HOENN POKEDEX |PIRATE GONZALEZ GAMES 51 Castform Tiny elemental, ambition: to use weather to protect itself Armor Class 9 Hit Points 3 (2d4 - 2) Speed 10 ft., fly 20 ft. (hover) Damage Resistances see Forecast Senses passive Perception 10 Languages Pokemon Challenge 0 (10 XP) Forecast. The pokemon’s appearance and damage resistances change depending on the weather. In bright, sunny weather the pokemon gains fire resistance. In rainy weather, the pokemon gains resistance to bludgeoning damage. In cold weather, the pokemon gains resistance to cold damage. In normal, mild weather, the pokemon has no resistances. Actions Ember/Powder Snow/Water Gun. Ranged Weapon Attack: +2 to hit, range 10/30 ft., one creature. Hit: 2 (1d4) damage of the same type of damage resistance it has through Forecast. If the pokemon is in mild weather, it can’t use this action. Rain Dance. The pokemon changes the weather within 1 mile. The weather becomes rainy for 1 hour. Sunny Day. The pokemon changes the weather within 1 mile. The weather becomes bright and sunny for 1 hour. STR DEX CON INT WIS CHA 4 (-3) 8 (-1) 8 (-1) 6 (-2) 10 (+0) 8 (-1) Kecleon Small monstrosity, ambition: to blend into scenery Armor Class 10 Hit Points 14 (4d6) Speed 25 ft., climb 25 ft. Skills Stealth +2 Senses passive Perception 12 Languages Pokemon Challenge 1/8 (25 XP) Color Change. The pokemon’s skin can change colors. While motionless, it can use a bonus action to become invisible for as long as it remains motionless. The zigzag pattern on its belly doesn’t change colors, however. Actions Lick. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 3 (1d6) bludgeoning damage and if the target is a Medium or smaller creature, they are grappled (escape DC 10). The pokemon can only have one creature grappled at a time. Scratch. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) slashing damage. STR DEX CON INT WIS CHA 6 (-2) 10 (+0) 10 (+0) 6 (-2) 14 (+2) 8 (-1)
52 HOENN POKEDEX | PIRATE GONZALEZ GAMES Shuppet Tiny undead, ambition: to feed on dark emotions Armor Class 11 Hit Points 40 (16d4) Speed 0 ft., fly 20 ft. (hover) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10 Languages Pokemon Challenge 1 (200 XP) Cursed Body. When a creature touches the pokemon’s body or hits them with a melee attack while within 5 feet of them, the target must succeed on a DC 13 Wisdom saving throw or be unable to attack the pokemon until the end of their next turn. Actions Shadow Sneak. Melee Weapon Attack: +5 to hit, reach 20 ft., one creature. Hit: 6 (1d6 + 3) force damage. Night Shade. The pokemon makes a creature see a frightening mirage. One creature the pokemon can see within 60 feet must succeed on a DC 13 Wisdom saving throw or take 10 psychic damage. Curse (Recharges After a Short Rest). The pokemon places a powerful curse on a creature. One creature the pokemon can see within 60 feet must succeed on a DC 13 Wisdom saving throw or be cursed for 1 hour. A cursed creature takes 7 (2d6) necrotic damage at the start of each of their turns. A cursed creature can repeat the saving throw at the end of each of their turns, ending the effect on itself on a successful save. The pokemon that used this ability has their hit points reduced by half of their hit point maximum. This can cause the pokemon to fall unconscious. STR DEX CON INT WIS CHA 1 (-5) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 16 (+3) Banette Small undead, ambition: to find the child that discarded it Armor Class 11 Hit Points 81 (18d6 + 18) Speed 30 ft., fly 30 ft. (hover) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages Pokemon Challenge 4 (1,100 XP) Cursed Body. When a creature touches the pokemon’s body or hits them with a melee attack while within 5 feet of them, the target must succeed on a DC 14 Wisdom saving throw or be unable to attack the pokemon until the end of their next turn. Grudge. If the pokemon is killed by a spell, the caster is unable to cast that spell again until they finish a long rest. Hex. A creature affected by a condition has disadvantage on saving throws against the pokemon, and the pokemon has advantage on attack rolls against them. Actions Multiattack. The pokemon can make two weapon attacks. Shadow Sneak. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: 7 (1d6 + 4) force damage. Shadow Ball. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one creature. Hit: 9 (1d10 + 4) necrotic damage. Trick. The pokemon switches an object or weapon it is holding with a weapon or object another creature within 60 feet is holding. If the target is unwilling, they must succeed on a DC 14 Wisdom saving throw to negate the effect. Curse (Recharges After a Short Rest). The pokemon places a powerful curse on a creature. One creature the pokemon can see within 60 feet must succeed on a DC 14 Wisdom saving throw or be cursed for 1 hour. A cursed creature takes 7 (2d6) necrotic damage at the start of each of their turns. A cursed creature can repeat the saving throw at the end of each of their turns, ending the effect on itself on a successful save. The pokemon that used this ability has their hit points reduced by half of their hit point maximum. This can cause the pokemon to fall unconscious. STR DEX CON INT WIS CHA 3 (-4) 12 (+1) 12 (+1) 6 (-2) 14 (+2) 18 (+4)
HOENN POKEDEX |PIRATE GONZALEZ GAMES 53 Duskull Tiny undead, ambition: to spirit away misbehaving children Armor Class 11 Hit Points 20 (8d4) Speed 0 ft., fly 30 ft. (hover) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 9 Languages Pokemon Challenge 1/4 (50 XP) Incorporeal Movement. The pokemon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Pursuit. The pokemon can Dash as a bonus action. Actions Will-O-Wisp. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one creature. Hit: 5 (1d8 + 1) fire damage. Disable. One creature the pokemon can see within 60 feet must make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to cast a spell or make an attack during its next turn. STR DEX CON INT WIS CHA 1 (-5) 12 (+1) 10 (+0) 6 (-2) 8 (-1) 12 (+1) Dusclops Medium undead, ambition: to hypnotize creatures to do its bidding Armor Class 12 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft., fly 30 ft. (hover) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10 Languages Pokemon Challenge 4 (1,100 XP) Incorporeal Movement. The pokemon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Multiattack. The pokemon uses Mean Look. It can then make two Shadow Punch attacks. Mean Look. The pokemon focuses its gaze on a creature it can see within 100 feet. If the target can see the pokemon, they must succeed on a DC 13 Wisdom saving throw or be unable to move during their next turn. Shadow Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) force damage. Will-O-Wisp. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one creature. Hit: 7 (1d8 + 3) fire damage. Disable. One creature the pokemon can see within 60 feet must make a DC 13 Wisdom saving throw. On a failed save, the creature is unable to cast a spell or make an attack during its next turn. Hypnotizing Command. The pokemon targets one creature it can see within 30 feet of it. If the target can see the pokemon, the target must succeed on a DC 13 Wisdom saving throw against this effect or be charmed by the pokemon. The charmed target regards the pokemon as a trusted friend to be heeded and protected. Although the target isn’t under 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 the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the pokemon is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. 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. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 16 (+3)
54 HOENN POKEDEX | PIRATE GONZALEZ GAMES Tropius Medium plant, ambition: to give fruit to children Armor Class 14 (natural armor) Hit Points 150 (20d8 + 60) Speed 30 ft., fly 20 ft. Damage Vulnerabilities fire Senses passive Perception 12 Languages Pokemon Challenge 5 (1,800 XP) 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. Body Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 9 (1d8 + 5) bludgeoning damage. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) bludgeoning damage. Gust. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: 11 (2d10) bludgeoning damage. Leaf Storm (Recharge 5-6). The pokemon summons a storm of leaves at a point it can see within 60 feet. All creatures within a 10-foot radius of the point must make a DC 16 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save, or half as much damage on a successful one. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 16 (+3) 6 (-2) 14 (+2) 12 (+1) Chimecho Tiny monstrosity, ambition: to pluck berries Armor Class 12 Hit Points 15 (6d4) Speed 5 ft., fly 20 ft. (hover) Damage Vulnerabilities thunder Senses passive Perception 11 Languages Pokemon Challenge 1/8 (25 XP) Suction Cup. As a bonus action, the pokemon can attach or remove itself from a surface. When it does so, it can’t move but it also can’t be forcibly removed. 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. Yawn. The pokemon yawns, lulling a creature to sleep. One creature of the pokemon’s choice within 30 feet must succeed on a DC 11 Wisdom saving throw or fall asleep for 1 minute. The target can repeat the saving throw at the end of each of each of their turns, waking up on a successful save. The target wakes if it takes any damage or if another creature uses an action to rouse them. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 10 (+0) 6 (-2) 12 (+1) 12 (+1)
HOENN POKEDEX |PIRATE GONZALEZ GAMES 55 Absol Medium monstrosity, ambition: to warn others of impending disaster Armor Class 12 Hit Points 55 (10d8 + 10) Speed 40 ft. Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Pokemon Challenge 1 (200 XP) Justified. When the pokemon is hit by an attack, it has advantage on its first attack roll against that target during its next turn. Actions Multiattack. The pokemon makes a Slash and Bite attacks. Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage. Perish Song (Recharge 6). The pokemon sings a deadly song. All creatures that can hear the song and are within 60 feet of the pokemon must make a DC 13 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 are not dying. If they reach 3 failed death saving throws, they die. On a successful saving throw, or once any of the death saving throws are successful, they are no longer doomed and all death saving throws disappear. This is a death effect. Razor Wind (Recharge 5-6). The pokemon begins charging up an attack. On the pokemon’s next turn, it can use an action to release this attack, creating blades of wind in a 60-foot cone. Creatures in the area must make a DC 13 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one. If the pokemon does not release the attack after charging it, the attack is lost and the pokemon must charge it again. 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. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 6 (-2) 16 (+3) 12 (+1) Wynaut Tiny monstrosity, ambition: to grow stronger by being squeezed Armor Class 9 Hit Points 44 (8d4 + 24) Speed 20 ft. Senses passive Perception 9 Languages Pokemon, telepathy 60 ft. Challenge 0 (10 XP) Actions Charm. The pokemon gazes at a creature it can see within 60 feet. The target must succeed on a DC X Wisdom saving throw or have disadvantage on attack rolls against the pokemon until the end of the target’s next turn. STR DEX CON INT WIS CHA 4 (-3) 8 (-1) 16 (+3) 6 (-2) 8 (-1) 6 (-2)
56 HOENN POKEDEX | PIRATE GONZALEZ GAMES Snorunt Tiny monstrosity, ambition: to live under giant leaves in harmony Armor Class 10 Hit Points 15 (6d4) Speed 20 ft. Damage Resistances cold Senses passive Perception 11 Languages Pokemon Challenge 1/8 (25 XP) Ice Body. The pokemon regains 5 hit points at the start of its turn in snowing or hailing weather as long as it has at least 1 hit point. Actions Ice Fang. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 2 (1d4) cold damage. Ice Shard. Ranged Weapon Attack: +3 to hit, range 10/30 ft., one creature. Hit: 2 (1d4) piercing damage plus 2 (1d4) cold damage. STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 10 (+0) 6 (-2) 12 (+1) 12 (+1) Glalie Medium elemental, ambition: to eat frozen prey Armor Class 16 (natural armor) Hit Points 133 (14d8 + 70) Speed 30 ft., fly 10 ft. (hover) Damage Vulnerabilities fire Damage Immunities cold Senses passive Perception 12 Languages Pokemon Challenge 6 (2,300 XP) 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 least 1 hit point. Hail. The pokemon is surrounded by a hail storm. The area within a 30 feet radius of the pokemon is considered difficult terrain. The pokemon can activate or suppress this ability as a bonus action. Actions Ice Fang. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) cold damage. Ice Beam. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one creature. Hit: 16 (3d10) cold damage and the target must succeed on a DC 13 Constitution saving throw or be restrained until the end of their next turn. Sheer Cold (Recharge 5-6). The pokemon creates an area of absolute-zero cold at a point it can see within 60 feet. One creature within 5 feet of this point must make a DC 13 Constitution saving throw. If the saving throw fails by 5 or more, the creature is petrified in ice. Otherwise, on a failed save, they begin to turn to ice and are restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. STR DEX CON INT WIS CHA 18 (+4) 6 (-2) 20 (+5) 6 (-2) 14 (+2) 14 (+2)
HOENN POKEDEX |PIRATE GONZALEZ GAMES 57 Spheal Small monstrosity, ambition: to roll on ice Armor Class 9 Hit Points 13 (3d6 + 3) Speed 15 ft., swim 15 ft. Damage Resistances cold, fire Senses passive Perception 10 Languages Pokemon Challenge 1/8 (25 XP) Actions Ice Ball. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 1 (1d4 - 1) bludgeoning damage plus 2 (1d4) 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. STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 12 (+1) 6 (-2) 10 (+0) 6 (-2) Sealeo Small monstrosity, ambition: to examine things with its nose Armor Class 4 Hit Points 55 (10d6 + 20) Speed 15 ft., swim 30 ft. Skills Investigation +0, Perception +3 Damage Resistances cold, fire Senses passive Perception 13 Languages Pokemon Challenge 2 (200 XP) Body Slam. If the pokemon moves at least 15 feet straight toward a target and then hits it with an Ice Ball attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. 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. Aurora Beam (Recharge 5-6). The pokemon fires a rainbowcolored beam in a line 60-feet long and 5-feet wide. All creatures in the area must make a DC 11 Dexterity saving throw, taking 13 (3d8) cold damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw has disadvantage on their first attack roll before the end of their next turn. 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. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 6 (-2) 12 (+1) 8 (-1) Walrein Medium monstrosity, ambition: to crush ice and foes with its tusks Armor Class 14 (natural armor) Hit Points 190 (20d8 + 100) Speed 25 ft., swim 40 ft. Skills Perception +5 Damage Resistances cold, fire Senses passive Perception 15 Languages Pokemon Challenge 7 (2,900 XP) Body Slam. If the pokemon moves at least 15 feet straight toward a target and then hits it with an Ice Fang attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Actions Multiattack. The pokemon makes two Ice Fang attacks. 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 making the attack. Blizzard (Recharge 5-6). The pokemon conjures a blizzard at a point it can see within 100 feet that fills a column with a height of 100 feet and radius of 15 feet. All creatures in the area must make a DC 13 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is restrained by ice until the end of their next turn. 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. STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 20 (+5) 6 (-2) 14 (+2) 10 (+0)
58 HOENN POKEDEX | PIRATE GONZALEZ GAMES Clamperl Tiny monstrosity, ambition: to make a magnificent pearl Armor Class 20 (natural armor) Hit Points 44 (8d4 + 24) Speed 10 ft., swim 10 ft. Senses passive Perception 9 Languages Pokemon Challenge 1/2 (100 XP) Amphibious. The pokemon can breathe air and water. Actions Clamp. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage and the pokemon attaches to the target. While attached, the pokemon has advantage on Clamp attacks against the target. The pokemon can be removed with a successful DC 11 Strength (Athletics) check as an action. Water Gun. Range Weapon Attack: +3 to hit, range 10/30 ft., one creature. Hit: 4 (1d8) cold damage. Iron Defense. The pokemon gains resistance to bludgeoning, piercing, and slashing damage until the start of its next turn. Whirlpool (Recharge 5-6). The pokemon attempts to trap a creature it can see within 30 feet of it with a whirlpool. The target must succeed on a DC 11 Dexterity saving throw or be surrounded with a whirlpool for 1 minute. A trapped creature has their speed reduced by half, and take 2 (1d4) bludgeoning damage at the start of each of their turns. The target can repeat the saving throw at the end of each of their turns, ending the whirlpool on a success. STR DEX CON INT WIS CHA 12 (+1) 2 (-4) 16 (+3) 6 (-2) 8 (-1) 6 (-2) Huntail Medium monstrosity, ambition: to lure prey with a bait tail Armor Class 12 (natural armor) Hit Points 66 (16d8 + 16) Speed 10 ft., swim 30 ft. Skills Deception +0 Senses darkvision 60 ft., passive Perception 12 Languages Pokemon Challenge 3 (100 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 turn, the target takes an extra 4 (1d8) piercing damage. Water Breathing. The pokemon can breathe only water. Actions Multiattack. The pokemon makes two attacks: one with its Crunch and one with its Aqua Tail. It can’t make both attacks against the same target. Crunch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. Aqua Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage. Hydro Pump (Recharge 5-6). The pokemon shoots pressurized water in a line 5-feet wide and 60-feet long. All creatures in the area must make a DC 13 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 12 (+1) 6 (-2) 14 (+2) 6 (-2)
HOENN POKEDEX |PIRATE GONZALEZ GAMES 59 Gorebyss Medium monstrosity, ambition: to impale prey and drain their fluids Armor Class 13 Hit Points 66 (16d8 + 16) Speed 10 ft., swim 30 ft. Senses darkvision 60 ft., passive Perception 12 Languages Pokemon Challenge 3 (700 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 turn, the target takes an extra 4 (1d8) piercing damage. Water Breathing. The pokemon can breathe only water. Actions Multiattack. The pokemon makes two attacks: one with its Impale and one with its Aqua Tail. It can’t make both attacks against the same target. Impale. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. Aqua Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage. Hydro Pump (Recharge 5-6). The pokemon shoots pressurized water in a line 5-feet wide and 60-feet long. All creatures in the area must make a DC 13 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 8 (-1) Relicanth Small monstrosity, ambition: to endure any changes Armor Class 15 (natural armor) Hit Points 273 (26d6 + 182) Speed 5 ft., swim 30 ft. Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 14 Languages Pokemon Challenge 11 (7,200 XP) Swift Swim. The pokemon can Dash as a bonus action when swimming. Water Breathing. The pokemon can breathe only water. Actions Multiattack. The pokemon makes two Head Smash attacks. Head Smash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) bludgeoning damage. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 24 (+7) 6 (-2) 18 (+4) 4 (-3)
60 HOENN POKEDEX | PIRATE GONZALEZ GAMES Luvdisc Tiny monstrosity, ambition: to swim after loving couples Armor Class 10 Hit Points 10 (4d4) Speed 5 ft., swim 30 ft. Senses passive Perception 9 Languages Pokemon Challenge 1/8 (25 XP) Swift Swim. The pokemon can Dash as a bonus action when swimming. Water Breathing. The pokemon can breathe only water. Actions Water Gun. Ranged Weapon Attack: +2 to hit, range 10/30 ft., one creature. Hit: 3 (1d6) cold damage. STR DEX CON INT WIS CHA 4 (-3) 10 (+0) 10 (+0) 6 (-2) 8 (-1) 14 (+2) Bagon Tiny dragon, ambition: to learn how to fly Armor Class 13 (natural armor) Hit Points 36 (8d4 + 16) Speed 25 ft. Damage Resistances fire Senses passive Perception 9 Languages Pokemon Challenge 1/2 (100 XP) Hard Head. The pokemon takes half damage from falling. Actions Ember. Ranged Weapon Attack: +2 to hit, range 10/30 ft., one creature. Hit: 3 (1d6) fire damage. Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 6 (-2) 8 (-1) 8 (-1)
HOENN POKEDEX |PIRATE GONZALEZ GAMES 61 Shelgon Small dragon, ambition: to hide and await evolution Armor Class 18 (natural armor) Hit Points 102 (12d6 + 60) Speed 20 ft. Damage Resistances fire Senses passive Perception 10 Languages Pokemon Challenge 3 (700 XP) Hard Head. The pokemon takes half damage from falling. Overcoat. The pokemon cannot be magically put to sleep and is immune to the poisoned condition. Actions Ember. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one creature. Hit: 10 (3d6) fire damage. Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. STR DEX CON INT WIS CHA 18 (+4) 6 (-2) 20 (+5) 6 (-2) 10 (+0) 8 (-1)
62 HOENN POKEDEX | PIRATE GONZALEZ GAMES Salamence Medium dragon, ambition: to burn everything to ashes Armor Class 18 (natural armor) Hit Points 171 (18d8 + 90) Speed 30 ft., fly 40 ft. Saving Throws Dex +4 Damage Resistances fire Senses passive Perception 13 Languages Pokemon Challenge 12 (8,400 XP) Legendary Resistance (3/Day). If the pokemon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The pokemon can use its Intimidate. It then makes two Dragon Claw attacks. Dragon Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) slashing damage. Dragon Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 11 (1d8 + 7) bludgeoning damage. Ember. Ranged Weapon Attack: +11 to hit, range 30/90 ft., one creature. Hit: 22 (4d10) fire damage. Intimidate. Each creature of the pokemon’s choice that is within 120 feet of the pokemon and aware of it must succeed on a DC 18 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 Intimidate for the next 24 hours. Dragon Breath (Recharge 5-6). The pokemon exhales a mighty gust in a 60-foot cone. All creatures in the area must make a DC 19 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is paralyzed until the end of their next turn. Legendary Actions The pokemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The pokemon regains spent legendary actions at the start of its turn. Protect. The pokemon increases its AC by +2 until the end of its next turn, up to a maximum of +6. Tail Attack. The pokemon makes a tail attack. Wing Attack (Costs 2 Actions). The pokemon beats its wings. Each creature within 10 feet of the pokemon must succeed on a DC 19 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The pokemon can then fly up to half its flying speed. STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 20 (+5) 6 (-2) 16 (+3) 22 (+6)
HOENN POKEDEX |PIRATE GONZALEZ GAMES 63 Beldum Tiny monstrosity, ambition: to manipulate the magnetic field Armor Class 14 (natural armor) Hit Points 27 (6d4 + 12) Speed 0 ft., fly 20 ft. (hover) Senses passive Perception 9 Languages Pokemon Challenge 1/8 (25 XP) Actions Take Down. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 2 (1d6 - 1) bludgeoning damage. STR DEX CON INT WIS CHA 6 (-2) 8 (-1) 14 (+2) 6 (-2) 8 (-1) 6 (-2) Metang Small monstrosity, ambition: to manipulate the magnetic field Armor Class 17 (natural armor) Hit Points 66 (12d6 + 24) Speed 10 ft., fly 30 ft. (hover) Senses passive Perception 13 Languages Pokemon Challenge 1 (200 XP) Actions Multiattack. The pokemon makes two Metal Claw attacks. Metal Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Confusion. The pokemon assaults a creature it can see within 60 feet with psychic energy. The target must succeed on a DC 13 Wisdom saving throw or take 7 (2d6) psychic damage. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 8 (-1) Metagross Medium monstrosity, ambition: to compute complicated data Armor Class 22 (natural armor) Hit Points 171 (18d8 + 90) Speed 30 ft., fly 30 ft. (hover) Saving Throws Int +10, Wis +13 Skills Athletics +7 Senses passive Perception 20 Languages Pokemon Challenge 8 (3,900 XP) Actions Multiattack. The pokemon makes four Metal Claw attacks. Metal Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage. Psychic. The pokemon assaults a creature it can see within 100 feet with psychic energy. The target must succeed on a DC 21 Wisdom saving throw or take 22 (4d10) psychic damage. Hyper Beam (Recharge 5-6). The pokemon fires a powerful beam in a line 100-feet long and 10-feet wide. All creatures in the area must make a DC 15 Dexterity saving throw, taking 27 (6d8) force damage on a failed save, or half as much damage on a successful one. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 20 (+5) 24 (+7) 30 (+10) 10 (+0)
64 HOENN POKEDEX | PIRATE GONZALEZ GAMES Regirock Medium monstrosity (titan), ambition: to follow ancient orders Armor Class 20 (natural armor) Hit Points 276 (24d8 + 168) Speed 30 ft., burrow 10 ft. Saving Throws Wis +11 Damage Resistances fire, poison Condition Immunities charmed, frightened, exhaustion, paralyzed, petrified Senses passive Perception 15 Languages Pokemon Challenge 18 (20,000 XP) Legendary Resistance (3/Day). If the pokemon fails a saving throw, it can choose to succeed instead. Rejuvenation. If its body is near rocks, a destroyed pokemon gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of its corpse. Sturdy. If damage reduces the pokemon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the pokemon drops to 1 hit point instead. Actions Multiattack. The pokemon makes two Hammer Arm attacks. Hammer Arm. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. Zap Cannon. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one creature. Hit: 33 (6d10) lightning damage and the target must succeed on a DC 21 Constitution saving throw or be paralyzed until the end of their next turn. Hyper Beam (Recharge 5-6). The pokemon fires a powerful beam in a line 100-feet long and 10-feet wide. All creatures in the area must make a DC 21 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. Legendary Actions The pokemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The pokemon regains spent legendary actions at the start of its turn. Lock On. The pokemon takes aim at a creature or object it can see within 100 feet. The pokemon’s next attack against the target automatically hits. Rocky Regeneration. The pokemon picks up some rocks to incorporate back into its body. The pokemon regains 20 hit points. Zap Cannon. The pokemon makes a Zap Cannon attack. STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 24 (+7) 10 (+0) 20 (+5) 18 (+4)
HOENN POKEDEX |PIRATE GONZALEZ GAMES 65 Regice Medium monstrosity (titan), ambition: to follow ancient orders Armor Class 20 (natural armor) Hit Points 276 (24d8 + 168) Speed 30 ft., burrow 10 ft. (ice only) Saving Throws Wis +11 Damage Resistances cold Condition Immunities charmed, frightened, exhaustion, paralyzed, petrified Senses passive Perception 15 Languages Pokemon Challenge 18 (20,000 XP) Legendary Resistance (3/Day). If the pokemon fails a saving throw, it can choose to succeed instead. Rejuvenation. If its body is near ice, a destroyed pokemon gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of its corpse. Sturdy. If damage reduces the pokemon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the pokemon drops to 1 hit point instead. Actions Multiattack. The pokemon makes two Hammer Arm attacks. Hammer Arm. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. Ice Beam. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one creature. Hit: 33 (6d10) cold damage and the target must succeed on a DC 21 Constitution saving throw or be petrified until the end of their next turn. Hyper Beam (Recharge 5-6). The pokemon fires a powerful beam in a line 100-feet long and 10-feet wide. All creatures in the area must make a DC 21 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. Legendary Actions The pokemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The pokemon regains spent legendary actions at the start of its turn. Lock On. The pokemon takes aim at a creature or object it can see within 100 feet. The pokemon’s next attack against the target automatically hits. Icy Regeneration. The pokemon picks up some ice to incorporate back into its body. The pokemon regains 20 hit points. Ice Beam. The pokemon makes an Ice Beam attack. STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 24 (+7) 10 (+0) 20 (+5) 18 (+4)
66 HOENN POKEDEX | PIRATE GONZALEZ GAMES Registeel Medium monstrosity (titan), ambition: to follow ancient orders Armor Class 20 (natural armor) Hit Points 276 (24d8 + 168) Speed 30 ft., burrow 10 ft. Saving Throws Wis +11 Damage Resistances psychic Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened, exhaustion, paralyzed, petrified Senses passive Perception 15 Languages Pokemon Challenge 19 (22,000 XP) Legendary Resistance (3/Day). If the pokemon fails a saving throw, it can choose to succeed instead. Rejuvenation. If its body is near rocks, a destroyed pokemon gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of its corpse. Sturdy. If damage reduces the pokemon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the pokemon drops to 1 hit point instead. Actions Multiattack. The pokemon makes two Iron Head attacks. Hammer Arm. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. Flash Cannon. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one creature. Hit: 33 (6d10) cold damage and the target must succeed on a DC 21 Constitution saving throw or be blinded until the end of their next turn. Hyper Beam (Recharge 5-6). The pokemon fires a powerful beam in a line 100-feet long and 10-feet wide. All creatures in the area must make a DC 21 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. Legendary Actions The pokemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The pokemon regains spent legendary actions at the start of its turn. Lock On. The pokemon takes aim at a creature or object it can see within 100 feet. The pokemon’s next attack against the target automatically hits. Iron Defense. The pokemon gains a +2 bonus to AC until the start of its next turn. Flash Cannon. The pokemon makes a Flash Cannon attack. STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 24 (+7) 10 (+0) 20 (+5) 18 (+4)
HOENN POKEDEX |PIRATE GONZALEZ GAMES 67 Latias Medium dragon, ambition: to sense emotions and avoid hostility 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. Mist Ball. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one creature. Hit: 12 (2d6 + 5) psychic damage and the target must succeed on a DC 15 Wisdom saving throw or have disadvantage on their next attack roll before the end of their next turn. Invisible Down. The pokemon becomes invisible until its concentration ends (as if concentrating on a spell), it makes an attack, or casts a spell. Dragon Pulse (Recharge 5-6). The pokemon generates a powerful pulse in a 60-foot cone. All creatures in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 16 (+3) 10 (+0) 16 (+3) 18 (+4) Latios Medium dragon, ambition: to avoid hostility 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. Dragon Pulse (Recharge 5-6). The pokemon generates a powerful pulse in a 60-foot cone. All creatures in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 16 (+3) 10 (+0) 16 (+3) 18 (+4)
68 HOENN POKEDEX | PIRATE GONZALEZ GAMES Kyogre Large monstrosity (titan), ambition: to overcome Groudon Armor Class 18 (natural armor) Hit Points 372 (24d10 + 240) Speed 20 ft., swim 60 ft. Saving Throws Wis +12, Cha +12 Skills Perception +12 Damage Resistances cold, fire Senses passive Perception 22 Languages Pokemon Challenge 23 (50,000 XP) Drizzle. The pokemon can control the weather within a 1 mile radius of it, causing it to rain. The pokemon can suppress this ability with a bonus action. Any ability that controls the weather overrides this ability. Drizzle and Drought cancel each other out, and don’t work in each other’s presence. Legendary Resistance (3/Day). If the pokemon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The pokemon uses Scary Face and then makes two Body Slam attacks. Scary Face. Each creature of the pokemon’s choice that is within 90 feet of the pokemon and aware of it must succeed on a DC 20 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. Body Slam. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 23 (2d12 + 10) bludgeoning damage. Aqua Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one creature. Hit: 19 (2d8 + 10) bludgeoning damage. Water Pulse. Ranged Weapon Attack: +17 to hit, range 60/180 ft., one creature. Hit: 22 (4d10) cold damage. Hydro Pump (Recharge 5-6). The pokemon shoots pressurized water in a line 10-feet wide and 100-feet long. All creatures in the area must make a DC 25 Dexterity saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Legendary Actions The pokemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The pokemon regains spent legendary actions at the start of its turn. Aqua Tail. The pokemon makes an Aqua Tail attack. Dive. The pokemon swims up to its speed without provoking opportunity attacks. Sheer Cold. The pokemon creates an area of cold around a creature it can see within 60 feet. The target must make a DC 25 Constitution saving throw, taking 13 (3d8) cold damage on a failed save, or half as much damage on a successful one. STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 6 (-2) 20 (+5) 20 (+5)
HOENN POKEDEX |PIRATE GONZALEZ GAMES 69 Groudon Large monstrosity (titan), ambition: to overcome Kyogre Armor Class 18 (natural armor) Hit Points 372 (24d10 + 240) Speed 30 ft., burrow 30 ft. Saving Throws Wis +12, Cha +12 Skills Perception +12 Damage Resistances fire Damage Immunities lightning Senses passive Perception 22 Languages Pokemon Challenge 23 (50,000 XP) Drought. The pokemon can control the weather within a 1 mile radius of it, causing it to become hot and dry. The pokemon can suppress this ability with a bonus action. Any ability that controls the weather overrides this ability. Legendary Resistance (3/Day). If the pokemon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The pokemon uses Scary Face and then makes two Ancient Power attacks. Scary Face. Each creature of the pokemon’s choice that is within 90 feet of the pokemon and aware of it must succeed on a DC 20 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. Ancient Power. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 23 (2d12 + 10) bludgeoning damage. Lava Plume. Ranged Weapon Attack: +17 to hit, range 60/180 ft., one creature. Hit: 22 (4d10) fire damage. Fire Blast (Recharge 5-6). The pokemon breathes fire in a 90-foot cone. All creatures in the area must make a DC 25 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The pokemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The pokemon regains spent legendary actions at the start of its turn. Eruption. The pokemon unleashes an eruption of fire in a 10- foot radius around itself. All creatures in the area must make a DC 20 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. Burrow. The pokemon burrows up to its speed without provoking opportunity attacks. Fissure. The pokemon conjures a fissure in the ground under a creature it can see within 60 feet. The target must make a DC 25 Constitution saving throw, taking 13 (3d8) bludgeoning damage on a failed save, or half as much damage on a successful one. STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 6 (-2) 20 (+5) 20 (+5)
70 HOENN POKEDEX | PIRATE GONZALEZ GAMES Rayquaza Huge dragon (titan), ambition: to keep the world in balance Armor Class 19 (natural armor) Hit Points 324 (24d10 + 240) Speed 30 ft., fly 80 ft. (hover) Saving Throws Dex +12, Wis +13 Skills Perception +13 Damage Resistances cold, fire Senses passive Perception 23 Languages Pokemon Challenge 21 (33,000 XP) Air Lock. The pokemon can control the weather within a 1-mile radius of it, ending all weather effects. The pokemon can suppress this ability with a bonus action. Legendary Resistance (3/Day). If the pokemon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The pokemon uses Scary Face and then makes two Crunch or Air Slash attacks. Scary Face. Each creature of the pokemon’s choice that is within 90 feet of the pokemon and aware of it must succeed on a DC 24 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. Crunch. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 20 (3d8 + 7) piercing damage. Air Slash. Ranged Weapon Attack: +14 to hit, range 60/180 ft., one creature. Hit: 22 (4d10) slashing damage. Dragon Pulse (Recharge 5-6). The pokemon generates a powerful pulse in a 90-foot cone. All creatures in the area must make a DC 22 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. Legendary Actions The pokemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The pokemon regains spent legendary actions at the start of its turn. Extreme Speed. The pokemon makes a Crunch or Air Slash attack. Fly. The pokemon flies up to its speed without provoking opportunity attacks. Twister. The pokemon conjures a tornado on a creature it can see within 60 feet. The target must make a DC 22 Constitution saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is knocked prone. STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 24 (+7) 6 (-2) 22 (+6) 28 (+9)
HOENN POKEDEX |PIRATE GONZALEZ GAMES 71 Jirachi Tiny celestial, ambition: to make wishes come true when it awakens Armor Class 14 Hit Points 50 (20d4) Speed 10 ft., fly 30 ft. (hover) Saving Throws Dex +6, Wis +4 Senses passive Perception 12 Languages Pokemon Challenge 3 (700 XP) Legendary Resistance (3/Day). If the pokemon fails a saving throw, it can choose to succeed instead. Wish (1/Day). The pokemon can cast the wish spell as an action, requiring no components. Actions Confusion. One creature the pokemon can see within 60 feet must succeed on a DC 16 Wisdom saving throw or take 20 (4d6 + 6) psychic damage. A creature that fails the saving throw has disadvantage on their next attack roll before the end of their next turn. Gravity. The pokemon intensifies gravity around it for 1 minute. The area within a 100-foot radius around the pokemon is considered difficult terrain, and creatures except for Jirachi in the area must succeed on a DC 16 Strength saving throw in order to fly during their turn. Healing Wish. The pokemon is reduced to 0 hit points and falls unconscious. One creature of its choice within 60 feet is restored to their hit point maximum and has all conditions and effects on them ended. Legendary Actions The pokemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The pokemon regains spent legendary actions at the start of its turn. Doom Desire: Stage 1. The pokemon targets a creature it can see within 60 feet with doom. Only one creature can be doomed at a time. 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. Doom Desire: Final. The doomed creature is blasted with a concentrated bundle of light. The target must succeed on a DC 16 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. The pokemon can only use this action after using Doom Desire: Stage 2. The target is no longer doomed. STR DEX CON INT WIS CHA 2 (-4) 18 (+4) 10 (+0) 6 (-2) 14 (+2) 22 (+6)
72 HOENN POKEDEX | PIRATE GONZALEZ GAMES Deoxys Medium aberration, ambition: ???? Armor Class 15 Hit Points 247 (26d8 + 130) Speed 30 ft., fly 30 ft. (hover) Damage Resistances psychic Senses passive Perception 15 Languages Pokemon Challenge 14 (11,500 XP) Legendary Resistance (3/Day). If the pokemon fails a saving throw, it can choose to succeed instead. Change Form. During a short rest, the pokemon can change its form to one of the following options. These changes last until the pokemon changes to another form. Normal Forme: As presented here Attack Forme: The pokemon has advantage on all attack rolls, but has disadvantage on all saving throws. Defense Forme: The pokemon’s AC becomes 20 and it has advantage on all saving throws, but it has disadvantage on attack rolls. Speed Forme: The pokemon’s speeds are doubled, but it deals half damage with all attacks. Actions Multiattack. The pokemon makes three Wrap attacks. Wrap. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage and if the target is a Large or smaller creature, they are grappled (escape DC 18). The pokemon can have two creatures grappled at a time, one for each arm. If it uses the arm to attack another creature, the grapple ends. Psychic. One creature the pokemon can see within 60 feet must succeed on a DC 18 Wisdom saving throw or take 22 (4d10) psychic damage. A creature that fails the saving throw has disadvantage on their next attack roll before the end of their next turn. Teleport. The pokemon teleports to an unoccupied space within 100 feet. Hyper Beam (Recharge 5-6). The pokemon fires a powerful beam from both its hands in a line 100-feet long and 10-feet wide. All creatures in the area must make a DC 18 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. 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 18 Strength saving throw or drop an item they are holding. Legendary Actions The pokemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The pokemon regains spent legendary actions at the start of its turn. Psycho Shift. The pokemon takes a condition currently affecting it and transfers it to another creature of its choice within 60 feet. The condition’s duration and other rules apply as normal. Recover. The pokemon regains 20 hit points. Teleport. The pokemon uses Teleport. STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)
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