 + 2) bludgeoning damage. has disadvantage on their next attack roll before the end of
their next turn.
Actions
Double Slap. The pokemon makes 1d4 + 1 Slap attacks.
Shadow Claw. The pokemon scores a critical hit with its claw
attack on an attack roll of 19-20.
Actions
Fury Swipes. The pokemon makes two claw attacks.
Mawile
Tiny fey, ambition: to lure with cuteness
Skills Deception +5
Senses passive Perception 10
Languages Pokemon
Challenge 2 (200 XP)
Actions
Crunch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 13 (2d8 + 4) piercing damage and if the target
is a Medium or smaller creature they are grappled (escape
DC 14)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 10 (+0) 22 (+6) 10 (+0) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
Heavy Metal. The pokemon is considered one size category Heavy Metal. The pokemon is considered one size category
larger than normal. larger than normal.
Iron Head. If the pokemon moves at least 10 feet straight Iron Head. If the pokemon moves at least 10 feet straight
toward a target and then hits it with a headbutt attack on toward a target and then hits it with a headbutt attack on
the same turn, the target takes an extra 4 (1d8) bludgeoning the same turn, the target takes an extra 9 (2d8) bludgeoning
damage. If the target is a creature, it must succeed on a DC damage. If the target is a creature, it must succeed on a DC
15 Strength saving throw or be knocked prone. 15 Strength saving throw or be knocked prone.
Actions Actions
Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one Multiattack. The pokemon uses Roar and can make a melee
creature. Hit: 14 (2d8 + 5) bludgeoning damage. attack.
Heavy Metal. The pokemon is considered one size category Legendary Actions
larger than normal. The pokemon can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
Legendary Resistance (3/Day). If the pokemon fails a saving used at a time and only at the end of another creature’s turn.
throw, it can choose to succeed instead. The pokemon regains spent legendary actions at the start of
its turn.
Actions
Multiattack. The pokemon uses Roar and can make a Heavy Protect. The pokemon protects itself from all attacks. The
Slam and Iron Tail attacks. next attack against the pokemon misses. The pokemon can’t
use this action again until it regains spent legendary actions.
Roar. The pokemon unleashes a frightening roar. All
creatures within 60 feet of the pokemon that can hear it Tail Attack. The pokemon makes an Iron Tail attack.
must succeed on a DC 16 Wisdom saving throw or be
frightened of the pokemon for 1 minute. A creature can Metal Burst (Costs 2). Melee Weapon Attack: +14 to hit, reach
repeat the saving throw at the end of each of its turns, 5 ft., one creature. Hit: 17 (2d8 + 8) bludgeoning damage
ending the effect on itself on a success. If a creature’s saving plus extra damage equal to the last amount of damage the
throw is successful or the effect ends for it, the creature is pokemon received.
immune to the pokemon’s Roar for the next 24 hours.
Armor Class 13
Hit Points 54 (12d4 + 24) High Jump Kick. The pokemon can fly up to its speed before
Speed 20 ft., fly 5 ft. (hover) making a kick attack.
STR DEX CON INT WIS CHA Insightful Dodge. The pokemon can add its Wisdom modifier
8 (-1) 16 (+3) 14 (+2) 6 (-2) 18 (+4) 12 (+1) to its AC (included).
Saving Throws Wis +6, Cha +3 Levitate. The pokemon can’t fly more than 5 feet off the
Senses passive Perception 14 ground.
Languages Pokemon, telepathy 60 ft.
Challenge 1 (200 XP) Actions
Multiattack. The pokemon makes two weapon attacks.
High Jump Kick. The pokemon can fly up to its speed before Meditate. The pokemon awakens power within itself. If its
making a kick attack. next attack hits, it deals double damage.
Levitate. The pokemon can’t fly more than 5 feet off the Mind Reader. The pokemon senses the movements of one
ground. creature it can see. It has advantage on the next attack roll
against the creature before the end of the pokemon’s next
Actions turn.
Meditate. The pokemon awakens power within itself. If its
next attack hits, it deals double damage. Confusion. One creature the pokemon can see within 30 feet
must succeed on a DC 17 Wisdom saving throw or take 7
Mind Reader. The pokemon senses the movements of one (2d6) psychic damage.
creature it can see. It has advantage on the next attack roll
against the creature before the end of the pokemon’s next Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one
turn. creature. Hit: 7 (1d6 + 4) bludgeoning damage.
Confusion. One creature the pokemon can see within 30 feet Force Palm. Ranged Weapon Attack: +7 to hit, range 30/90 ft.,
must succeed on a DC 14 Wisdom saving throw or take 3 one creature. Hit: 11 (2d10) force damage.
(1d6) psychic damage. Reactions
Reversal. When a creature misses a melee attack against the
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one pokemon, it can make a Kick attack against the attacker as a
creature. Hit: 6 (1d6 + 3) bludgeoning damage. reaction.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 8 (-1) 16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 12 (+1)
Keen Hearing and Smell. The pokemon has advantage on Keen Hearing and Smell. The pokemon has advantage on
Wisdom (Perception) checks that rely on hearing or smell. Wisdom (Perception) checks that rely on hearing or smell.
Spark. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one Wild Charge. If the pokemon moves at least 20 feet straight
creature. Hit: 4 (1d8) lightning damage. toward a target and then hits it with a Thunder Fang attack
on the same turn, the target takes an extra 9 (2d8) lightning
damage.
Actions
Multiattack. The pokemon makes two weapon attacks.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 8 (-1) 6 (-2) 10 (+0) 10 (+0) 4 (-3) 12 (+1) 8 (-1) 6 (-2) 10 (+0) 10 (+0)
Plus. The pokemon has advantage on attack rolls while Minus. The pokemon has advantage on attack rolls while
within 60 feet of a creature that has the Plus or Minus within 60 feet of a creature that has the Plus or Minus
ability. ability.
Actions Actions
Nuzzle. Melee Weapon Attack: +3 to hit, reach 5 ft., one Nuzzle. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) lightning damage. creature. Hit: 4 (1d6 + 1) lightning damage.
Spark. Ranged Weapon Attack: +3 to hit, range 10/30 ft., one Spark. Ranged Weapon Attack: +3 to hit, range 10/30 ft., one
creature. Hit: 3 (1d6) lightning damage. creature. Hit: 3 (1d6) lightning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 12 (+1) 8 (-1) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 12 (+1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 6 (-2) 12 (+1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 8 (-1)
Armor Class 10
Hit Points 120 (16d8 + 48)
Speed 30 ft.
Actions
Swallow. The pokemon attempts to swallow a Large or
smaller creature next to it. The target must succeed on a
DC 13 Dexterity saving throw or be swallowed and take 9
(2d8) acid damage. While swallowed, the creature is blinded
and restrained, and has total cover against attacks and
other effects outside the pokemon, and it takes 9 (2d8) acid
damage at the start of each of the pokemon’s turns.
A swallowed creature can make a DC 13 Strength saving
throw at the end of each of their turns, breaking free from
the pokemon on a success. Additionally, dealing 20 damage
or more on a single turn while swallowed by the pokemon
will cause it to spit up the swallowed creature.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 10 (+0) 6 (-2) 8 (-1) 4 (-3) 18 (+4) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
Pack Tactics. The pokemon has advantage on an attack roll Aqua Jet. The pokemon can Dash as a bonus action.
against a creature if at least one of the pokemon’s allies is
within 5 feet of the creature and the ally isn’t incapacitated. Rough Skin. A creature that hits or touches the pokemon
without protection takes 3 (1d6) piercing damage.
Rough Skin. A creature that hits or touches the pokemon
without protection takes 1 piercing damage. Skull Bash. If the pokemon swims at least 30 feet straight
toward a target and then hits it with a Crunch attack on the
Water Breathing. The pokemon can breathe only water. same turn, the target takes an extra 9 (2d8) bludgeoning
damage.
Actions Water Breathing. The pokemon can breathe only water.
Crunch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 3 piercing damage.
Actions
Multiattack. The pokemon makes two Crunch attacks.
STR DEX CON INT WIS CHA Crushing Attacks. When the pokemon makes a crush attack,
20 (+5) 6 (-2) 16 (+3) 6 (-2) 12 (+1) 8 (-1) all creatures within 5 feet of it must succeed on a DC 22
Dexterity saving throw or take 4 (1d8) bludgeoning damage.
Senses passive Perception 11
Languages Pokemon Hold Breath. The pokemon can hold its breath for 90
Challenge 3 (700 XP) minutes.
Actions
Hold Breath. The pokemon can hold its breath for 30 Heavy Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one
minutes. creature. Hit: 27 (4d8 + 9) bludgeoning damage.
Rollout. If the pokemon hit with a Slam attack during its last Water Spout. Ranged Weapon Attack: +7 to hit, range 60/120
turn, it deals an extra 4 (1d8) damage if it hits with a Slam ft., one creature. Hit: 22 (4d10) cold damage.
attack this turn.
Hydro Pump (Recharge 5-6). The pokemon shoots pressurized
Actions water in a line 10-feet wide and 100-feet long. All creatures
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one in the area must make a DC 22 Dexterity saving throw,
creature. Hit: 14 (2d8 + 5) bludgeoning damage. taking 27 (6d8) cold damage on a failed save, or half as
much damage on a successful one.
Water Spout. Ranged Weapon Attack: +7 to hit, range 30/60
ft., one creature. Hit: 9 (2d8) cold damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 10 (+0) 6 (-2) 6 (-2) 4 (-3) 18 (+4) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
Amnesia. The pokemon has advantage on Intelligence, Amnesia. The pokemon has advantage on Intelligence,
Wisdom, and Charisma saving throws. Wisdom, and Charisma saving throws.
Cooling Magma. If the pokemon takes cold damage or is Cooling Magma. If the pokemon takes cold damage or is
submerged in water, its speed is halved until the end of its submerged in water, its speed is halved until the end of its
next turn. next turn.
Shell Smash. At the start of its turn, the pokemon can gain
advantage on all melee weapon attack rolls during that turn,
but attack rolls against it have advantage until the start of its
next turn.
Actions
Multiattack. The pokemon makes two attacks.
Reactions
Withdraw. The pokemon adds 2 to its AC against one attack
that would hit it. To do so, the pokemon must see the
attacker.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 6 (-2) 14 (+2) 10 (+0) 6 (-2) 14 (+2) 10 (+0) 6 (-2) 20 (+5) 14 (+2)
Reactions
Magic Coat. When the pokemon is missed by a spell attack,
it can reflect the spell back at the caster as a reaction. The
reflected spell uses the original spellcasting attack modifier.
Armor Class 14
Hit Points 132 (24d6 + 48)
Speed 30 ft.
Actions
Multiattack. The pokemon makes two attacks.
Reactions
Sucker Punch. As a reaction, the pokemon makes a Dizzy
Punch against a creature that targets the pokemon with
a melee attack. This attack happens before the triggering
attack roll.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 6 (-2) 12 (+1) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 8 (-1)
Dragon Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., one Dragon Tail. The pokemon makes a Dragon tail attack.
creature. Hit: 11 (1d8 + 7) bludgeoning damage.
Fly. The pokemon flies up to its speed.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 8 (-1) 14 (+2) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
Sticky Barb. When a creature hits the pokemon with a melee Sticky Barb. When a creature hits the pokemon with a melee
attack using a body part, like a claw or fist, they take 3 (1d6) attack using a body part, like a claw or fist, they take 3 (1d6)
piercing damage. piercing damage.
Reactions
Sucker Punch. As a reaction, the pokemon makes a Needle
Arm attack against a creature that targets the pokemon with
a melee attack. This attack happens before the triggering
attack roll.
Armor Class 14
Hit Points 54 (12d6 + 12)
Speed 10 ft., fly 40 ft.
Critical Sky Attack. The pokemon scores a critical hit with Sky
Attack on an attack roll of 19-20.
Actions
Multiattack. The pokemon makes two Sky Attack attacks.
Swablu
Tiny monstrosity, ambition: to clean things Sky Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 7 (1d6 + 4) bludgeoning damage.
Armor Class 12
Hit Points 11 (6d4 - 4) Moonblast. Ranged Weapon Attack: +6 to hit, range 60/120
Speed 5 ft., fly 25 ft. ft., one creature. Hit: 9 (2d8) radiant damage.
STR DEX CON INT WIS CHA Refresh. The pokemon can immediately make a saving throw
2 (-4) 14 (+2) 8 (-1) 6 (-2) 6 (-2) 12 (+1) against one effect on it that can end.
Senses passive Perception 8 Perish Song (Recharge 6). The pokemon sings a deadly song.
Languages Pokemon All creatures that can hear the song and are within 60 feet
Challenge 1/4 (50 XP) of the pokemon must make a DC 15 Charisma saving throw.
On a failed save, they are doomed and must make a death
saving throw at the end of each of their turns, even if they
Mist. The pokemon can’t have disadvantage on ability are not dying. If they reach 3 failed death saving throws,
checks. they die.
On a successful saving throw, or once any of the death
saving throws are successful, they are no longer doomed
Actions and all death saving throws disappear. This is a death effect.
Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage.
Dragon Breath (Recharge 5-6). The pokemon exhales a mighty
gust of draconic energy in a 60-foot cone. All creatures in
Round. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one
the area must make a DC 15 Dexterity saving throw, taking
creature. Hit: 4 (1d8) thunder damage. If another creature
18 (4d8) force damage on a failed save, or half as much
has the ability to make this attack, they can immediately
damage on a successful one. A creature that fails the saving
make the attack as a reaction.
throw must succeed on a DC 11 Constitution saving throw
or be unable to make an attack or cast a spell on their next
Refresh. The pokemon can immediately make a saving throw
turn.
against one effect on it that can end.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 12 (+1) 6 (-2) 14 (+2) 8 (-1) 14 (+2) 20 (+5) 12 (+1) 6 (-2) 14 (+2) 8 (-1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 20 (+5) 6 (-2) 18 (+4) 16 (+3) 10 (+0) 10 (+0) 20 (+5) 6 (-2) 18 (+4) 16 (+3)
Minor Telekinesis. The pokemon can cast the mage hand Minor Telekinesis. The pokemon can cast the mage hand
cantrip at will. cantrip at will.
Actions Actions
Multiattack. The makes two Moonblast attacks. Multiattack. The makes two Solar Beam attacks.
Moonblast. Ranged Weapon Attack: +7 to hit, range 60/120 Solar Beam. Ranged Weapon Attack: +7 to hit, range 60/120
ft., one creature. Hit: 11 (2d10) radiant damage. ft., one creature. Hit: 11 (2d10) radiant damage.
Explosion. The pokemon explodes in a 30-foot radius burst. Explosion. The pokemon explodes in a 30-foot radius burst.
All creatures in the area must make a DC 15 Dexterity All creatures in the area must make a DC 15 Dexterity
saving throw, taking 27 (5d10) fire damage on a failed save, saving throw, taking 27 (5d10) fire damage on a failed save,
or half as much damage on a successful one. The pokemon’s or half as much damage on a successful one. The pokemon’s
hit points are reduced to 0 and it falls unconscious. hit points are reduced to 0 and it falls unconscious.
Psychic (Recharge 5-6). The pokemon assaults a target with Psychic (Recharge 5-6). The pokemon assaults a target with
psychic energy. One creature the pokemon can see within psychic energy. One creature the pokemon can see within
60 feet must make a DC 15 Wisdom saving throw, taking 60 feet must make a DC 15 Wisdom saving throw, taking
22 (4d10) psychic damage on a failed save, or half as much 22 (4d10) psychic damage on a failed save, or half as much
damage on a successful one. damage on a successful one.
Reactions Reactions
Cosmic Power. The pokemon adds 3 to its AC against one Cosmic Power. The pokemon adds 3 to its AC against one
attack that would hit it. To do so, the pokemon must see the attack that would hit it. To do so, the pokemon must see the
attacker. attacker.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 10 (+0) 6 (-2) 12 (+1) 4 (-3) 14 (+2) 12 (+1) 12 (+1) 6 (-2) 12 (+1) 4 (-3)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 6 (-2) 14 (+2) 8 (-1) 22 (+6) 12 (+1) 24 (+7) 6 (-2) 16 (+3) 10 (+0)
Saving Throws Con +7, Wis +4 Saving Throws Con +10, Wis +6
Senses passive Perception 12 Senses passive Perception 13
Languages Pokemon Languages Pokemon
Challenge 2 (450 XP) Challenge 7 (2,900 XP)
Amphibious. The pokemon can breathe air and water. Amphibious. The pokemon can breathe air and water.
Bubble Beam. Ranged Weapon Attack: +3 to hit, range 30/60 Multiattack. The pokemon makes two Vice Grip attacks.
ft., one creature. Hit: 11 (2d10) cold damage.
Vice Grip. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 15 (2d8 + 6) slashing damage and if the target
is a Medium or smaller creature, they are grappled (escape
DC 17).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 6 (-2) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 14 (+2) 6 (-2) 18 (+4) 14 (+2)
STR DEX CON INT WIS CHA Ingrain. The pokemon regains 10 hit points at the start of
14 (+2) 4 (-3) 12 (+1) 6 (-2) 14 (+2) 4 (-3) its turn as long as it has at least 1 hit point. If the pokemon
moves, this trait doesn’t function at the start of the
Skills Deception +1, Stealth +1 pokemon’s next turn.
Senses passive Perception 12
Languages Pokemon False Appearance. While the pokemon remains motionless, it
Challenge 1/4 (50 XP) is indistinguishable from an underwater flower.
Amphibious. The pokemon can breathe air and water. Suction Cups. The pokemon can’t be forcibly moved unless it
wishes to be.
Ingrain. The pokemon regains 5 hit points at the start of its
turn as long as it has at least 1 hit point. If the pokemon Actions
moves, this trait doesn’t function at the start of the Multiattack. The pokemon makes two constrict attacks.
pokemon’s next turn.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one
False Appearance. While the pokemon remains motionless, it creature. Hit: 6 (1d6 + 3) bludgeoning damage and if the
is indistinguishable from an underwater flower. target is a Large or smaller creature they are grappled
Suction Cups. The pokemon can’t be forcibly moved unless it (escape DC 13). The pokemon can grapple one creature at
wishes to be. a time.
Actions Wring Out. One creature the pokemon has grappled must
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one make a DC 13 Strength saving throw, taking 14 (4d6)
creature. Hit: 5 (1d6 + 2) bludgeoning damage and if the bludgeoning damage on a failed save, or half as much
target is a Large or smaller creature they are grappled damage on a successful one.
(escape DC 12). The pokemon can grapple one creature at
a time. Gastro Acid. The pokemon sprays acid at a creature it can
see within 30 feet. The target must succeed on a DC 13
Acid. The pokemon sprays acid at a creature it can see within Dexterity saving throw or take 9 (2d8) acid damage.
30 feet. The target must succeed on a DC 11 Dexterity
saving throw or take 4 (1d8) acid damage. Energy Ball. Ranged Weapon Attack: +5 to hit, range 30/60 ft.,
one creature. Hit: 10 (2d6 + 3) force damage.
Skills Perception +3
Senses passive Perception 13
Languages Pokemon
Challenge 1/4 (50 XP) Armaldo
Medium monstrosity, ambition: to crush with its claws
Amphibious. The pokemon can breathe air and water. Armor Class 20 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft., swim 15 ft.
Actions
Metal Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one STR DEX CON INT WIS CHA
creature. Hit: 5 (1d6 + 2) slashing damage. 18 (+4) 8 (-1) 16 (+3) 6 (-2) 14 (+2) 8 (-1)
Skills Perception +5
Senses passive Perception 15
Languages Pokemon
Challenge 6 (2,300 XP)
Actions
Multiattack. The pokemon makes a Metal Claw and Crush
Claw attack in any order.
Armor Class 8
Hit Points 4 (1d6 + 1)
Speed 5 ft., swim 20 ft.
Actions
Tackle. Melee Weapon Attack: +0 to hit, reach 5 ft., one
creature. Hit: 1 bludgeoning damage.
Gargantuan monstrosity, ambition: to soothe troubled hearts Captivate. The pokemon targets one creature it can see
within 30 feet of it. If the target can see the pokemon, the
Armor Class 18 (natural armor) target must succeed on a DC 24 Wisdom saving throw
Hit Points 348 (24d20 + 96) against this magic or be charmed by the pokemon. The
Speed 40 ft., swim 80 ft. charmed target regards the pokemon as a trusted friend to
be heeded and protected. Although the target isn’t under
STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 18 (+4) 6 (-2) 22 (+6) 30 (+10) the pokemon’s control, it defends it to the best of its ability.
Each time the pokemon or its companions do anything
harmful to the target, it can repeat the saving throw, ending
Saving Throws Con +10, Wis +12, Cha +16 the effect on itself on a success. Otherwise, the effect lasts
Skills Persuasion +16 24 hours or until the pokemon is destroyed, is on a different
Senses passive Perception 26 plane of existence than the target, or takes a bonus action
Languages Pokemon to end the effect.
Challenge 20 (25,000 XP)
Hydro Pump (Recharge 5-6). The pokemon blasts pressurized
water in a line 100 feet long and 5 feet wide. Creatures in
Amphibious. The pokemon can breathe air and water. the area must make a DC 20 Dexterity saving throw, taking
35 (10d6) cold damage on a failed save, or half as much
Aqua Ring. The pokemon regains 10 hit points at the start of damage on a successful one.
its turn as long as it has at least 1 hit point.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 8 (-1) 8 (-1) 6 (-2) 10 (+0) 8 (-1) 6 (-2) 10 (+0) 10 (+0) 6 (-2) 14 (+2) 8 (-1)
Forecast. The pokemon’s appearance and damage resistances Color Change. The pokemon’s skin can change colors. While
change depending on the weather. In bright, sunny weather motionless, it can use a bonus action to become invisible for
the pokemon gains fire resistance. In rainy weather, the as long as it remains motionless. The zigzag pattern on its
pokemon gains resistance to bludgeoning damage. In cold belly doesn’t change colors, however.
weather, the pokemon gains resistance to cold damage. In
normal, mild weather, the pokemon has no resistances. Actions
Lick. Melee Weapon Attack: +2 to hit, reach 10 ft., one
Actions creature. Hit: 3 (1d6) bludgeoning damage and if the target
Ember/Powder Snow/Water Gun. Ranged Weapon Attack: +2 is a Medium or smaller creature, they are grappled (escape
to hit, range 10/30 ft., one creature. Hit: 2 (1d4) damage of DC 10). The pokemon can only have one creature grappled
the same type of damage resistance it has through Forecast. at a time.
If the pokemon is in mild weather, it can’t use this action.
Scratch. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Rain Dance. The pokemon changes the weather within 1 creature. Hit: 3 (1d6) slashing damage.
mile. The weather becomes rainy for 1 hour.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 16 (+3) 3 (-4) 12 (+1) 12 (+1) 6 (-2) 14 (+2) 18 (+4)
Damage Resistances bludgeoning, piercing, and slashing Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks from nonmagical attacks
Damage Immunities poison Damage Immunities poison
Condition Immunities grappled, paralyzed, petrified, Condition Immunities grappled, paralyzed, petrified,
poisoned, prone, restrained poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 12
Languages Pokemon Languages Pokemon
Challenge 1 (200 XP) Challenge 4 (1,100 XP)
Cursed Body. When a creature touches the pokemon’s body Cursed Body. When a creature touches the pokemon’s body
or hits them with a melee attack while within 5 feet of them, or hits them with a melee attack while within 5 feet of them,
the target must succeed on a DC 13 Wisdom saving throw the target must succeed on a DC 14 Wisdom saving throw
or be unable to attack the pokemon until the end of their or be unable to attack the pokemon until the end of their
next turn. next turn.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 10 (+0) 6 (-2) 8 (-1) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 16 (+3)
Damage Resistances bludgeoning, piercing, and slashing Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks from nonmagical attacks
Damage Immunities poison Damage Immunities poison
Condition Immunities grappled, paralyzed, petrified, Condition Immunities grappled, paralyzed, petrified,
poisoned, prone, restrained poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 10
Languages Pokemon Languages Pokemon
Challenge 1/4 (50 XP) Challenge 4 (1,100 XP)
Incorporeal Movement. The pokemon can move through Incorporeal Movement. The pokemon can move through
other creatures and objects as if they were difficult terrain. other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an It takes 5 (1d10) force damage if it ends its turn inside an
object. object.
Reactions
Payback. When the pokemon is hit by an attack, it can make
a Shadow Punch attack against the attacker if they are
within the attack’s reach.
Natural Gift. The pokemon grows fruit from its body. It can
grow enough fruit to feed a single Medium sized creature
each day.
Actions
Multiattack. The pokemon makes two melee weapon attacks.
Actions
Astonish. The pokemon shouts loudly at one creature within
30 feet. The target must succeed on a DC 11 Charisma
saving throw or take 4 (1d8) thunder damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 6 (-2) 16 (+3) 12 (+1) 4 (-3) 8 (-1) 16 (+3) 6 (-2) 8 (-1) 6 (-2)
Actions
Justified. When the pokemon is hit by an attack, it has Charm. The pokemon gazes at a creature it can see within
advantage on its first attack roll against that target during its 60 feet. The target must succeed on a DC X Wisdom saving
next turn. throw or have disadvantage on attack rolls against the
pokemon until the end of the target’s next turn.
Actions
Multiattack. The pokemon makes a Slash and Bite attacks.
Reactions
Detect. The pokemon adds 2 to its AC against one attack
that would hit it. To do so, the pokemon must see the
attacker.
Snorunt Ice Body. The pokemon regains 10 hit points at the start of
its turn in snowing or hailing weather as long as it has at
Tiny monstrosity, ambition: to live under giant leaves in harmony
least 1 hit point.
Armor Class 10 Hail. The pokemon is surrounded by a hail storm. The
Hit Points 15 (6d4) area within a 30 feet radius of the pokemon is considered
Speed 20 ft. difficult terrain. The pokemon can activate or suppress this
ability as a bonus action.
STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 10 (+0) 6 (-2) 12 (+1) 12 (+1)
Actions
Damage Resistances cold Ice Fang. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses passive Perception 11 creature. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) cold
Languages Pokemon damage.
Challenge 1/8 (25 XP)
Ice Beam. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
one creature. Hit: 16 (3d10) cold damage and the target
Ice Body. The pokemon regains 5 hit points at the start of its must succeed on a DC 13 Constitution saving throw or be
turn in snowing or hailing weather as long as it has at least 1 restrained until the end of their next turn.
hit point.
Sheer Cold (Recharge 5-6). The pokemon creates an area
of absolute-zero cold at a point it can see within 60 feet.
Actions One creature within 5 feet of this point must make a DC
Ice Fang. Melee Weapon Attack: +2 to hit, reach 5 ft., one 13 Constitution saving throw. If the saving throw fails by
creature. Hit: 2 (1d4) piercing damage plus 2 (1d4) cold 5 or more, the creature is petrified in ice. Otherwise, on a
damage. failed save, they begin to turn to ice and are restrained. The
restrained creature must repeat the saving throw at the end
Ice Shard. Ranged Weapon Attack: +3 to hit, range 10/30 ft., of its next turn, becoming petrified on a failure or ending the
one creature. Hit: 2 (1d4) piercing damage plus 2 (1d4) cold effect on a success. The petrification lasts until the creature
damage. is freed by the greater restoration spell or other magic.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 12 (+1) 6 (-2) 10 (+0) 6 (-2) 22 (+6) 10 (+0) 20 (+5) 6 (-2) 14 (+2) 10 (+0)
Reactions
Defense Curl. The pokemon adds 2 to its AC against one Actions
attack that would hit it. To do so, the pokemon must see the Multiattack. The pokemon makes two Ice Fang attacks.
attacker.
Ice Fang. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8)
cold damage. The pokemon can move up to its speed after
Sealeo making the attack.
Small monstrosity, ambition: to examine things with its nose
Blizzard (Recharge 5-6). The pokemon conjures a blizzard at
a point it can see within 100 feet that fills a column with a
Armor Class 4
height of 100 feet and radius of 15 feet. All creatures in the
Hit Points 55 (10d6 + 20)
area must make a DC 13 Dexterity saving throw, taking 27
Speed 15 ft., swim 30 ft.
(6d8) cold damage on a failed save, or half as much damage
STR DEX CON INT WIS CHA on a successful one. A creature that fails the saving throw is
16 (+3) 10 (+0) 14 (+2) 6 (-2) 12 (+1) 8 (-1) restrained by ice until the end of their next turn.
Actions
Ice Ball. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8)
cold damage. The pokemon can move up to its speed after
making the attack.
Reactions
Defense Curl. The pokemon adds 2 to its AC against one
attack that would hit it. To do so, the pokemon must see the
attacker. HOENN POKEDEX |PIRATE GONZALEZ GAMES
57
Clamperl Huntail
Tiny monstrosity, ambition: to make a magnificent pearl Medium monstrosity, ambition: to lure prey with a bait tail
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 2 (-4) 16 (+3) 6 (-2) 8 (-1) 6 (-2) 16 (+3) 14 (+2) 12 (+1) 6 (-2) 14 (+2) 6 (-2)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 8 (-1) 20 (+5) 10 (+0) 24 (+7) 6 (-2) 18 (+4) 4 (-3)
Senses darkvision 60 ft., passive Perception 12 Damage Resistances bludgeoning, piercing, and slashing
Languages Pokemon from nonmagical attacks
Challenge 3 (700 XP) Senses darkvision 60 ft., passive Perception 14
Languages Pokemon
Challenge 11 (7,200 XP)
Dive. If the pokemon moves at least 15 feet straight toward
a target and then hits it with a Crunch attack on the same Swift Swim. The pokemon can Dash as a bonus action when
turn, the target takes an extra 4 (1d8) piercing damage. swimming.
Water Breathing. The pokemon can breathe only water. Water Breathing. The pokemon can breathe only water.
Actions Actions
Multiattack. The pokemon makes two attacks: one with its Multiattack. The pokemon makes two Head Smash attacks.
Impale and one with its Aqua Tail. It can’t make both attacks
against the same target. Head Smash. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 19 (4d6 + 5) bludgeoning damage.
Impale. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 10 (+0) 10 (+0) 6 (-2) 8 (-1) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 6 (-2) 8 (-1) 8 (-1)
Actions
Ember. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one
creature. Hit: 10 (3d6) fire damage.
Dragon Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., Wing Attack (Costs 2 Actions). The pokemon beats its wings.
one creature. Hit: 11 (1d8 + 7) bludgeoning damage. Each creature within 10 feet of the pokemon must succeed
on a DC 19 Dexterity saving throw or take 14 (2d6 + 7)
Ember. Ranged Weapon Attack: +11 to hit, range 30/90 ft., bludgeoning damage and be knocked prone. The pokemon
one creature. Hit: 22 (4d10) fire damage. can then fly up to half its flying speed.
Metang
Small monstrosity, ambition: to manipulate the magnetic field
Actions
Multiattack. The pokemon makes two Metal Claw attacks.
Armor Class 20 (natural armor) Hammer Arm. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Hit Points 276 (24d8 + 168) one creature. Hit: 16 (2d8 + 7) bludgeoning damage.
Speed 30 ft., burrow 10 ft.
Zap Cannon. Ranged Weapon Attack: +6 to hit, range 60/180
STR DEX CON INT WIS CHA ft., one creature. Hit: 33 (6d10) lightning damage and the
24 (+7) 10 (+0) 24 (+7) 10 (+0) 20 (+5) 18 (+4) target must succeed on a DC 21 Constitution saving throw
or be paralyzed until the end of their next turn.
Saving Throws Wis +11
Damage Resistances fire, poison Hyper Beam (Recharge 5-6). The pokemon fires a powerful
Condition Immunities charmed, frightened, exhaustion, beam in a line 100-feet long and 10-feet wide. All creatures
paralyzed, petrified in the area must make a DC 21 Dexterity saving throw,
Senses passive Perception 15 taking 45 (10d8) force damage on a failed save, or half as
Languages Pokemon much damage on a successful one.
Challenge 18 (20,000 XP)
Legendary Actions
The pokemon can take 3 legendary actions, choosing from
Legendary Resistance (3/Day). If the pokemon fails a saving the options below. Only one legendary action option can be
throw, it can choose to succeed instead. used at a time and only at the end of another creature’s turn.
The pokemon regains spent legendary actions at the start of
Rejuvenation. If its body is near rocks, a destroyed pokemon its turn.
gains a new body in 1d10 days, regaining all its hit points
and becoming active again. The new body appears within 5 Lock On. The pokemon takes aim at a creature or object it
feet of its corpse. can see within 100 feet. The pokemon’s next attack against
the target automatically hits.
Sturdy. If damage reduces the pokemon to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the Rocky Regeneration. The pokemon picks up some rocks to
damage taken, unless the damage is from a critical hit. On a incorporate back into its body. The pokemon regains 20 hit
success, the pokemon drops to 1 hit point instead. points.
Armor Class 20 (natural armor) Hammer Arm. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Hit Points 276 (24d8 + 168) one creature. Hit: 16 (2d8 + 7) bludgeoning damage.
Speed 30 ft., burrow 10 ft. (ice only)
Ice Beam. Ranged Weapon Attack: +6 to hit, range 60/180
STR DEX CON INT WIS CHA ft., one creature. Hit: 33 (6d10) cold damage and the target
24 (+7) 10 (+0) 24 (+7) 10 (+0) 20 (+5) 18 (+4) must succeed on a DC 21 Constitution saving throw or be
petrified until the end of their next turn.
Saving Throws Wis +11
Damage Resistances cold Hyper Beam (Recharge 5-6). The pokemon fires a powerful
Condition Immunities charmed, frightened, exhaustion, beam in a line 100-feet long and 10-feet wide. All creatures
paralyzed, petrified in the area must make a DC 21 Dexterity saving throw,
Senses passive Perception 15 taking 45 (10d8) force damage on a failed save, or half as
Languages Pokemon much damage on a successful one.
Challenge 18 (20,000 XP)
Legendary Actions
The pokemon can take 3 legendary actions, choosing from
Legendary Resistance (3/Day). If the pokemon fails a saving the options below. Only one legendary action option can be
throw, it can choose to succeed instead. used at a time and only at the end of another creature’s turn.
The pokemon regains spent legendary actions at the start of
Rejuvenation. If its body is near ice, a destroyed pokemon its turn.
gains a new body in 1d10 days, regaining all its hit points
and becoming active again. The new body appears within 5 Lock On. The pokemon takes aim at a creature or object it
feet of its corpse. can see within 100 feet. The pokemon’s next attack against
the target automatically hits.
Sturdy. If damage reduces the pokemon to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the Icy Regeneration. The pokemon picks up some ice to
damage taken, unless the damage is from a critical hit. On a incorporate back into its body. The pokemon regains 20 hit
success, the pokemon drops to 1 hit point instead. points.
Armor Class 20 (natural armor) Hammer Arm. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Hit Points 276 (24d8 + 168) one creature. Hit: 16 (2d8 + 7) bludgeoning damage.
Speed 30 ft., burrow 10 ft.
Flash Cannon. Ranged Weapon Attack: +6 to hit, range
STR DEX CON INT WIS CHA 60/180 ft., one creature. Hit: 33 (6d10) cold damage and the
24 (+7) 10 (+0) 24 (+7) 10 (+0) 20 (+5) 18 (+4) target must succeed on a DC 21 Constitution saving throw
or be blinded until the end of their next turn.
Saving Throws Wis +11
Damage Resistances psychic Hyper Beam (Recharge 5-6). The pokemon fires a powerful
Damage Immunities bludgeoning, piercing, and slashing beam in a line 100-feet long and 10-feet wide. All creatures
from nonmagical attacks in the area must make a DC 21 Dexterity saving throw,
Condition Immunities charmed, frightened, exhaustion, taking 45 (10d8) force damage on a failed save, or half as
paralyzed, petrified much damage on a successful one.
Senses passive Perception 15
Languages Pokemon Legendary Actions
Challenge 19 (22,000 XP) The pokemon can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
Legendary Resistance (3/Day). If the pokemon fails a saving used at a time and only at the end of another creature’s turn.
throw, it can choose to succeed instead. The pokemon regains spent legendary actions at the start of
its turn.
Rejuvenation. If its body is near rocks, a destroyed pokemon
gains a new body in 1d10 days, regaining all its hit points Lock On. The pokemon takes aim at a creature or object it
and becoming active again. The new body appears within 5 can see within 100 feet. The pokemon’s next attack against
feet of its corpse. the target automatically hits.
Sturdy. If damage reduces the pokemon to 0 hit points, it Iron Defense. The pokemon gains a +2 bonus to AC until the
must make a Constitution saving throw with a DC of 5 + the start of its next turn.
damage taken, unless the damage is from a critical hit. On a
success, the pokemon drops to 1 hit point instead. Flash Cannon. The pokemon makes a Flash Cannon attack.
Armor Class 15
Hit Points 120 (16d8 + 48)
Speed 10 ft., fly 80 ft. (hover)
Skills Insight +6
Damage Resistances psychic
Senses passive Perception 13
Languages Pokemon, Common, telepathy 60 ft.
Challenge 5 (1,800 XP)
Actions
Luster Purge. The pokemon lets loose a damaging burst of
light. All creatures within a 10-foot radius of the pokemon
must make a DC 15 Dexterity saving throw, taking 18 (4d6
+ 4) radiant damage on a failed save, or half as much damage
on a successful one.
Armor Class 15
Hit Points 120 (16d8 + 48)
Speed 10 ft., fly 40 ft. (hover)
Skills Insight +6
Damage Resistances psychic
Senses passive Perception 13
Languages Pokemon, Common, telepathy 60 ft.
Challenge 5 (1,800 XP)
Actions
Multiattack. The pokemon makes two Mist Ball attacks.
Armor Class 18 (natural armor) Body Slam. Melee Weapon Attack: +17 to hit, reach 5 ft., one
Hit Points 372 (24d10 + 240) creature. Hit: 23 (2d12 + 10) bludgeoning damage.
Speed 20 ft., swim 60 ft.
Aqua Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 6 (-2) 20 (+5) 20 (+5) creature. Hit: 19 (2d8 + 10) bludgeoning damage.
Armor Class 18 (natural armor) Ancient Power. Melee Weapon Attack: +17 to hit, reach 5 ft.,
Hit Points 372 (24d10 + 240) one creature. Hit: 23 (2d12 + 10) bludgeoning damage.
Speed 30 ft., burrow 30 ft.
Lava Plume. Ranged Weapon Attack: +17 to hit, range 60/180
STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 6 (-2) 20 (+5) 20 (+5) ft., one creature. Hit: 22 (4d10) fire damage.
Armor Class 19 (natural armor) Crunch. Melee Weapon Attack: +14 to hit, reach 10 ft., one
Hit Points 324 (24d10 + 240) creature. Hit: 20 (3d8 + 7) piercing damage.
Speed 30 ft., fly 80 ft. (hover)
Air Slash. Ranged Weapon Attack: +14 to hit, range 60/180 ft.,
STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 6 (-2) 22 (+6) 28 (+9) one creature. Hit: 22 (4d10) slashing damage.
Armor Class 14 Healing Wish. The pokemon is reduced to 0 hit points and
Hit Points 50 (20d4) falls unconscious. One creature of its choice within 60 feet
Speed 10 ft., fly 30 ft. (hover) is restored to their hit point maximum and has all conditions
and effects on them ended.
STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 10 (+0) 6 (-2) 14 (+2) 22 (+6)
Legendary Actions
Saving Throws Dex +6, Wis +4 The pokemon can take 3 legendary actions, choosing from
Senses passive Perception 12 the options below. Only one legendary action option can be
Languages Pokemon used at a time and only at the end of another creature’s turn.
Challenge 3 (700 XP) The pokemon regains spent legendary actions at the start of
its turn.
Legendary Resistance (3/Day). If the pokemon fails a saving Doom Desire: Stage 1. The pokemon targets a creature it can
throw, it can choose to succeed instead. see within 60 feet with doom. Only one creature can be
doomed at a time.
Wish (1/Day). The pokemon can cast the wish spell as an
action, requiring no components. Doom Desire: Stage 2. Doom comes closer to a creature that
was targeted by Doom Desire: Stage 1. The pokemon can
only use this action after using Doom Desire: Stage 1.
Actions
Confusion. One creature the pokemon can see within 60 feet Doom Desire: Final. The doomed creature is blasted with a
must succeed on a DC 16 Wisdom saving throw or take 20 concentrated bundle of light. The target must succeed on
(4d6 + 6) psychic damage. A creature that fails the saving a DC 16 Dexterity saving throw, taking 21 (6d6) radiant
throw has disadvantage on their next attack roll before the damage on a failed save, or half as much damage on a
end of their next turn. successful one. The pokemon can only use this action after
using Doom Desire: Stage 2. The target is no longer doomed.
Gravity. The pokemon intensifies gravity around it for 1
minute. The area within a 100-foot radius around the