Documente Academic
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An
An Introductory
Introductory One
One Shot
Shot Adventure
Adventure for Pokéémon
for Poké
Pok
Poké mon 5e
Pokémon 5e
Adventure Overview One of the main quests in this adventure will require the
The World of Pokémon is a dangerous place, full of players to go out and catch a variety of different species of
wonderfully unique creatures and determined trainers who Pokémon. Players will roll on a random table (shown on page
raise them for battle or companionship. 3) to determine which Pokémon they encounter. For
organizational purposes, the stat blocks of each of these
Headquartered in his laboratory in Pallet Town, Professor possible Pokémon are in the appendix at the end of this
Oak gets word that an important package has arrived for him manual.
in Veridian City. Much too busy with his own work, he seeks
out the help of a few up-and-coming trainers to fetch it for
him. Beginning the Session
The road to Veridian is paved with difficulties, however. DMs should have the players create level 1 trainers without a
Strange beasts hide in the trees and the tall grass - and an evil Pokédex, selecting a Specialization and Starter Pokémon with
lurks in the shadows, waiting for the right moment to reveal a Nature of their choice. The Starters they can choose from
itself... include any Pokémon of Species Rating 1/2 or lower. The
players will be given their Starter by Professor Oak, so should
Using This Adventure not be woven into any of the players backstories.
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.
This one-shot adventure is written assuming a party of 3 - 4 Manual and Links
players, but can handle more by simply increasing the number For quick reference, here is a link to the Pokémon 5e PHB
of Pokémon encountered in random encounter and trainer and other handy resources you may need.
battle sessions, or by increasing the level of the same number
of Pokémon in the text. Pokémon 5e Manual: https://drive.google.com/open?
The majority of this guide will be an outline of the id=1xj2sE7hfOM7nRs50Lk_Qb2vR9yC7ev3C
adventure, but occasionally there will be snippets of Printable Trainer Sheet: https://drive.google.com/open?
descriptions or encounters that you should read aloud. id=1t8xaYHpbdWxlfMQz_L4sjngdicy9duNs
Important things to read aloud your players will be
Printable Pokémon Sheet: https://drive.google.com/open?
in boxes like this one. id=1NCxesOyhTTIL0tY-RsE19LTgtydlKOwf
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Chapter 2: Route 1 This part of the adventure is set to have a very "open-world"
Once the trainers have gotten acquainted with each other and feel to it. The trainers know they have been instructed to seek
their Starters, they should be ready to start their journey north out and catch Pokémon, so encourage them to decide where
through Route 1 to Veridian City. they want to go first, and if they want to split up or stay
together. They may soon find out that sticking together is the
best course of action.
A long, winding dirt path stretches out before you,
curving up and down along a series of rolling hills
There are two main terrain types within which they can
underneath a clear, sunny sky. The landscape is full search for Pokémon on this route: Grass and Forest. Here
of fields of tall grass, spotted with trees and the we've provided a random encounter table to help manage
occasional thick patch of forest. In the distance, tall possible encounters in either terrain type. You may choose to
snow-capped peaks of a majestic mountain range roll these yourself, or have the players roll them and record
loom on the horizon. the result.
Flocks of winged Pokémon dart from tree to tree as Stat blocks for the Pokémon within each encounter can be
the tall grass ebbs and flows with the movement of found in the Appendix. The DC to catch each of these
wind and the small creatures that play within. Pokemon is 11 + Remaining HP/10 (rounded down), with the
exception of Gastly whose DC is 14 + Remaining HP/10
(rounded down), and Beedrill, who is uncatchable at the
trainer's current level.
Grass
d100 Encounter
01-10 A group of three Rattata pounce on the unsuspecting party from the grass
11-20 A female and male Nidoran are in the middle of a stare-off, about to butt heads
21-30 A Caterpie is being pulled in both directions by a Pidgey and Spearow
31-40 The trainers stumble upon a small pond, where a pair of Poliwag are sunbathing
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 Two holes are dug into the ground close by each other, a pair of Sandshrew sleeping inside
71-80 The trainers stumble upon a creek, where the hear a Psyduck desperately try to get a Krabby off its bill.
81-90 A male and female Pikachu play a game of tag amidst the grass
91-100 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.
3
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Grimer Meowth
Small Poison Type | Level 2 Tiny Normal Type | Level 2
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)
Poison Gas: Grimer releases a toxic cloud of Growl: Meowth targets a Pokémon with an
poisonous gas in a 10 foot radius, centered on a intimidating growl. The target must make a DC 11
point within range. Any creature that starts their turn WIS save. On a fail, it adds -1 to any attack it makes
in this area must succeed on a DC 12 CON save, for the duration. This modifier can be stacked if it
taking 1d6+3 poison damage and becoming fails multiple growl saves, up to a maximum of -5.
poisoned on a fail, or half as much damage without
being poisoned on a save. Scratch: Melee attack. +4 to hit. Meowth slashes out
at a Pokémon in range, dealing 1d6+3 normal
Pound: Melee attack. +4 to hit. Grimer attempts to damage on a hit.
crush an opponent with a pound attack, dealing
1d6+2 normal damage on a hit.
Koffing
Zubat Tiny Poison Type | Level 1
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Soon enough they will want to head straight for Oak's Lab to Proficient Skills: Perception, Survival
deliver the Parcel. Saving Throws: Constitution, Strength
Vulnerabilities: Ground, Ice, Psychic, Water
Resistances: Fairy, Fighting, Fire, Bug, Poison
You make the grueling climb once again up to
Professor Oak's lab, but upon attempting to open
the large metal doors, you find them locked shut. Held Item:
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 were Rivalry: This Pokémon adds its proficiency bonus to
either not a fan of losing the battle or not a fan of being duped damage when attacking a Pokémon of the same
by a fake package, depending on how the end of Chapter 3 type.
went. The Grunts have returned with a vengeance, and they've Poison Point: On melee attacks made by this
got their boss with them. Pokémon, roll a d10 on a hit. On a result of a 10, the
The lock on the door to Professor Oak's lab can be picked target is poisoned.
with DC 18 Sleight of Hand check, but can only be attempted Sheer Force: This Pokémon adds its proficiency
twice before breaking the lock. Any trainer with an active bonus to damage rolls while poisoned, burned,
Pokémon proficient in the Sleight of Hand skill has advantage confused, or paralyzed.
on the roll. Another option is to allow them to bust the door
with a DC 20 Strength check, but that will instantly alert
Team Rocket inside who will come to fight. Moves
Professor Oak's lab has several large windows on all sides, Double Kick (15 PP): Melee attack. +8 to hit.
8 feet off the ground and 10 feet high. An open window can be Nidoqueen strikes twice with two devastating kicks.
found with a DC 14 Investigation check, but will require the Make two melee attack rolls, dealing 1d10 + 4
trainers to come up with an interesting plan to get up to it, fighting damage on each successful hit.
most likely requiring a DC 15 Acrobatics or Athletics check. Poison Sting(15 PP): Melee attack. +8 to hit.
If they attempt to sneak their way in, no matter how they do Nidoqueen strikes out at a Pokémon with a
it, the trainers spot several of Professor Oak's assistants tied poisonous sting. Make a melee attack roll against a
up along the floor and chairs, with the same two Grunts from target, dealing 1d8 + 6 poison damage on a hit. If the
before frantically working on the computers on either side of natural attack roll is 18 or more, the Pokémon is
the lab to try and find the prototype blueprints. At the far end, poisoned.
Professor Oak is in the clutches of a Nidoqueen, standing Ice Beam (5 PP): 120 ft ranged attack. +8 to hit.
before a tall man in black with slicked back, black hair. The Nidoqueen sends a concentrated beam of freezing
man is Giovanni. ice at a single Pokémon in range. Make a ranged
Allow your players to get creative with how they handle the attack roll, doing 3d10 + 3 ice damage on a hit, and
situation at hand, allowing them to attempt to knock out a forcing the target to make DC 15 CON save or
trainer using stealth (Trainer laws are a little more lenient become frozen.
when going against evil teams), but ultimately when they are Tail Whip (15 PP): 100 ft range. Nidoqueen shakes
noticed, Giovanni will whip around and engage in battle with her tail at an enemy Pokémon, distracting it and
his Nidoqueen as the Grunts watch from the side. If the opening up its defenses. The Pokémon must make a
trainers did not defeat the Grunts earlier in the adventure, DC 15 WIS save. On a fail, it adds +1 to any attack
they may have remaining Pokémon to add to the mix... against the target for 1 minute.
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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
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)
Moves Moves
Tackle (20 PP): Melee attack. +2 to hit. Rattata rushes
Growl (20 PP): 100ft range. Nidoran targets a
forward and slams into an opponent. Make a melee
Pokémon with an intimidating growl. The Pokémon
attack roll against a target, doing 1d6 normal damage
must make a DC 11 WIS save. On a fail, it adds -1 to
on a hit.
any attack it makes for one minute. This modifier can
Tail Whip (15 PP): 100 ft range. Rattata shakes its tail be stacked if it fails multiple growl saves, up to a
at an enemy Pokémon, distracting it and opening up maximum of -5.
its defenses. The Pokémon must make a DC 12 WIS
Scratch (20 PP): Melee attack. +3 to hit. Nidoran
save. On a fail, allies add +1 to any attack they target
slashes out at a Pokémon in range. Make a melee
for one minute. This modifier can be stacked if it
attack, doing 1d6 + 1 normal damage on a hit.
fails multiple tail whip saves, up to a 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
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)
Rivalry: This Pokémon adds its proficiency bonus to Run Away: While this Pokémon is active, the trainer
damage when attacking a Pokémon of the same automatically succeeds on their DEX roll to run away
type. from a wild Pokémon encounter.
Poison Point: On melee attacks made by this Shield Dust: Once per long rest, this Pokémon can
Pokémon, roll a d10 on a hit. On a result of a 10, the ignore a negative status condition that results from
target is poisoned. an enemy move.
Moves Moves
Leer (15 PP): 60ft range. Nidoran stares down an String Shot (20 PP): 60ft range. Caterpie unleashes
enemy Pokémon, reducing its will. The Pokémon sticky string at a Pokémon in range, slowing it down.
must make DC 10 WIS save. On a fail, allies may add Make a ranged attack roll against a target. On a hit,
+1 to any attack they target it with for one minute. the target’s speed is reduced by 10 for the duration.
This modifier can be stacked if it fails multiple leer The target may take an action to attempt to get rid of
saves, up to a maximum of +5. any string with DC 10 STR save. If this reduction in
speed causes their speed to be 0, they are restrained.
Peck (20 PP): Melee attack. +3 to hit. Nidoran
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
damage on a hit.
Level 2 Moves: Focus Energy, Double Kick
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Pidgey Spearow
Tiny Normal/Flying Type | Level 1 | SR 1/4 Tiny Normal/Flying Type | Level 1 | SR 1/4
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)
Keen Eye: This Pokémon ignores disadvantage when Keen Eye: This Pokémon ignores disadvantage when
it relates to sight. it relates to sight.
Tangled Feet: Attacks against this Pokémon have Sniper: On a critical hit made by this Pokémon, triple
disadvantage when it is confused. the dice roll instead of doubling it.
Moves Moves
Tackle (20 PP): Melee attack. +2 to hit. Pidgey rushes Growl (20 PP): 100ft range. Spearow targets a
forward and slams into an opponent. Make a melee Pokémon with an intimidating growl. The Pokémon
attack roll against a target, doing 1d6 normal damage must make a DC 10 WIS save. On a fail, it adds -1 to
on a hit. any attack it makes for one minute. This modifier can
be stacked if it fails multiple growl saves, up to a
Level 2 Moves: Sand Attack, Gust 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
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)
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Sentret Zigzagoon
Small Normal Type | Level 1 | SR 1/8 Tiny Normal Type | Level 1 | SR 1/4
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)
Keen Eye: This Pokémon ignores disadvantage when Pick Up: If an opponent uses a consumable held item
it relates to sight. in battle, this Pokémon gains a copy of it if it is not
currently holding an item.
Run Away: While this Pokémon is active, the trainer
automatically succeeds on their DEX roll to run away Gluttony: This Pokémon must eat its held berry when
from a wild Pokémon encounter. 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 can
remainder of combat, any of Sentret's fighting or be stacked if it fails multiple growl saves, up to a
normal moves can hit a ghost type Pokémon. 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
damage on a hit.
Defense Curl (20 PP): Sentret curls up into a tight
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
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)
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Krabby Pikachu
Tiny Water Type | Level 1 | SR 1/4 Tiny Electric Type | Level 1 | SR 1/2
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)
Shell Armor: This Pokémon is immune to extra Lightning Rod: If an ally within 30 feet is attacked
damage dealt by a Critical Hit. with an electric type move, this Pokémon can
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
double its level, and it gains 11 points to add to its Moves
ability scores (max 20). Tail Whip (15 PP): 100 ft range. Pikachu shakes its
tail at an enemy Pokémon, distracting it and opening
up its defenses. The target must make a DC 12 WIS
Moves save. On a fail, it adds +1 to any attack against the
Bubble (15 PP): 60ft range. +3 to hit. Krabby shoots a target for 1 minute.
series of quickly moving bubbles at a target. Make
three ranges attacks, doing 1d4 water damage on Thunder Shock (15 PP): 20ft range. Pikachu delivers
each successful hit. an electric shock to an enemy Pokémon in range.
Make a ranged attack on a Pokémon, doing 1d6 + 2
Mud Sport (10 PP): 5ft range. Krabby covers itself and electric damage on a hit.
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
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)
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Spinarak Beedrill
Tiny Bug/Poison Type | Level 1 | SR 1/4 Small Bug/Poison Type | Level 5 | SR 6
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)
Swarm: This Pokémon adds doubles its STAB bonus Sniper: On a critical hit made by this Pokémon, triple
when it has 10% or less of its maximum health. the dice roll instead of doubling it.
Insomnia: This Pokémon is immune to sleep. Swarm: This Pokémon adds doubles its STAB bonus
when it has 10% or less of its maximum health.
Moves
Constrict (20 PP): Melee attack. +2 to hit. Spinarak
Moves
sends sticky webs around an enemy Pokémon, trying Fury Attack (10 PP): Melee attack. +6 to hit. Beedrill
to squeeze the life from them. Make a melee attack reaches out and unleashes relentless strikes against a
roll. On a hit, the target takes 1d4 normal damage Pokémon. Make a melee attack roll, doing 1d4 + 3
and is grappled and restrained. At the beginning of normal damage on a hit. After successfully hitting a
each of its turns, it may attempt to escape DC 10 target, roll a d4. On a result of 3 or 4, it may
STR save. As long as it is restrained, continue to do immediately hit again for an additional 1d4 normal
1d4 normal damage as a bonus action on each of damage. Continue this process until you fail to roll a
your turns without making an attack roll. 3 or 4 on the d4 roll, up to a maximum of four
additional hits.
Poison Sting (15 PP): Melee attack. +2 to hit. Ekans
strikes out at a Pokémon with a poisonous sting. Twineedle (5PP): 40ft range. +6 to hit. Beedrill fires
Make a melee attack roll against a target, doing 1d4 two sharp projectiles at Pokémon in range. Make two
poison damage on a hit. If the natural attack roll is melee attack rolls, doing 1d4 + 3 damage on each
18 or more, the Pokémon is poisoned. hit.
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
17
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Mankey Bellsprout
Tiny Fighting Type | Level 1 | SR 1/2 Small Grass/Poison Type | Level 1 | SR 1/4
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)
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Hoothoot Surskit
Small Normal/Flying Type | Level 1 | SR 1/4 Tiny Bug/Water Type | Level 1 | SR 1/4
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)
Moves Moves
Foresight (20 PP): 50ft range Force a target in range Bubble (15 PP): 60ft range. +3 to hit. Surskit shoots a
to make a DC 12 WIS save. On a fail, add +2 to all series of quickly moving bubbles at a target. Make
attack rolls you make against the opponent for 1 three ranges attacks, doing 1d4 water damage on
minute. Regardless of the saving throw, for the each successful hit.
remainder of combat, any of Hoothoot's fighting or
normal moves can hit a ghost type Pokémon. Level 2 Moves: Quick Attack, Sweet Scent
19
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Slakoth Nincada
Small Normal Type | Level 1 | SR 1/4 Tiny Bug/Ground Type | Level 1 | SR 1/4
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)
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. Its
AC returns to normal after combat.
Yawn (5 PP): 30ft range. Slakoth releases a big yawn
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
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Paras Gastly
Tiny Bug/Grass Type | Level 1 | SR 1/4 Medium Ghost/Poison Type | Level 3 | SR 1/2
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)
21
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Treecko
Tiny Grass Type | Level 1 | SR 1/2
Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking, 30ft. climbing
Proficiency Bonus: +2
Proficient Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water
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
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