Oak's Parcel
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Adventure Overview One of the main quests in this adventure will require the
players to go out and catch a variety of different species of
The World of Pokémon is a dangerous place, full of Pokémon. Players will roll on a random table (shown on page
wonderfully unique creatures and determined trainers who 3) to determine which Pokémon they encounter. For
raise them for battle or companionship. organizational purposes, the stat blocks of each of these
possible Pokémon are in the appendix at the end of this
Headquartered in his lab in Pallet Town, Professor Oak manual.
gets word that an important package has arrived for him in
Veridian City. Much too busy with his own work, he seeks out Beginning the Session
the help of a few up-and-coming trainers to fetch it for him.
DMs should have the players create level 1 trainers without a
The road to Veridian is paved with difficulties, however. Pokédex, selecting a Specialization and Starter Pokémon
Strange beasts hide in the trees and the tall grass - and an with a Nature of their choice. The Starters they can choose
evil lurks in the shadows, waiting for the right moment to from include any Pokémon of Species Rating 1/2 or lower.
reveal itself... The players will be given their Starter by Professor Oak, so
should not be woven into any of the players backstories.
Using This Adventure
Encourage players to think up interesting characteristics of
The text below is meant to guide you through a single session their trainers and how they may know each other.
of about four hours, introducing your players to the system
through character creation, battles, and catching mechanics. Manual and Links
This one-shot adventure is written assuming a party of 3 - 4 For quick reference, here is a link to the Pokémon 5e PHB
players, but can handle more by simply increasing the and other handy resources you may need.
number of Pokémon encountered in random encounter and Pokémon 5e Manual: https://drive.google.com/open?
trainer battle sessions, or by increasing the level of the same id=1xj2sE7hfOM7nRs50Lk_Qb2vR9yC7ev3C
number of Pokémon in the text. Printable Trainer Sheet: https://drive.google.com/open?
id=1t8xaYHpbdWxlfMQz_L4sjngdicy9duNs
The majority of this guide will be an outline of the Printable Pokémon Sheet: https://drive.google.com/open?
adventure, but occasionally there will be snippets of id=1NCxesOyhTTIL0tY-RsE19LTgtydlKOwf
descriptions or encounters that you should read aloud.
Important things to read aloud your players will be
in boxes like this one.
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Chapter 1: The Lab Oak thanks the trainers for being willing to help him, and
offers them a ₱ 5,000 reward, with ₱ 500 up front for each of
To begin the adventure, the trainers should receive some sort them.
of notice from Professor Oak about the help he needs. This His request is two-fold:
can take the form of a letter sent to the trainers, a flyer on a 1. A very important package (A prototype for a brand new,
Pallet Town bulletin board, an overheard rumor, etc. Think
about your players backstories and what would work best, state-of-the-art Pokédex) has arrived for him at the
but eventually they should all end up at Oak's Lab around the Pokémart in Veridian City, just a few miles north of Pallet
same time. Town. He needs them to retrieve it and bring it back to
him, and he is much too busy with is work to go himself.
The stone steps up to Oak's lab are steep and As the world outside Pallet Town is a dangerous one, he is
numerous. You lose count after 157, but as you willing to let them borrow one of his own Pokémon to
catch your breath and finally reach the top, the help them on their quest (the Starters the players have
open doors and constant hum of computers chosen).
welcomes you inside. 2. He has heard rumors that many new Pokémon have been
Arranged on the walls on either side of you are seen in the local area. He requests that each of them catch
cabinets full of beakers, test tubes, microscopes a Pokémon and bring it back so he can study it before
and other laboratory equipment, book cases full of releasing it back into the wild. An extra reward of ₱ 200
thick encyclopedias, and huge consoles with black will be given for each Pokémon they catch.
screens and flashing panels. Neatly arranged on the Oak gives them each a Potion, ₱ 500 up front, and 5
black and white tile floor are wide desks where Pokéballs and is eager for them to get out of town and start
Oak's assistants work diligently on science their adventure. He tells them to take the northern Route 1 to
experiments, pour over the pages of large manuals, Veridian City, and that wild Pokémon can be found in the tall
or mindlessly read text from the computer screens grass or in the trees off the path, so they should be careful to
that you cannot comprehend. stay away from those areas if things get rough.
On the far end of the lab, a tall, grey-haired man in There is a Pokécenter in Pallet Town that they can always
a white coat studies over a table arranged with a return to if their Pokémon faints, and another one once they
collection of Pokéballs - the famous Professor Oak. reach Veridian City.
Roleplaying Professor Oak
Professor Oak is an eccentric man in his mid-50s who has
dedicated his life to the study of Pokémon. He is very excited
about the creatures and is eager to learn anything and
everything he can about them. The Professor is extremely
intelligent - so much so that his speech is often quick and full
of big words that may go over the head of the trainers. Even
so, he is kind-hearted and slow to anger, unless someone is
interrupting his precious Soap Opera-watching time.
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Chapter 2: Route 1 This part of the adventure is set to have a very "open-world"
feel to it. The trainers know they have been instructed to seek
Once the trainers have gotten acquainted with each other and out and catch Pokémon, so encourage them to decide where
their Starters, they should be ready to start their journey they want to go first, and if they want to split up or stay
north through Route 1 to Veridian City. together. They may soon find out that sticking together is the
best course of action.
A long, winding dirt path stretches out before you, There are two main terrain types within which they can
curving up and down along a series of rolling hills search for Pokémon on this route: Grass and Forest. Here
underneath a clear, sunny sky. The landscape is full we've provided a random encounter table to help manage
of fields of tall grass, spotted with trees and the possible encounters in either terrain type. You may choose to
occasional thick patch of forest. In the distance, tall roll these yourself, or have the players roll them and record
snow-capped peaks of a majestic mountain range the result.
loom on the horizon. Stat blocks for the Pokémon within each encounter can be
Flocks of winged Pokémon dart from tree to tree found in the Appendix. The DC to catch each of these
as the tall grass ebbs and flows with the movement Pokemon is 11 + Remaining HP/10 (rounded down), with the
of wind and the small creatures that play within. exception of Gastly whose DC is 14 + Remaining HP/10
(rounded down), and Beedrill, who is uncatchable at the
trainer's current level.
Grass Encounter
A group of three Rattata pounce on the unsuspecting party from the grass
d100 A female and male Nidoran are in the middle of a stare-off, about to butt heads
01-10
11-20 A Caterpie is being pulled in both directions by a Pidgey and Spearow
21-30 The trainers stumble upon a small pond, where a pair of Poliwag are sunbathing
31-40
41-50 The trainers interrupt an Ekans about to make a meal out of a Sentret
51-60 A pair of Zigzagoon ruffle through a bag dropped by a previous trainer. The bag contains a Revive.
61-70
71-80 Two holes are dug into the ground close by each other, a pair of Sandshrew sleeping inside
81-90 The trainers stumble upon a creek, where the hear a Psyduck desperately try to get a Krabby off its bill.
91-100
A male and female Pikachu play a game of tag amidst the grass
A Growlithe and Vulpix are in intense battle, creating a clearing of charred leaves and smoldering grass
Forest
d100 Encounter
01-10 The trainers stumble across a thick web where two Spinarak wait for prey
11-20 Something shiny (Gold Nugget) is seen in the center of a wasps nest, currently occupied by an angry Beedrill
21-30 A pair of Mankey chase each other amongst the trees above
31-40 A pair of Bellsprout are increasingly frustrated at each other as they try to pull apart their tangled vines.
41-50 The trainers stumble across a creek where a hungry HootHoot watches over a pair of Surskit skip along the surface
51-60 The trainers nearly run into a pair of sleeping Slakoths that hang from a thick branch
61-70 The trainers are attacked by three Nincada who leap from the trees
71-80 The trainers stumble into a swampy bog, where two Paras attack the intruders
81-90 The trainers come across an old, makeshift cemetery haunted by a single Gastly
91-100 A pair of Treecko watch the party pass by as they cling to the trees, waiting to strike
The players should run through a few or many of these encounters until each of them has caught a Pokémon for Oak's second
task. After a few encounters, allow players to level all their Pokémon to level two. If they choose to head straight for Veridian
City along the path before everyone has caught a Pokémon, some of the encounters can be moved to Chapter 4: The Road Home.
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Chapter 3: Veridian City Pokécenter
The Veridian City Pokémon Center is a great place for the
When the trainers have had several Pokémon encounters and trainers to visit after the long journey through Route 1, where
are ready for a rest, allow them to level all their Pokémon they will surely want to heal their Pokémon. You should let
to level two, and lead them forward into Veridian City. them decide what to do naturally, but may want to encourage
them to visit this place before the Pokémart (you will see why,
At long last, you've made it to Veridian City. The shortly). Ways to do this include:
sun cast shadows off the old buildings and across
the cobbled streets. You would guess by its Having them run into Nurse Joy as she returns from lunch
position that it must be mid-afternoon. A wooden Roleplaying their Pokémon feeling tired/injured/needing a
sign reading 'The City of Evergreen' points the way break
left and right to several locations of interest Describing it as a location they see right as they walk into
including a Pokécenter and Pokémart. the city
The city bustles with activity underneath the
afternoon sun. Men and women work in their yards A pair of glass doors slides open, welcoming you
as children play with each other and their small into the Pokémon Center. Behind a long counter
Pokémon in the Town Square. stands a tall woman dressed in a pink apron, her
name-tag reading "Joy". A large pink, egg-shaped
The people of Veridian are friendly and willing to strike up Pokémon stands at her side, smiling from ear to
conversation with the trainers as they enter. A few rumors ear.
can be told from the mouths of children and adults alike, if
the players decide to make conversation with the locals. Joy will heal the trainer's Pokémon free of charge, and as
often as they like while they are in the city.
They say the S.S. Anne is back in service after a long Pokémart
hiatus. No one here can afford the ticket, however. The Pokémart in Veridian City is where Trainers can
There have been rumbles coming from the mountain to purchase essential items for their adventures. When the
the north, but large boulders have fallen from the cliffs trainer's enter the space for the first time, however, they
and block any passage through Veridian Forest. The witness a crime in progress.
townspeople are waiting for the National Guard to come
clear them out. As the doors to the Pokémart open, you hear a
Legend has it that an incredibly rare bird has been seen struggle from inside. A man dressed in black
entering and exiting Mount Moon at night. No one has any wrestles something away from the shopkeeper and
proof, but the Pokémon in that area have started acting sprints out the back door with another woman, a
strange. plain Red "R" emblazoned on the back of their
Rumors of Team Rocket's return have surfaced. People in jackets.
Celadon city have reported an increasing number of The shopkeeper shouts out for help as you watch
missing Pokémon lately. the two disappear. "Stop him! That's for Professor
All in all, these rumors mean nothing, but may offer some Oak!"
interesting conversation for the party. Feel free to make up
your own. Giving chase, the trainers should catch up with the Team
Rocket members in no time, as the back of the Pokémart is
simply a long alley that ends in a tall wooden fence.
Roleplaying Rocket Grunts
The Team Rocket Grunt male is a purple-haired man with a
dimwitted personality (+0 initiative) while the woman is red-
headed and easy-to-anger (+2 initiative). They were sent to
steal Professor Oak's parcel from the Pokémart, and are
determined to get away with it for fear of what their boss,
Giovani, will do to them if they return empty-handed. Giovani
doesn't know what's in the parcel, but knows Professor Oak
is a genius when it comes to Pokémon technology, so he is
sure whatever the package is will help him with whatever evil
plans he is concocting.
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Male Grunt Carried Pokémon Female Grunt Carried Pokémon
Grimer Meowth
Small Poison Type | Level 2 Tiny Normal Type | Level 2
Armor Class: 12 Armor Class: 13
Hit Points: 27 Hit Points: 20
Speed: 15ft. walking Speed: 30ft. walking, 30ft. climbing
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 16 (+3) 6 (-2) 10 (+0) 8 (-1) 10 (+0) 15 (+2) 10 (+0) 8 (-1) 10 (+0) 12 (+1)
Saving Throws: Constitution Saving Throws: Dexterity, Charisma
Vulnerabilities: Ground, Psychic Vulnerabilities: Fighting
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: None
Stench: When this Pokémon is hit by a melee attack, Immunities: Ghost
roll a d10. On a 10, the attacker flinches. Limber: This Pokémon is immune to being
Poison Gas: Grimer releases a toxic cloud of paralyzed.
poisonous gas in a 10 foot radius, centered on a Growl: Meowth targets a Pokémon with an
point within range. Any creature that starts their turn intimidating growl. The target must make a DC 11
in this area must succeed on a DC 12 CON save, WIS save. On a fail, it adds -1 to any attack it makes
taking 1d6+3 poison damage and becoming for the duration. This modifier can be stacked if it
poisoned on a fail, or half as much damage without fails multiple growl saves, up to a maximum of -5.
being poisoned on a save. Scratch: Melee attack. +4 to hit. Meowth slashes out
Pound: Melee attack. +4 to hit. Grimer attempts to at a Pokémon in range, dealing 1d6+3 normal
crush an opponent with a pound attack, dealing damage on a hit.
1d6+2 normal damage on a hit.
Koffing
Zubat
Tiny Poison Type | Level 1
Small Poison/Flying Type | Level 1 Armor Class: 14
Armor Class: 12 Hit Points: 18
Hit Points: 17 Speed: 0ft. walking, 20ft. flying
Hit Dice: d6
Speed: 5ft. walking, 25ft. flying STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
STR DEX CON INT WIS CHA Saving Throws: Constitution
10 (+0) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 8 (-1) Vulnerabilities: Ground, Psychic
Saving Throws: Dexterity Resistances: Bug, Fairy, Fighting, Grass, Poison
Vulnerabilities: Electric, Ice, Psychic, Rock Poison Gas: Koffing releases a toxic cloud of
Resistances: Bug, Fairy, Fighting, Grass, Poison poisonous gas in a 10 foot radius, centered on a
Immunities: Ground point within range. Any creature that starts their turn
Absorb: Melee attack. +4 to hit. You attempt to in this area must succeed on a DC 12 CON save,
absorb some of an enemy’s health. On a hit, the taking 1d6+3 poison damage and becoming
Pokémon takes 1d6+2 grass damage. Half the poisoned on a fail, or half as much damage without
damage done is restored by the user. being poisoned on a save.
Tackle: Melee attack roll. +4 to hit. 1d4+2 damage.
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If the Players Defeat the Grunts Chapter 4: The Road Home
The Grunts drop the parcel and promise revenge before
hopping over the fence and making their escape. As a By the time the trainers leave the Pokémart, its late
reward for battling, allow the players to level each of their afternoon. Make them aware that there is not much daylight
Pokémon to level three. left if they want to make it back to Pallet Town before
nightfall. They will probably want to revisit the Pokécenter to
If the Players are Defeated heal up before heading back down Route 1.
The Grunts flee the scene with the parcel in hand. The
shopkeeper runs out into the back alley with a sigh of relief, Any other attempt to leave Veridian City other than through
holding a package in his hands. The Grunts had stolen a Route 1 should be met with "blockades": The boulders
decoy! As a reward for battling, allow the players to level blocking the way to Veridian Forest, tall guarded walls
each of their Pokémon to level three. leading to Indigo Plateau, closed businesses and gyms now
that the day is late, etc.
Team Rocket taken care of either way, the trainers are free to The players, at some point, may wish to open Oak's Parcel to
take a look at the Pokémart's wares. The shopkeeper is so see what is inside. Inside is a prototype for a state-of-the-art
thankful for their help, he actually gives them a discount! The Pokédex unlike any other. Ask for an Investigation check for
following items can be purchased: anyone wishing to examine it. The Pokédex technology has
been updated with the ability to recognize and categorize all
Item Description Price Pokémon from the Johto and Hoenn regions, as opposed to
Potion Restores 2d4+2 HP ₱ 100 just Kanto. It also now contains a receiver for video calls, and
Pokéball Used to catch Pokémon ₱ 150 a direct connection to ones PC for easy access to Pokémon
Antidote ₱ 100 Storage System on the road without the need to visit a
Paralyze Heal Cures Poison ₱ 100 Pokécenter.
Awakening Cures Paralysis ₱ 100
Wakes from Sleep The road back should be quicker than the way in. If the
players want to seek out more Pokémon in the forest or the
grass, simply choose one of the scenarios from Chapter 2
that they did not encounter before.
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Chapter 5: Oak in Trouble Giovanni's Nidoqueen
As the trainers return to Pallet Town, the sun has set. Medium Poison/Ground Type | Level 10
The remainder of your journey is uneventful as the Armor Class: 16
sun sets over the hills of Route 1 and Pallet Town Hit Points: 92
comes back into view. The street lamps are lit, and Hit Dice: d12
a cool breeze comes off the southern part of town, Speed: 30ft. walking
making its way through the slowly emptying
streets. STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 6 (-2) 13 (+1) 10 (+0)
If the players did some exploring on the way back, they may
want to visit a Pokécenter. The Pokécenter in Veridian and Proficient Skills: Perception, Survival
Pallet Town are almost identical, with the same Nurse Joy Saving Throws: Constitution, Strength
and Chansey. Vulnerabilities: Ground, Ice, Psychic, Water
Soon enough they will want to head straight for Oak's Lab to Resistances: Fairy, Fighting, Fire, Bug, Poison
deliver the Parcel. Immunities: Electric
You make the grueling climb once again up to Held Item:
Professor Oak's lab, but upon attempting to open
the large metal doors, you find them locked shut. Scope Lens: This Pokémon's critical hit range
increases by +1.
The doors are locked because Team Rocket is inside, holding
Oak and all his assistants captive! It turns out the Grunts Rivalry: This Pokémon adds its proficiency bonus to
were either not a fan of losing the battle or not a fan of being damage when attacking a Pokémon of the same
duped by a fake package, depending on how the end of type.
Chapter 3 went. The Grunts have returned with a vengeance, Poison Point: On melee attacks made by this
and they've got their boss with them. Pokémon, roll a d10 on a hit. On a result of a 10,
the target is poisoned.
The lock on the door to Professor Oak's lab can be picked Sheer Force: This Pokémon adds its proficiency
with DC 18 Sleight of Hand check, but can only be attempted bonus to damage rolls while poisoned, burned,
twice before breaking the lock. Any trainer with an active confused, or paralyzed.
Pokémon proficient in the Sleight of Hand skill has
advantage on the roll. Another option is to allow them to bust Moves
the door with a DC 20 Strength check, but that will instantly
alert Team Rocket inside who will come to fight. Double Kick (15 PP): Melee attack. +8 to hit.
Nidoqueen strikes twice with two devastating kicks.
Professor Oak's lab has several large windows on all sides, Make two melee attack rolls, dealing 1d10 + 4
8 feet off the ground and 10 feet high. An open window can fighting damage on each successful hit.
be found with a DC 14 Investigation check, but will require Poison Sting(15 PP): Melee attack. +8 to hit.
the trainers to come up with an interesting plan to get up to Nidoqueen strikes out at a Pokémon with a
it, most likely requiring a DC 15 Acrobatics or Athletics poisonous sting. Make a melee attack roll against a
check. target, dealing 1d8 + 6 poison damage on a hit. If
the natural attack roll is 18 or more, the Pokémon is
If they attempt to sneak their way in, no matter how they do poisoned.
it, the trainers spot several of Professor Oak's assistants tied Ice Beam (5 PP): 120 ft ranged attack. +8 to hit.
up along the floor and chairs, with the same two Grunts from Nidoqueen sends a concentrated beam of freezing
before frantically working on the computers on either side of ice at a single Pokémon in range. Make a ranged
the lab to try and find the prototype blueprints. At the far end, attack roll, doing 3d10 + 3 ice damage on a hit, and
Professor Oak is in the clutches of a Nidoqueen, standing forcing the target to make DC 15 CON save or
before a tall man in black with slicked back, black hair. The become frozen.
man is Giovanni (+3 initiative). Tail Whip (15 PP): 100 ft range. Nidoqueen shakes
her tail at an enemy Pokémon, distracting it and
Allow your players to get creative with how they handle the opening up its defenses. The Pokémon must make a
situation at hand, allowing them to attempt to knock out a DC 15 WIS save. On a fail, it adds +1 to any attack
trainer using stealth (Trainer laws are a little more lenient against the target for 1 minute.
when going against evil teams), but ultimately when they are
noticed, Giovanni will whip around and engage in battle with
his Nidoqueen as the Grunts watch from the side. If the
trainers did not defeat the Grunts earlier in the adventure,
they may have remaining Pokémon to add to the mix...
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Chapter 6: Wrap Up
With Giovanni and the Rocket Grunts taking care of, they blast off and flee the scene, swearing revenge. Professor Oak dusts
himself off and thanks the trainers for their help. He offers them the original reward for bringing back the prototype, but as an
added bonus, allows them to keep their starting Pokémon and all others they caught along the way, as long as he can spend a few
hours with them studying their habits and skills.
Oak promises them that once his prototype is completed and fully tested, he will have a copy for each of them. In the meantime,
he gives them each an old, standard version of the Pokédex to bring on their adventures!
THE END
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Appendix
The following stat blocks can be used for each Pokémon of the wild encounters in Chapter 2: Route 1. Reference the manual for
level two moves if these Pokémon are captured and leveled up.
Rattata Nidoran ♀
Tiny Normal Type | Level 1| SR 1/4 Tiny Poison Type | Level 1| SR 1/2
Armor Class: 12 Armor Class: 12
Hit Points: 16 Hit Points: 17
Hit Dice: d6 Hit Dice: d6
Speed: 30ft. walking, 30ft. climbing Speed: 20ft. walking
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1) 12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Proficiency Bonus: +2 Proficiency Bonus: +2
Proficient Skills: Perception, Stealth Proficient Skills: Perception
Saving Throws: Dexterity Saving Throws: Constitution
Vulnerabilities: Fighting Vulnerabilities: Ground, Psychic
Resistances: None Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: Ghost
Senses: Darkvision 30ft. Rivalry: This Pokémon adds its proficiency bonus to
Guts: When this Pokémon is burned or poisoned, damage when attacking a Pokémon of the same
they are not affected by the disadvantage or half type.
damage effects. They still take damage at the end of Poison Point: On melee attacks made by this
each of their turns. Pokémon, roll a d10 on a hit. On a result of a 10,
the target is poisoned.
Moves
Moves
Tackle (20 PP): Melee attack. +2 to hit. Rattata
rushes forward and slams into an opponent. Make a Growl (20 PP): 100ft range. Nidoran targets a
melee attack roll against a target, doing 1d6 normal Pokémon with an intimidating growl. The Pokémon
damage on a hit. must make a DC 11 WIS save. On a fail, it adds -1 to
Tail Whip (15 PP): 100 ft range. Rattata shakes its any attack it makes for one minute. This modifier
tail at an enemy Pokémon, distracting it and can be stacked if it fails multiple growl saves, up to
opening up its defenses. The Pokémon must make a a maximum of -5.
DC 12 WIS save. On a fail, allies add +1 to any Scratch (20 PP): Melee attack. +3 to hit. Nidoran
attack they target for one minute. This modifier can slashes out at a Pokémon in range. Make a melee
be stacked if it fails multiple tail whip saves, up to a attack, doing 1d6 + 1 normal damage on a hit.
maximum of +5. Level 2 Moves: Tail Whip, Double Kick
Level 2 Moves: Quick Attack, Focus Energy, Bite
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Nidoran ♂ Caterpie
Tiny Poison Type | Level 1| SR 1/2 Tiny Bug Type | Level 1 | SR 1/8
Armor Class: 12 Armor Class: 11
Hit Points: 17 Hit Points: 15
Hit Dice: d6 Hit Dice: d6
Speed: 20ft. walking Speed: 20ft. walking, 20ft. climbing
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0) 9 (-1) 10 (+0) 8 (-1) 6 (-2) 10 (+0) 14 (+2)
Proficiency Bonus: +2 Proficiency Bonus: +2
Proficient Skills: Perception Proficient Skills: None
Saving Throws: Constitution Saving Throws: None
Vulnerabilities: Ground, Psychic Vulnerabilities: Fire, Flying, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Grass, Ground, Fighting
Run Away: While this Pokémon is active, the trainer
Rivalry: This Pokémon adds its proficiency bonus to automatically succeeds on their DEX roll to run away
damage when attacking a Pokémon of the same from a wild Pokémon encounter.
type. Shield Dust: Once per long rest, this Pokémon can
Poison Point: On melee attacks made by this ignore a negative status condition that results from
Pokémon, roll a d10 on a hit. On a result of a 10, an enemy move.
the target is poisoned.
Moves
Moves
String Shot (20 PP): 60ft range. Caterpie unleashes
Leer (15 PP): 60ft range. Nidoran stares down an sticky string at a Pokémon in range, slowing it down.
enemy Pokémon, reducing its will. The Pokémon Make a ranged attack roll against a target. On a hit,
must make DC 10 WIS save. On a fail, allies may add the target’s speed is reduced by 10 for the duration.
+1 to any attack they target it with for one minute. The target may take an action to attempt to get rid
This modifier can be stacked if it fails multiple leer of any string with DC 10 STR save. If this reduction
saves, up to a maximum of +5. in speed causes their speed to be 0, they are
Peck (20 PP): Melee attack. +3 to hit. Nidoran restrained.
hammers down on an enemy with a peck attack. Tackle (20 PP): Melee attack. +2 to hit. Caterpie
Make a melee attack roll on a target, doing 1d6 + 1 rushes forward and slams into an opponent. Make a
flying damage on a successful hit. melee attack roll against a target, doing 1d6 normal
Level 2 Moves: Focus Energy, Double Kick damage on a hit.
10 This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used
Pidgey Spearow
Tiny Normal/Flying Type | Level 1 | SR 1/4 Tiny Normal/Flying Type | Level 1 | SR 1/4
Armor Class: 12 Armor Class: 12
Hit Points: 16 Hit Points: 16
Hit Dice: d6 Hit Dice: d6
Speed: 20ft. walking, 25ft. flying Speed: 10ft. walking, 25ft. flying
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Proficiency Bonus: +2 Proficiency Bonus: +2
Proficient Skills: Perception Proficient Skills: Perception
Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass Resistances: Bug, Grass
Immunities: Ghost, Ground Immunities: Ghost, Ground
Keen Eye: This Pokémon ignores disadvantage when
it relates to sight. Keen Eye: This Pokémon ignores disadvantage when
Tangled Feet: Attacks against this Pokémon have it relates to sight.
disadvantage when it is confused. Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.
Moves
Moves
Tackle (20 PP): Melee attack. +2 to hit. Pidgey
rushes forward and slams into an opponent. Make a Growl (20 PP): 100ft range. Spearow targets a
melee attack roll against a target, doing 1d6 normal Pokémon with an intimidating growl. The Pokémon
damage on a hit. must make a DC 10 WIS save. On a fail, it adds -1 to
Level 2 Moves: Sand Attack, Gust any attack it makes for one minute. This modifier
can be stacked if it fails multiple growl saves, up to
a maximum of -5.
Peck (20 PP): Melee attack. +4 to hit. Spearow
hammers down on an enemy with a peck attack.
Make a melee attack roll on a target, doing 1d6 +
MOVE flying damage on a successful hit.
Leer (15 PP): 60ft range. Spearow stares down an
enemy Pokémon, reducing its will. The Pokémon
must make DC 10 WIS save. On a fail, allies may add
+1 to any attack they target it with for one minute.
This modifier can be stacked if it fails multiple leer
saves, up to a maximum of +5.
Level 2 Moves: Pursuit
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Poliwag Ekans
Tiny Water Type | Level 1 | SR 1/4 Medium Poison Type | Level 1 | SR 1/2
Armor Class: 13 Armor Class: 13
Hit Points: 16 Hit Points: 16
Hit Dice: d6 Hit Dice: d6
Speed: 20ft. walking, 25ft. swimming Speed: 30ft. walking
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0) 12 (+1) 13 (+1) 11 (+0) 8 (-1) 10 (+0) 10 (+0)
Proficient Skills: Acrobatics Proficiency Bonus: +2
Saving Throws: Dexterity Proficient Skills: Stealth, Deception
Vulnerabilities: Electric, Grass Saving Throws: Constitution
Resistances: Fire, Ice, Steel, Water Vulnerabilities: Ground, Psychic
Water Absorb: Water type moves do not damage this Resistances: Bug, Fairy, Fighting, Grass, Poison
Pokémon. Instead, half of any water damage done is Senses: Darkvision 30ft.
absorbed, restoring the Pokémon's HP.
Intimidate: Once per short rest, Ekans can impose
Moves disadvantage on an enemy attack roll of its choice.
Shed Skin: If this Pokémon is affected by a negative
Water Sport (10 PP): Poliwag soaks itself and all status ailment, they can roll a d4 at the end of each
allies within 5 feet of it with water, reducing the of their turns. On a result of 4, they are cured.
amount of fire damage taken for anyone affected.
For one minute, Poliwag has immunity to fire-type Moves
attacks and any ally in range (when it initially
activates this move) has resistance. If allies were Leer (15 PP): 60ft range. Ekans stares down an
already resistant, they are now immune. If allies were enemy Pokémon, reducing its will. The Pokémon
vulnerable, they now take normal damage. If allies must make DC 10 WIS save. On a fail, allies may add
were immune to fire-type moves already, nothing +1 to any attack they target it with for one minute.
happens. This modifier can be stacked if it fails multiple leer
Water Gun (15 PP): 40ft range. + 4 to hit. Poliwag saves, up to a maximum of +5.
fires a quick spurt of water at a Pokémon in range. Wrap (10 PP): Melee attack. +3 to hit. Ekans
Make a ranged attack roll, doing 1d6 + 2 water attempts to grapple a target into submission. Make
damage on a hit. a melee attack roll. On a hit, the target takes 1d4 +
Level 2 Moves: Hypnosis, Bubble 1 normal damage and is grappled and restrained. At
the beginning of each of its turns, it may attempt to
escape with a DC 11 STR save. On each successive
turn, if the Pokémon is still grappled, Ekans may use
this move again as a bonus action and automatically
hit.
Poison Sting (15 PP): Melee attack. +3 to hit. Ekans
strikes out at a Pokémon with a poisonous sting.
Make a melee attack roll against a target, doing 1d4
+ 1 poison damage on a hit. If the natural attack roll
is 18 or more, the Pokémon is poisoned.
Level 2 Moves: Bite
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Sentret Zigzagoon
Small Normal Type | Level 1 | SR 1/8 Tiny Normal Type | Level 1 | SR 1/4
Armor Class: 11 Armor Class: 12
Hit Points: 16 Hit Points: 16
Hit Dice: d6 Hit Dice: d6
Speed: 30ft. walking, 30ft. climbing Speed: 35ft. walking, 35ft. climbing
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Proficiency Bonus: +2 Proficiency Bonus: +2
Proficient Skills: Acrobatics, Perception Proficient Skills: Sleight of Hand
Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Fighting Vulnerabilities: Fighting
Resistances: None Resistances: None
Immunities: Ghost Immunities: Ghost
Keen Eye: This Pokémon ignores disadvantage when Pick Up: If an opponent uses a consumable held
it relates to sight. item in battle, this Pokémon gains a copy of it if it is
Run Away: While this Pokémon is active, the trainer not currently holding an item.
automatically succeeds on their DEX roll to run away Gluttony: This Pokémon must eat its held berry
from a wild Pokémon encounter. when it falls below ½ of its maximum HP.
Moves Moves
Foresight (20 PP): 50ft range Force a target in range Growl (20 PP): 100ft range. Zigzagoon targets a
to make a DC 10 WIS save. On a fail, add +2 to all Pokémon with an intimidating growl. The Pokémon
attack rolls you make against the opponent for 1 must make a DC 10 WIS save. On a fail, it adds -1 to
minute. Regardless of the saving throw, for the any attack it makes for one minute. This modifier
remainder of combat, any of Sentret's fighting or can be stacked if it fails multiple growl saves, up to
normal moves can hit a ghost type Pokémon. a maximum of -5.
Scratch (20 PP): Melee attack. +3 to hit. Sentret Tackle (20 PP): Melee attack. +2 to hit. Zigzagoon
slashes out at a Pokémon in range. Make a melee rushes forward and slams into an opponent. Make a
attack, doing 1d6 + 1 normal damage on a hit. melee attack roll against a target, doing 1d6 normal
Defense Curl (20 PP): Sentret curls up into a tight damage on a hit.
ball, increasing its defensive stance. Until its next Level 2 Moves: Tail Whip, Sand Attack, Headbutt
turn, it gains + 4 to its AC and has resistance to
normal attacks.
Level 2 Moves: Quick Attack, Fury Swipes
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Sandshrew Psyduck
Tiny Ground Type | Level 1 | SR 1/2 Small Water Type | Level 1 | SR 1/2
Armor Class: 14 Armor Class: 13
Hit Points: 17 Hit Points: 18
Hit Dice: d6 Hit Dice: d6
Speed: 20ft. walking Speed: 20ft. walking, 25ft. swimming
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0) 11 (+0) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Proficiency Bonus: +2 Proficiency Bonus: +2
Proficient Skills: Athletics Proficient Skills: Insight
Saving Throws: Constitution Saving Throws: Constitution, Wisdom
Vulnerabilities: Grass, Ice, Water Vulnerabilities: Electric, Grass
Resistances: Poison, Rock Resistances: Fire, Ice, Steel, Water
Immunities: Electric
Senses: Tremorsense 60ft Water Weight: Once per short rest, this Pokémon
gains temporary hit points equal to its level when
Sand Rush: This Pokémon’s speed is doubled in battling in coastal and swampy areas, or in rainy
desert terrain, or during a Sandstorm. conditions.
Burrower: This Pokémon can burrow underground Damp: This Pokémon is unaffected by Self Destruct
traveling a distance equal to its walking speed and Explosion moves.
before re-emerging.
Moves
Moves
Scratch (20 PP): Melee attack. +3 to hit. Psyduck
Defense Curl (20 PP): Sandshrew curls up into a tight slashes out at a Pokémon in range. Make a melee
ball, increasing its defensive stance. Until its next attack, doing 1d6 + 1 normal damage on a hit.
turn, it gains + 4 to its AC and has resistance to Water Sport (10 PP): Psyduck soaks itself and all
normal attacks. allies within 5 feet of it with water, reducing the
Scratch (20 PP): Melee attack. +4 to hit. Sandshrew amount of fire damage taken for anyone affected.
slashes out at a Pokémon in range. Make a melee For one minute, Psyduck has immunity to fire-type
attack, doing 1d6 + 2 normal damage on a hit. attacks and any ally in range (when it initially
Sand Attack (10 PP): Sandshrew kicks up a cloud of activates this move) has resistance. If allies were
sand in an attempt to blind a target in range. The already resistant, they are now immune. If allies were
target must make a DC 11 CON save. On a fail, for vulnerable, they now take normal damage. If allies
the remainder of the encounter, they add -1 to all of were immune to fire-type moves already, nothing
their attack rolls. This move can be stacked for a happens.
maximum of -5 to attack rolls. Level 2 Moves: Tail Whip, Water Gun, Confusion
Level 2 Moves: Poison Sting, Rollout, Rapid Spin,
Fury Cutter
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Krabby Pikachu
Tiny Water Type | Level 1 | SR 1/4 Tiny Electric Type | Level 1 | SR 1/2
Armor Class: 13 Armor Class: 13
Hit Points: 17 Hit Points: 16
Hit Dice: d6 Hit Dice: d6
Speed: 30ft. walking, 20ft. swimming Speed: 30ft. walking
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 8 (-1) 11 (+0) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
Proficiency Bonus: +2 Proficiency Bonus: +2
Proficient Skills: Survival, Sleight of Hand Proficient Skills: Acrobatics, Persuasion
Saving Throws: Constitution Saving Throws: Dexterity, Charisma
Vulnerabilities: Electric, Grass Vulnerabilities: Ground
Resistances: Fire, Ice, Steel, Water Resistances: Electric, Flying, Steel
Lightning Rod: If an ally within 30 feet is attacked
Shell Armor: This Pokémon is immune to extra with an electric type move, this Pokémon can
damage dealt by a Critical Hit. choose to use a reaction to redirect that attack to
Hyper Cutter: This Pokémon’s ability modifiers themselves instead. This does not work on area of
cannot be decreased by an opponent’s moves. effect moves.
Evolution: Krabby can evolve into Kingler at level 8
and above. When it evolves, its health increases by Moves
double its level, and it gains 11 points to add to its
ability scores (max 20). Tail Whip (15 PP): 100 ft range. Pikachu shakes its
tail at an enemy Pokémon, distracting it and
Moves opening up its defenses. The target must make a DC
12 WIS save. On a fail, it adds +1 to any attack
Bubble (15 PP): 60ft range. +3 to hit. Krabby shoots against the target for 1 minute.
a series of quickly moving bubbles at a target. Make Thunder Shock (15 PP): 20ft range. Pikachu delivers
three ranges attacks, doing 1d4 water damage on an electric shock to an enemy Pokémon in range.
each successful hit. Make a ranged attack on a Pokémon, doing 1d6 + 2
Mud Sport (10 PP): 5ft range. Krabby covers itself electric damage on a hit.
and all allies around it with thick mud, reducing the Level 2 Moves: Growl, Quick Attack
amount of electric damage taken for anyone
affected. For the duration, Krabby takes normal
damage from electric-type attacks, and any ally in
range (when it initially activates this move) has
resistance to electric-type attacks. If allies are
already resistant, they are now immune. If allies were
vulnerable, they now takes normal damage.
Level 2 Moves: Vice Grip, Leer, Harden
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Growlithe Vulpix
Small Fire Type | Level 1 | SR 1/2 Tiny Fire Type | Level 1 | SR 1/4
Armor Class: 13 Armor Class: 13
Hit Points: 16 Hit Points: 16
Hit Dice: d6 Hit Dice: d6
Speed: 25ft. walking Speed: 30ft. walking
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0) 10 (+0) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
Proficiency Bonus: +2 Proficiency Bonus: +2
Proficient Skills: Perception Proficient Skills: Perception, Investigation
Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Senses: Darkvision 30ft.
Flash Fire: This Pokémon takes no damage from fire. Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire- Instead, immediately after taking a hit from a fire-
type move, or in open flames, double the STAB type move, or in open flames, double the STAB
bonus on the next fire-type move. bonus on the next fire-type move.
Intimidate: Once per short rest, Growlithe can
impose disadvantage on an enemy attack roll of its Moves
choice.
Ember (15 PP): 60ft range. +3 to hit. Vulpix hurls a
Moves ball of flame at an enemy within range. Make a
ranged attack, doing 1d6 + 1 fire damage on a
Bite (15 PP): Melee attack. +4 to hit. Growlithe sinks successful hit. If the natural attack roll is 19 or 20,
its teeth into an enemy Pokémon. Make a melee the target is burnt.
attack roll, doing 1d10 + 2 dark damage on a Tail Whip (15 PP): 100 ft range. Vulpix shakes its tail
successful hit. at an enemy Pokémon, distracting it and opening up
Roar (10 PP): 100ft range. Growlithe releases an its defenses. The target must make a DC 11 WIS
intimidating roar at a wild Pokémon in range. The save. On a fail, it adds +1 to any attack against the
target must make a DC 11 CHA save, fleeing from target for 1 minute.
battle on fail. The move automatically fails in trainer Level 2 Moves: Roar, Quick Attack
battles. A creature that succeeds on this saving
throw is unaffected by future attempts during this
combat.
Level 2 Moves: Ember, Leer, Odor Sleuth
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Spinarak Beedrill
Tiny Bug/Poison Type | Level 1 | SR 1/4 Small Bug/Poison Type | Level 5 | SR 6
Armor Class: 12 Armor Class: 14
Hit Points: 18 Hit Points: 57
Hit Dice: d6 Hit Dice: d10
Speed: 20ft. walking, 20ft. climbing Speed: 30ft. walking, 30ft. climbing, 30ft. flying
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 8 (-1) 12 (+1) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
Proficiency Bonus: +2 Proficiency Bonus: +3
Proficient Skills: Stealth STAB Bonus: +1
Saving Throws: Dexterity Proficient Skills: Acrobatics, Intimidation
Vulnerabilities: Fire, Flying, Psychic, Rock Saving Throws: Dexterity, Charisma
Resistances: Bug, Fairy, Fighting, Grass, Poison Vulnerabilities: Fire, Flying, Psychic, Rock
Senses: Darkvision 30ft. Resistances: Bug, Fairy, Fighting, Grass, Poison
Sniper: On a critical hit made by this Pokémon,
Swarm: This Pokémon adds doubles its STAB bonus triple the dice roll instead of doubling it.
when it has 10% or less of its maximum health. Swarm: This Pokémon adds doubles its STAB bonus
Insomnia: This Pokémon is immune to sleep. when it has 10% or less of its maximum health.
Moves Moves
Constrict (20 PP): Melee attack. +2 to hit. Spinarak Fury Attack (10 PP): Melee attack. +6 to hit. Beedrill
sends sticky webs around an enemy Pokémon, reaches out and unleashes relentless strikes against
trying to squeeze the life from them. Make a melee a Pokémon. Make a melee attack roll, doing 1d4 + 3
attack roll. On a hit, the target takes 1d4 normal normal damage on a hit. After successfully hitting a
damage and is grappled and restrained. At the target, roll a d4. On a result of 3 or 4, it may
beginning of each of its turns, it may attempt to immediately hit again for an additional 1d4 normal
escape DC 10 STR save. As long as it is restrained, damage. Continue this process until you fail to roll a
continue to do 1d4 normal damage as a bonus 3 or 4 on the d4 roll, up to a maximum of four
action on each of your turns without making an additional hits.
attack roll. Twineedle (5PP): 40ft range. +6 to hit. Beedrill fires
Poison Sting (15 PP): Melee attack. +2 to hit. Ekans two sharp projectiles at Pokémon in range. Make
strikes out at a Pokémon with a poisonous sting. two melee attack rolls, doing 1d4 + 3 damage on
Make a melee attack roll against a target, doing 1d4 each hit.
poison damage on a hit. If the natural attack roll is
18 or more, the Pokémon is poisoned.
String Shot (20 PP): 60ft range. Spinarak unleashes
sticky string at a Pokémon in range, slowing it down.
Make a ranged attack roll against a target. On a hit,
the target’s speed is reduced by 10 for the duration.
The target may take an action to attempt to get rid
of any string with DC 10 STR save. If this reduction
in speed causes their speed to be 0, they are
restrained.
Level 2 Moves: Absorb, Scary Face
TM: 06, 10, 11, 17, 19, 21, 22, 27, 28, 29, 32, 36,
42, 43, 44, 45, 46
HM: 05
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Mankey Bellsprout
Tiny Fighting Type | Level 1 | SR 1/2 Small Grass/Poison Type | Level 1 | SR 1/4
Armor Class: 12 Armor Class: 11
Hit Points: 16 Hit Points: 18
Hit Dice: d6 Hit Dice: d6
Speed: 20ft. walking, 20ft. climbing Speed: 20ft. walking
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1) 10 (+0) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Proficiency Bonus: +2
Proficiency Bonus: +2 Proficient Skills: Nature, Survival
Proficient Skills: Athletics, Acrobatics Saving Throws: Constitution
Saving Throws: Dexterity, Strength Vulnerabilities: Fire, Flying, Ice, Psychic
Vulnerabilities: Fairy, Flying, Psychic Resistances: Electric, Fairy, Fighting, Grass, Water
Resistances: Bug, Dark, Rock Senses: Tremorsense 20ft.
Chlorophyll: This Pokémon’s speed is doubled in
Anger Point: After suffering a critical hit, this bright sunlight.
Pokémon adds proficiency to its damage if its next
attack hits. Moves
Vital Spirit: This Pokémon cannot be put to sleep.
Vine Whip (15 PP): 15ft range. +3 to hit. Bellsprout
Moves extends a sharp vine to whip the opponent with.
Make a melee attack roll, doing 1d6 + 3 grass
Focus Energy (15 PP): Mankey sacrifices its action to damage on a hit.
focus in on the energy inside it. For the duration, it Level 2 Moves: Growth, Wrap
increases its critical range by 1.. (From 20 to 19+ ,
from 19+ to 18+, etc.)
Leer (15 PP): 60ft range. Mankey stares down an
enemy Pokémon, reducing its will. The Pokémon
must make DC 10 WIS save. On a fail, allies may add
+1 to any attack they target it with for one minute.
This modifier can be stacked if it fails multiple leer
saves, up to a maximum of +5.
Scratch (20 PP): Melee attack. +4 to hit. Mankey
slashes out at a Pokémon in range. Make a melee
attack, doing 1d6 + 2 normal damage on a hit.
Level 2 Moves: Low Kick, Fury Swipes, Karate Chop
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Hoothoot Surskit
Small Normal/Flying Type | Level 1 | SR 1/4 Tiny Bug/Water Type | Level 1 | SR 1/4
Armor Class: 12 Armor Class: 12
Hit Points: 16 Hit Points: 17
Hit Dice: d6 Hit Dice: d6
Speed: 15ft. walking, 25ft. flying Speed: 20ft. walking, 20ft. swimming
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 10 (+0) 6 (-2) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Proficiency Bonus: +2 Proficiency Bonus: +2
Proficient Skills: Perception, Insight Proficient Skills: Acrobatics
Saving Throws: Wisdom Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock Vulnerabilities: Electric, Flying, Rock
Resistances: Bug, Grass Resistances: Fighting, Ground, Ice, Steel, Water
Immunities: Ghost, Ground Swift Swim: This Pokémon's swim speed is doubled
Senses: Darkvision 60ft. in rainy conditions.
Rain Dish: In rainy conditions, this Pokémon heals
Keen Eye: This Pokémon ignores disadvantage when for an amount of HP equal to its proficiency bonus
it relates to sight. at the end of each of its turns.
Insomnia: This Pokémon is immune to sleep.
Moves
Moves
Bubble (15 PP): 60ft range. +3 to hit. Surskit shoots
Foresight (20 PP): 50ft range Force a target in range a series of quickly moving bubbles at a target. Make
to make a DC 12 WIS save. On a fail, add +2 to all three ranges attacks, doing 1d4 water damage on
attack rolls you make against the opponent for 1 each successful hit.
minute. Regardless of the saving throw, for the Level 2 Moves: Quick Attack, Sweet Scent
remainder of combat, any of Hoothoot's fighting or
normal moves can hit a ghost type Pokémon.
Growl (20 PP): 100ft range. Hoothoot targets a
Pokémon with an intimidating growl. The Pokémon
must make a DC 10 WIS save. On a fail, it adds -1 to
any attack it makes for one minute. This modifier
can be stacked if it fails multiple growl saves, up to
a maximum of -5.
Tackle (20 PP): Melee attack. +2 to hit. Hoothoot
rushes forward and slams into an opponent. Make a
melee attack roll against a target, doing 1d6 normal
damage on a hit.
Level 2: Peck, Hypnosis, Confusion
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Slakoth Nincada
Small Normal Type | Level 1 | SR 1/4 Tiny Bug/Ground Type | Level 1 | SR 1/4
Armor Class: 12 Armor Class: 13
Hit Points: 18 Hit Points: 16
Hit Dice: d6 Hit Dice: d6
Speed: 25ft. walking, 25ft. climbing Speed: 10ft. walking, 10ft. climbing, 25ft. flying
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 9 (-1) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Proficiency Bonus: +2 Proficiency Bonus: +2
Proficient Skills: Survival Proficient Skills: Nature
Saving Throws: Constitution , Wisdom Saving Throws: Dexterity
Vulnerabilities: Fighting Vulnerabilities: Fire, Flying, Ice, Water
Resistances: None Resistances: Fighting, Ground, Poison
Immunities: Ghost Immunities: Electric
Senses: Darkvision 30ft.
Truant: This Pokémon cannot use the same move in
back to back rounds. Compound Eyes: This Pokémon gets an additional
Evolution: Slakoth can evolve into Vigoroth at level 6 +1 to attack rolls.
and above. When it evolves, its health increases by Run Away: While this Pokémon is active, the trainer
double its level, and it gains 9 points to add to its automatically succeeds on their DEX roll to run away
ability scores (max 20). from a wild Pokémon encounter.
Moves Moves
Scratch (20 PP): Melee attack. +3 to hit. Slakoth Harden (15 PP): Nincada increases its defense,
slashes out at a Pokémon in range. Make a melee adding + 1 to its AC. This effect can be stacked with
attack, doing 1d6 + 1 normal damage on a hit. multiple Harden moves, to a maximum of + 5 AC.
Yawn (5 PP): 30ft range. Slakoth releases a big yawn Its AC returns to normal after combat.
that causes an opponent to become very drowsy. Scratch (20 PP): Melee attack. +2 to hit. Nincada
Choose a target in range. If that target is still in the slashes out at a Pokémon in range. Make a melee
battle at the end of its next turn, it falls asleep. attack, doing 1d6 normal damage on a hit.
Level 2 Moves: Encore, Slack Off Level 2 Moves: Absorb, Sand Attack, Fury Swipes
20 This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used
Paras Gastly
Tiny Bug/Grass Type | Level 1 | SR 1/4 Medium Ghost/Poison Type | Level 3 | SR 1/2
Armor Class: 13 Armor Class: 12
Hit Points: 18 Hit Points: 30
Hit Dice: d6 Hit Dice: d6
Speed: 20ft. walking Speed: 0ft. walking, 30ft. flying
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 9 (-1) 15 (+2) 6 (-2) 10 (+0) 10 (+0) 9 (-1) 13 (+1) 11 (+0) 6 (-2) 14 (+2) 10 (+0)
Proficiency Bonus: +2
Proficient Skills: Nature Proficiency Bonus: +2
Saving Throws: Constitution STAB Bonus: +1
Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug Proficient Skills: Stealth, Deception
Resistances: Electric, Fighting, Grass, Ground, Water Saving Throws: Constitution
Senses: Darkvision 30ft., Tremorsense 30ft. Vulnerabilities: Dark, Ghost, Psychic
Effect Spore: When hit by a melee attack, roll a d4. Resistances: Bug, Fairy, Grass, Poison
On a 4, deal an amount of grass damage equal to Immunities: Fighting, Normal
your proficiency modifier to your attacker. Senses: Darkvision 30ft.
Moves Intimidate: Once per short rest, Gastly can impose
disadvantage on an enemy attack roll of its choice.
Scratch (20 PP): Melee attack. +3 to hit. Paras Levitate: This Pokémon is immune to ground moves.
slashes out at a Pokémon in range. Make a melee Evolution: Gastly can evolve into Haunter at level 7
attack, doing 1d6 + 1 normal damage on a hit. and above. When it evolves, its health increases by
Level 2 Moves: Poison Powder, Stun Spore, Absorb double its level, and it gains 8 points to add to its
ability scores (max 20).
Moves
Hypnosis (10 PP): 30ft range. Gastly attempts to put
a target to sleep. The target must make a DC 12 WIS
save, falling asleep on a failure.
Lick (15 PP): Melee attack. +4 to hit. Gastly reaches
out and licks an enemy Pokémon. Make a melee
attack roll. On a hit, do 1d6 + 3 ghost damage. On a
natural attack roll of 18 or higher, the target
becomes paralyzed.
Spite (3 PP): 30ft range. When hit with an attack,
Gastly can spend a reaction to attempt to drain the
attacker’s PP. Force the attacker to make DC 12 WIS
save. On a fail, roll a d4. The PP of the move that
attacked it is decreased by that number.
Mean Look (3 PP): 50ft range. Gastly flashes an
intimidating look at a Pokémon, attempting to
freeze them in fear. Force a target in range to make
a DC 12 WIS save. On a fail, the target cannot flee
or be switched out for 3 rounds.
This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used 21
Treecko
Tiny Grass Type | Level 1 | SR 1/2
Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking, 30ft. climbing
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
Proficiency Bonus: +2
Proficient Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water
Overgrow: When this Pokémon falls below 10% of
its maximum HP, double the STAB damage for its
grass-type moves.
Moves
Leer (15 PP): 60ft range. Treecko stares down an
enemy Pokémon, reducing its will. The Pokémon
must make DC 0 WIS save. On a fail, allies may add
+1 to any attack they target it with for one minute.
This modifier can be stacked if it fails multiple leer
saves, up to a maximum of +5.
Pound (20 PP): Melee attack. +4 to hit. Treecko
crushes an opponent with a pound attack. Make a
melee attack roll against a target, doing 1d6 + 2
normal damage on a hit.
Level 2 Moves: Absorb, Quick Attack
This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used